item.rs 3.6KB

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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, ScenePoint};
  8. use crate::behavior::order::Order;
  9. pub struct SceneItemSpriteInfo {
  10. pub relative_start_y: f32,
  11. pub relative_tile_width: f32,
  12. pub relative_tile_height: f32,
  13. pub tile_count: u16,
  14. pub tile_width: f32,
  15. pub tile_height: f32,
  16. pub _half_tile_width: f32,
  17. pub _half_tile_height: f32,
  18. }
  19. impl SceneItemSpriteInfo {
  20. // TODO: ask on rust community if this is performant, or how to make it static
  21. pub fn from_type(type_: &SpriteType) -> Self {
  22. let (start_y, tile_width, tile_height, tile_count) = match type_ {
  23. SpriteType::WalkingSoldier => (12.0, 12.0, 12.0, 8),
  24. SpriteType::CrawlingSoldier => (26.0, 26.0, 26.0, 8),
  25. SpriteType::StandingSoldier => (0.0, 12.0, 12.0, 1),
  26. };
  27. Self {
  28. relative_start_y: start_y / SCENE_ITEMS_SPRITE_SHEET_HEIGHT,
  29. relative_tile_width: tile_width / SCENE_ITEMS_SPRITE_SHEET_WIDTH,
  30. relative_tile_height: tile_height / SCENE_ITEMS_SPRITE_SHEET_HEIGHT,
  31. tile_count,
  32. tile_width,
  33. tile_height,
  34. _half_tile_width: tile_width / 2.0,
  35. _half_tile_height: tile_height / 2.0,
  36. }
  37. }
  38. }
  39. pub struct ItemState {
  40. pub current_behavior: ItemBehavior,
  41. }
  42. impl ItemState {
  43. pub fn new(current_behavior: ItemBehavior) -> Self {
  44. Self { current_behavior }
  45. }
  46. }
  47. pub enum SceneItemType {
  48. Soldier,
  49. }
  50. pub struct SceneItem {
  51. pub type_: SceneItemType,
  52. pub position: ScenePoint,
  53. pub grid_position: GridPosition,
  54. pub state: ItemState,
  55. pub meta_events: Vec<MetaEvent>,
  56. pub current_frame: u16,
  57. pub current_order: Option<Order>,
  58. pub next_order: Option<Order>,
  59. }
  60. impl SceneItem {
  61. pub fn new(type_: SceneItemType, position: ScenePoint, state: ItemState) -> Self {
  62. Self {
  63. type_,
  64. position: position.clone(),
  65. grid_position: util::grid_position_from_scene_point(&position.clone()),
  66. state,
  67. meta_events: vec![],
  68. current_frame: 0,
  69. current_order: None,
  70. next_order: None,
  71. }
  72. }
  73. pub fn sprite_info(&self) -> SceneItemSpriteInfo {
  74. SceneItemSpriteInfo::from_type(&self.sprite_type())
  75. }
  76. pub fn tick_sprite(&mut self) {
  77. self.current_frame += 1;
  78. // TODO: good way to have sprite info ? performant ?
  79. if self.current_frame >= self.sprite_info().tile_count {
  80. self.current_frame = 0;
  81. }
  82. }
  83. pub fn as_draw_param(&self, current_frame: f32) -> graphics::DrawParam {
  84. let sprite_info = self.sprite_info();
  85. graphics::DrawParam::new()
  86. .src(graphics::Rect::new(
  87. current_frame as f32 * sprite_info.relative_tile_width,
  88. sprite_info.relative_start_y,
  89. sprite_info.relative_tile_width,
  90. sprite_info.relative_tile_height,
  91. ))
  92. .rotation(90.0f32.to_radians())
  93. .offset(Offset::new(0.5, 0.5))
  94. }
  95. pub fn sprite_type(&self) -> SpriteType {
  96. // Here some logical about state, nature (soldier, tank, ...) and current behavior to
  97. // determine sprite type
  98. match self.state.current_behavior {
  99. ItemBehavior::Crawling => SpriteType::CrawlingSoldier,
  100. ItemBehavior::Walking(_) => SpriteType::WalkingSoldier,
  101. ItemBehavior::Standing(_) => SpriteType::StandingSoldier,
  102. }
  103. }
  104. }