item.rs 3.5KB

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  1. use ggez::graphics;
  2. use crate::behavior::ItemBehavior;
  3. use crate::config::{SCENE_ITEMS_SPRITE_SHEET_HEIGHT, SCENE_ITEMS_SPRITE_SHEET_WIDTH};
  4. use crate::physics::GridPosition;
  5. use crate::physics::{util, MetaEvent};
  6. use crate::scene::SpriteType;
  7. use crate::{Offset, Point2, ScenePoint};
  8. pub struct SceneItemSpriteInfo {
  9. pub relative_start_y: f32,
  10. pub relative_tile_width: f32,
  11. pub relative_tile_height: f32,
  12. pub tile_count: u16,
  13. pub tile_width: f32,
  14. pub tile_height: f32,
  15. pub _half_tile_width: f32,
  16. pub _half_tile_height: f32,
  17. }
  18. impl SceneItemSpriteInfo {
  19. // TODO: ask on rust community if this is performant, or how to make it static
  20. pub fn from_type(type_: &SpriteType) -> Self {
  21. let (start_y, tile_width, tile_height, tile_count) = match type_ {
  22. SpriteType::WalkingSoldier => (12.0, 12.0, 12.0, 8),
  23. SpriteType::CrawlingSoldier => (26.0, 26.0, 26.0, 8),
  24. SpriteType::StandingSoldier => (0.0, 12.0, 12.0, 1),
  25. };
  26. Self {
  27. relative_start_y: start_y / SCENE_ITEMS_SPRITE_SHEET_HEIGHT,
  28. relative_tile_width: tile_width / SCENE_ITEMS_SPRITE_SHEET_WIDTH,
  29. relative_tile_height: tile_height / SCENE_ITEMS_SPRITE_SHEET_HEIGHT,
  30. tile_count,
  31. tile_width,
  32. tile_height,
  33. _half_tile_width: tile_width / 2.0,
  34. _half_tile_height: tile_height / 2.0,
  35. }
  36. }
  37. }
  38. pub struct ItemState {
  39. pub current_behavior: ItemBehavior,
  40. }
  41. impl ItemState {
  42. pub fn new(current_behavior: ItemBehavior) -> Self {
  43. Self { current_behavior }
  44. }
  45. }
  46. pub enum SceneItemType {
  47. Soldier,
  48. }
  49. pub struct SceneItem {
  50. pub type_: SceneItemType,
  51. pub position: ScenePoint,
  52. pub grid_position: GridPosition,
  53. pub state: ItemState,
  54. pub meta_events: Vec<MetaEvent>,
  55. pub current_frame: u16,
  56. }
  57. impl SceneItem {
  58. pub fn new(type_: SceneItemType, position: ScenePoint, state: ItemState) -> Self {
  59. Self {
  60. type_,
  61. position: position.clone(),
  62. grid_position: util::grid_position_from_scene_point(&position.clone()),
  63. state,
  64. meta_events: vec![],
  65. current_frame: 0,
  66. }
  67. }
  68. pub fn sprite_info(&self) -> SceneItemSpriteInfo {
  69. SceneItemSpriteInfo::from_type(&self.sprite_type())
  70. }
  71. pub fn tick_sprite(&mut self) {
  72. self.current_frame += 1;
  73. // TODO: good way to have sprite info ? performant ?
  74. if self.current_frame >= self.sprite_info().tile_count {
  75. self.current_frame = 0;
  76. }
  77. }
  78. pub fn as_draw_param(&self, current_frame: f32) -> graphics::DrawParam {
  79. let sprite_info = self.sprite_info();
  80. graphics::DrawParam::new()
  81. .src(graphics::Rect::new(
  82. current_frame as f32 * sprite_info.relative_tile_width,
  83. sprite_info.relative_start_y,
  84. sprite_info.relative_tile_width,
  85. sprite_info.relative_tile_height,
  86. ))
  87. .rotation(90.0f32.to_radians())
  88. .offset(Offset::new(0.5, 0.5))
  89. }
  90. pub fn sprite_type(&self) -> SpriteType {
  91. // Here some logical about state, nature (soldier, tank, ...) and current behavior to
  92. // determine sprite type
  93. match self.state.current_behavior {
  94. ItemBehavior::Crawling => SpriteType::CrawlingSoldier,
  95. ItemBehavior::Walking(_) => SpriteType::WalkingSoldier,
  96. ItemBehavior::Standing(_) => SpriteType::StandingSoldier,
  97. }
  98. }
  99. }