It's close to work now!

This commit is contained in:
2015-11-19 23:08:44 +01:00
parent dc2ad09f4f
commit 0d4cbe7487

View File

@@ -43,7 +43,7 @@ const PLAYER_ACCELERATION_X_STOP : f32 = 0.15;
const PLAYER_ACCELERATION_X_CHANGE : f32 = 0.06;
struct GameObject {
struct GameObject<'a> {
pub x: f32,
pub y: f32,
@@ -53,11 +53,11 @@ struct GameObject {
pub on_ground: bool,
graphics: Box<GraphicsComponent + 'static>
graphics: Box<GraphicsComponent + 'a>
}
impl GameObject {
pub fn new(x: f32, y: f32, graphics: Box<GraphicsComponent + 'static>) -> GameObject {
impl<'a> GameObject<'a> {
pub fn new(x: f32, y: f32, graphics: Box<GraphicsComponent + 'a>) -> GameObject<'a> {
GameObject {
x: x,
y: y,
@@ -137,7 +137,7 @@ fn main() {
let player_sprites = renderer.load_texture(&Path::new("gfx/mario.png")).unwrap();
// new shit!
// let _player = GameObject::new(390.0, 390.0, Box::new(PlayerGraphicsComponent::new(&player_sprites)));
let mut _player = GameObject::new(390.0, 390.0, Box::new(PlayerGraphicsComponent::new(&player_sprites)));
let mut player_sprite = AnimatedSprite::new(&player_sprites, 96, 32, 3, 15);
@@ -250,7 +250,7 @@ fn main() {
let mut camera = Camera::new(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, layer.to_rect());
let mut player = Player::new(390.0, 390.0);
// let mut player = Player::new(390.0, 390.0);
let mut current : u64;
let mut elapsed : u64;
@@ -288,55 +288,55 @@ fn main() {
break 'main;
}
if keyboard.is_held(Keycode::Right) && (player.dx >= 0.0 || player.on_ground) {
let a = if player.dx > 0.0 {
if keyboard.is_held(Keycode::Right) && (_player.dx >= 0.0 || _player.on_ground) {
let a = if _player.dx > 0.0 {
PLAYER_ACCELERATION_X_START
} else {
PLAYER_ACCELERATION_X_CHANGE
};
player.dx = a * PLAYER_SPEED_X + (1.0 - a) * player.dx;
player_sprite.flip = (false, false);
} else if keyboard.is_held(Keycode::Left) && (player.dx <= 0.0 || player.on_ground) {
let a = if player.dx < 0.0 {
_player.dx = a * PLAYER_SPEED_X + (1.0 - a) * _player.dx;
// _player_sprite.flip = (false, false);
} else if keyboard.is_held(Keycode::Left) && (_player.dx <= 0.0 || _player.on_ground) {
let a = if _player.dx < 0.0 {
PLAYER_ACCELERATION_X_START
} else {
PLAYER_ACCELERATION_X_CHANGE
};
player.dx = a * -PLAYER_SPEED_X + (1.0 - a) * player.dx;
player_sprite.flip = (true, false);
} else if player.on_ground {
player.dx = (1.0 - PLAYER_ACCELERATION_X_STOP) * player.dx;
_player.dx = a * -PLAYER_SPEED_X + (1.0 - a) * _player.dx;
// _player_sprite.flip = (true, false);
} else if _player.on_ground {
_player.dx = (1.0 - PLAYER_ACCELERATION_X_STOP) * _player.dx;
if player.dx.abs() <= PLAYER_THRESHOLD_X {
player.dx = 0.0;
if _player.dx.abs() <= PLAYER_THRESHOLD_X {
_player.dx = 0.0;
}
}
if player.on_ground {
if _player.on_ground {
if keyboard.was_pressed(Keycode::Up) {
player.dy = -8.0;
_player.dy = -8.0;
player.on_ground = false;
_player.on_ground = false;
}
}
if keyboard.was_released(Keycode::Up) {
if player.dy < -4.0 {
player.dy = -4.0;
if _player.dy < -4.0 {
_player.dy = -4.0;
}
}
while lag >= MS_PER_UPDATE {
player.update();
_player.update();
player.on_ground = false;
_player.on_ground = false;
if let Some(intersect) = layer.find_intersecting(&player.to_rect()) {
if player.dx > 0.0 {
let p = player.x + player.w as f32;
let mut d = player.dx;
if let Some(intersect) = layer.find_intersecting(&_player.to_rect()) {
if _player.dx > 0.0 {
let p = _player.x + _player.w as f32;
let mut d = _player.dx;
for y in intersect.y()..(intersect.y() + intersect.height() as i32) {
let mut x = intersect.x();
@@ -363,16 +363,16 @@ fn main() {
}
if d > 0.0 {
player.x += d;
_player.x += d;
} else if d < 0.0 {
player.x += d;
player.dx = 0.0;
_player.x += d;
_player.dx = 0.0;
} else {
player.dx = 0.0;
_player.dx = 0.0;
}
} else if player.dx < 0.0 {
let p = player.x;
let mut d = player.dx;
} else if _player.dx < 0.0 {
let p = _player.x;
let mut d = _player.dx;
for y in intersect.y()..(intersect.y() + intersect.height() as i32) {
let mut x = intersect.x();
@@ -399,18 +399,18 @@ fn main() {
}
if d < 0.0 {
player.x += d;
_player.x += d;
} else if d > 0.0 {
player.x += d;
player.dx = 0.0;
_player.x += d;
_player.dx = 0.0;
} else {
player.dx = 0.0;
_player.dx = 0.0;
}
}
if player.dy > 0.0 {
let p = player.y + player.h as f32;
let mut d = player.dy;
if _player.dy > 0.0 {
let p = _player.y + _player.h as f32;
let mut d = _player.dy;
for x in intersect.x()..(intersect.x() + intersect.width() as i32) {
let mut y = intersect.y();
@@ -437,20 +437,20 @@ fn main() {
}
if d > 0.0 {
player.y += d;
_player.y += d;
} else if d < 0.0 {
player.y += d;
player.dy = 0.0;
_player.y += d;
_player.dy = 0.0;
player.on_ground = true;
_player.on_ground = true;
} else {
player.dy = 0.0;
_player.dy = 0.0;
player.on_ground = true;
_player.on_ground = true;
}
} else if player.dy < 0.0 {
let p = player.y;
let mut d = player.dy;
} else if _player.dy < 0.0 {
let p = _player.y;
let mut d = _player.dy;
for x in intersect.x()..(intersect.x() + intersect.width() as i32) {
let mut y = intersect.y();
@@ -477,19 +477,19 @@ fn main() {
}
if d < 0.0 {
player.y += d;
_player.y += d;
} else if d > 0.0 {
player.y += d;
player.dy = 0.0;
_player.y += d;
_player.dy = 0.0;
} else {
player.dy = 0.0;
_player.dy = 0.0;
}
}
}
player_sprite.update(elapsed);
//player_sprite.update(elapsed);
camera.center(&player.to_rect());
camera.center(&_player.to_rect());
lag -= MS_PER_UPDATE;
}