Upgrade SDL2 and SDL2 Image.
This commit is contained in:
240
src/main.rs
240
src/main.rs
@@ -4,8 +4,9 @@ extern crate sdl2_image;
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use std::path::Path;
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use std::thread::sleep;
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// use std::thread::sleep;
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use std::cell::RefCell;
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use std::collections::HashMap;
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use sdl2_image::LoadTexture;
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use sdl2::rect::Rect;
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@@ -14,6 +15,7 @@ use sdl2::pixels::Color;
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use sdl2::render::{Renderer, Texture};
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// use timer::current_time;
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use tile::Layer;
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use camera::Camera;
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// use player::Player;
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@@ -21,6 +23,7 @@ use keyboard::KeyboardHandler;
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use sprite::{Sprite, StaticSprite, AnimatedSprite};
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mod timer;
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mod tile;
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mod camera;
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mod player;
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@@ -34,7 +37,7 @@ const SCREEN_HEIGHT : u32 = 640;
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const TILE_WIDTH : u32 = 32;
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const TILE_HEIGHT : u32 = 32;
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const MS_PER_UPDATE : u64 = 10;
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const MS_PER_UPDATE : f64 = 10.0;
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const PLAYER_SPEED_X : f32 = 4.0;
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const PLAYER_THRESHOLD_X : f32 = 0.2;
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@@ -53,13 +56,14 @@ struct GameObject<'a> {
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pub dy: f32,
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pub gravity: f32,
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pub on_ground: bool,
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pub flip: (bool, bool),
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physics: Box<PhysicsComponent + 'a>,
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graphics: Box<GraphicsComponent + 'a>
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pub flip_horizontal: bool,
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pub flip_vertical: bool,
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physics: Box<Updatable + 'a>,
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graphics: Box<Renderable + 'a>
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}
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impl<'a> GameObject<'a> {
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pub fn new(x: f32, y: f32, physics: Box<PhysicsComponent + 'a>, graphics: Box<GraphicsComponent + 'a>) -> GameObject<'a> {
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pub fn new(x: f32, y: f32, physics: Box<Updatable + 'a>, graphics: Box<Renderable + 'a>) -> GameObject<'a> {
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GameObject {
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x: x,
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y: y,
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@@ -69,48 +73,40 @@ impl<'a> GameObject<'a> {
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dy: 0.0,
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gravity: 0.3,
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on_ground: false,
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flip: (false, false),
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flip_horizontal: false,
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flip_vertical: false,
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physics: physics,
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graphics: graphics
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}
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}
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pub fn update(&self, elapsed: u64) {
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self.physics.update(self, elapsed);
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self.graphics.update(self, elapsed);
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pub fn update(&self) {
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self.physics.update(self);
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}
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pub fn render(&self, renderer: &mut Renderer, destination: &Rect) {
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self.physics.render(self, renderer, destination);
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self.graphics.render(self, renderer, destination);
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pub fn render(&self, elapsed: f64, renderer: &mut Renderer, destination: &Rect) {
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self.graphics.render(self, elapsed, renderer, destination);
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}
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pub fn to_rect(&self) -> Rect {
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Rect::new_unwrap(self.x as i32, self.y as i32, 32, 32)
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Rect::new(self.x as i32, self.y as i32, 32, 32)
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}
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}
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trait Updatable {
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fn update(&self, &GameObject);
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}
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trait PhysicsComponent {
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fn update(&self, &GameObject, u64);
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fn render(&self, &GameObject, &mut Renderer, &Rect);
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trait Renderable {
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fn render(&self, &GameObject, f64, &mut Renderer, &Rect);
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}
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struct PlayerPhysicsComponent;
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impl PhysicsComponent for PlayerPhysicsComponent {
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fn update(&self, object: &GameObject, elapsed: u64) {
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impl Updatable for PlayerPhysicsComponent {
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fn update(&self, object: &GameObject) {
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}
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fn render(&self, object: &GameObject, renderer: &mut Renderer, destination: &Rect) {
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}
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}
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trait GraphicsComponent {
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fn update(&self, &GameObject, u64);
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fn render(&self, &GameObject, &mut Renderer, &Rect);
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}
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@@ -121,22 +117,19 @@ struct PlayerGraphicsComponent<'a> {
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impl<'a> PlayerGraphicsComponent<'a> {
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pub fn new(texture: &'a Texture) -> PlayerGraphicsComponent<'a> {
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PlayerGraphicsComponent {
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sprite_running: RefCell::new(AnimatedSprite::new(&texture, 96, 32, 3, 10))
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sprite_running: RefCell::new(AnimatedSprite::new(&texture, 96, 32, 3, 10.0))
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}
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}
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}
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impl<'a> GraphicsComponent for PlayerGraphicsComponent<'a> {
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fn update(&self, object: &GameObject, elapsed: u64) {
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self.sprite_running.borrow_mut().update(elapsed);
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}
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fn render(&self, object: &GameObject, renderer: &mut Renderer, destination: &Rect) {
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impl<'a> Renderable for PlayerGraphicsComponent<'a> {
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fn render(&self, object: &GameObject, elapsed: f64, renderer: &mut Renderer, destination: &Rect) {
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let mut sprite = self.sprite_running.borrow_mut();
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sprite.flip = object.flip;
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sprite.flip_horizontal = object.flip_horizontal;
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sprite.flip_vertical = object.flip_vertical;
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sprite.render(renderer, destination);
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sprite.render(elapsed, renderer, destination);
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}
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}
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@@ -149,16 +142,31 @@ enum Tile<'a> {
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Floor(Rect)
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}
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struct TextureManager<'a> {
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renderer: &'a mut Renderer<'a>,
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textures: HashMap<&'static str, Texture>
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}
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impl<'a> TextureManager<'a> {
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fn new(renderer: &'a mut Renderer<'a>) -> TextureManager<'a> {
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TextureManager {
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renderer: renderer,
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textures: HashMap::new()
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}
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}
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}
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fn main() {
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let sdl_context = sdl2::init().unwrap();
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let video_subsystem = sdl_context.video().unwrap();
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sdl2_image::init(sdl2_image::INIT_PNG);
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let _image_context = sdl2_image::init(sdl2_image::INIT_PNG).unwrap();
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let window = video_subsystem.window("Super Matte Bros", SCREEN_WIDTH, SCREEN_HEIGHT).position_centered().build().unwrap();
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let mut renderer = window.renderer().software().build().unwrap();
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// let textures = TextureManager::new(&mut renderer);
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let world_sprites = renderer.load_texture(&Path::new("gfx/world.png")).unwrap();
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let floor_sprite = StaticSprite::new(&world_sprites, 16 * 0, 16 * 0);
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@@ -173,100 +181,100 @@ fn main() {
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let mut layer = Layer::new(212, 20, TILE_WIDTH, TILE_HEIGHT, Tile::Empty);
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layer.set_tile(2, 15, Tile::Background(Rect::new_unwrap(16 * 9, 16 * 8, 16, 16)));
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layer.set_tile(2, 15, Tile::Background(Rect::new(16 * 9, 16 * 8, 16, 16)));
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layer.set_tile(1, 16, Tile::Background(Rect::new_unwrap(16 * 8, 16 * 8, 16, 16)));
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layer.set_tile(2, 16, Tile::Background(Rect::new_unwrap(16 * 8, 16 * 9, 16, 16)));
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layer.set_tile(3, 16, Tile::Background(Rect::new_unwrap(16 * 10, 16 * 8, 16, 16)));
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layer.set_tile(1, 16, Tile::Background(Rect::new(16 * 8, 16 * 8, 16, 16)));
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layer.set_tile(2, 16, Tile::Background(Rect::new(16 * 8, 16 * 9, 16, 16)));
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layer.set_tile(3, 16, Tile::Background(Rect::new(16 * 10, 16 * 8, 16, 16)));
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layer.set_tile(0, 17, Tile::Background(Rect::new_unwrap(16 * 8, 16 * 8, 16, 16)));
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layer.set_tile(1, 17, Tile::Background(Rect::new_unwrap(16 * 8, 16 * 9, 16, 16)));
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layer.set_tile(2, 17, Tile::Background(Rect::new_unwrap(16 * 9, 16 * 9, 16, 16)));
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layer.set_tile(3, 17, Tile::Background(Rect::new_unwrap(16 * 8, 16 * 9, 16, 16)));
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layer.set_tile(4, 17, Tile::Background(Rect::new_unwrap(16 * 10, 16 * 8, 16, 16)));
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layer.set_tile(0, 17, Tile::Background(Rect::new(16 * 8, 16 * 8, 16, 16)));
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layer.set_tile(1, 17, Tile::Background(Rect::new(16 * 8, 16 * 9, 16, 16)));
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layer.set_tile(2, 17, Tile::Background(Rect::new(16 * 9, 16 * 9, 16, 16)));
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layer.set_tile(3, 17, Tile::Background(Rect::new(16 * 8, 16 * 9, 16, 16)));
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layer.set_tile(4, 17, Tile::Background(Rect::new(16 * 10, 16 * 8, 16, 16)));
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layer.set_tile(11, 17, Tile::Background(Rect::new_unwrap(16 * 11, 16 * 9, 16, 16)));
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layer.set_tile(12, 17, Tile::Background(Rect::new_unwrap(16 * 12, 16 * 9, 16, 16)));
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layer.set_tile(13, 17, Tile::Background(Rect::new_unwrap(16 * 12, 16 * 9, 16, 16)));
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layer.set_tile(14, 17, Tile::Background(Rect::new_unwrap(16 * 12, 16 * 9, 16, 16)));
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layer.set_tile(15, 17, Tile::Background(Rect::new_unwrap(16 * 13, 16 * 9, 16, 16)));
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layer.set_tile(11, 17, Tile::Background(Rect::new(16 * 11, 16 * 9, 16, 16)));
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layer.set_tile(12, 17, Tile::Background(Rect::new(16 * 12, 16 * 9, 16, 16)));
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layer.set_tile(13, 17, Tile::Background(Rect::new(16 * 12, 16 * 9, 16, 16)));
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layer.set_tile(14, 17, Tile::Background(Rect::new(16 * 12, 16 * 9, 16, 16)));
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layer.set_tile(15, 17, Tile::Background(Rect::new(16 * 13, 16 * 9, 16, 16)));
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layer.set_tile(16, 14, Tile::Floor(Rect::new_unwrap(16 * 24, 16 * 0, 16, 16)));
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layer.set_tile(16, 14, Tile::Floor(Rect::new(16 * 24, 16 * 0, 16, 16)));
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layer.set_tile(17, 16, Tile::Background(Rect::new_unwrap(16 * 9, 16 * 8, 16, 16)));
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layer.set_tile(17, 16, Tile::Background(Rect::new(16 * 9, 16 * 8, 16, 16)));
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layer.set_tile(16, 17, Tile::Background(Rect::new_unwrap(16 * 8, 16 * 8, 16, 16)));
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layer.set_tile(17, 17, Tile::Background(Rect::new_unwrap(16 * 8, 16 * 9, 16, 16)));
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layer.set_tile(18, 17, Tile::Background(Rect::new_unwrap(16 * 10, 16 * 8, 16, 16)));
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layer.set_tile(16, 17, Tile::Background(Rect::new(16 * 8, 16 * 8, 16, 16)));
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layer.set_tile(17, 17, Tile::Background(Rect::new(16 * 8, 16 * 9, 16, 16)));
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layer.set_tile(18, 17, Tile::Background(Rect::new(16 * 10, 16 * 8, 16, 16)));
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layer.set_tile(20, 14, Tile::Static(&brick_sprite, true));
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layer.set_tile(21, 14, Tile::Floor(Rect::new_unwrap(16 * 24, 16 * 0, 16, 16)));
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layer.set_tile(21, 14, Tile::Floor(Rect::new(16 * 24, 16 * 0, 16, 16)));
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layer.set_tile(22, 14, Tile::Static(&brick_sprite, true));
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layer.set_tile(23, 14, Tile::Floor(Rect::new_unwrap(16 * 24, 16 * 0, 16, 16)));
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layer.set_tile(23, 14, Tile::Floor(Rect::new(16 * 24, 16 * 0, 16, 16)));
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layer.set_tile(24, 14, Tile::Static(&brick_sprite, true));
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layer.set_tile(22, 10, Tile::Floor(Rect::new_unwrap(16 * 24, 16 * 0, 16, 16)));
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layer.set_tile(22, 10, Tile::Floor(Rect::new(16 * 24, 16 * 0, 16, 16)));
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layer.set_tile(19, 7, Tile::Floor(Rect::new_unwrap(16 * 0, 16 * 20, 16, 16)));
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layer.set_tile(20, 7, Tile::Floor(Rect::new_unwrap(16 * 1, 16 * 20, 16, 16)));
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layer.set_tile(21, 7, Tile::Floor(Rect::new_unwrap(16 * 2, 16 * 20, 16, 16)));
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layer.set_tile(19, 8, Tile::Floor(Rect::new_unwrap(16 * 0, 16 * 21, 16, 16)));
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layer.set_tile(20, 8, Tile::Floor(Rect::new_unwrap(16 * 1, 16 * 21, 16, 16)));
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layer.set_tile(21, 8, Tile::Floor(Rect::new_unwrap(16 * 2, 16 * 21, 16, 16)));
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layer.set_tile(19, 7, Tile::Floor(Rect::new(16 * 0, 16 * 20, 16, 16)));
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layer.set_tile(20, 7, Tile::Floor(Rect::new(16 * 1, 16 * 20, 16, 16)));
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layer.set_tile(21, 7, Tile::Floor(Rect::new(16 * 2, 16 * 20, 16, 16)));
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layer.set_tile(19, 8, Tile::Floor(Rect::new(16 * 0, 16 * 21, 16, 16)));
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layer.set_tile(20, 8, Tile::Floor(Rect::new(16 * 1, 16 * 21, 16, 16)));
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layer.set_tile(21, 8, Tile::Floor(Rect::new(16 * 2, 16 * 21, 16, 16)));
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layer.set_tile(23, 17, Tile::Background(Rect::new_unwrap(16 * 11, 16 * 9, 16, 16)));
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layer.set_tile(24, 17, Tile::Background(Rect::new_unwrap(16 * 12, 16 * 9, 16, 16)));
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layer.set_tile(25, 17, Tile::Background(Rect::new_unwrap(16 * 13, 16 * 9, 16, 16)));
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layer.set_tile(23, 17, Tile::Background(Rect::new(16 * 11, 16 * 9, 16, 16)));
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layer.set_tile(24, 17, Tile::Background(Rect::new(16 * 12, 16 * 9, 16, 16)));
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layer.set_tile(25, 17, Tile::Background(Rect::new(16 * 13, 16 * 9, 16, 16)));
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layer.set_tile(28, 16, Tile::Floor(Rect::new_unwrap(16 * 0, 16 * 8, 16, 16)));
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layer.set_tile(29, 16, Tile::Floor(Rect::new_unwrap(16 * 1, 16 * 8, 16, 16)));
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layer.set_tile(28, 17, Tile::Floor(Rect::new_unwrap(16 * 0, 16 * 9, 16, 16)));
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layer.set_tile(29, 17, Tile::Floor(Rect::new_unwrap(16 * 1, 16 * 9, 16, 16)));
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layer.set_tile(28, 16, Tile::Floor(Rect::new(16 * 0, 16 * 8, 16, 16)));
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layer.set_tile(29, 16, Tile::Floor(Rect::new(16 * 1, 16 * 8, 16, 16)));
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layer.set_tile(28, 17, Tile::Floor(Rect::new(16 * 0, 16 * 9, 16, 16)));
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layer.set_tile(29, 17, Tile::Floor(Rect::new(16 * 1, 16 * 9, 16, 16)));
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layer.set_tile(38, 15, Tile::Floor(Rect::new_unwrap(16 * 0, 16 * 8, 16, 16)));
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layer.set_tile(39, 15, Tile::Floor(Rect::new_unwrap(16 * 1, 16 * 8, 16, 16)));
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layer.set_tile(38, 16, Tile::Floor(Rect::new_unwrap(16 * 0, 16 * 9, 16, 16)));
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layer.set_tile(39, 16, Tile::Floor(Rect::new_unwrap(16 * 1, 16 * 9, 16, 16)));
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layer.set_tile(38, 17, Tile::Floor(Rect::new_unwrap(16 * 0, 16 * 9, 16, 16)));
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layer.set_tile(39, 17, Tile::Floor(Rect::new_unwrap(16 * 1, 16 * 9, 16, 16)));
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layer.set_tile(38, 15, Tile::Floor(Rect::new(16 * 0, 16 * 8, 16, 16)));
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layer.set_tile(39, 15, Tile::Floor(Rect::new(16 * 1, 16 * 8, 16, 16)));
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layer.set_tile(38, 16, Tile::Floor(Rect::new(16 * 0, 16 * 9, 16, 16)));
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layer.set_tile(39, 16, Tile::Floor(Rect::new(16 * 1, 16 * 9, 16, 16)));
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layer.set_tile(38, 17, Tile::Floor(Rect::new(16 * 0, 16 * 9, 16, 16)));
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layer.set_tile(39, 17, Tile::Floor(Rect::new(16 * 1, 16 * 9, 16, 16)));
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layer.set_tile(41, 17, Tile::Background(Rect::new_unwrap(16 * 11, 16 * 9, 16, 16)));
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layer.set_tile(42, 17, Tile::Background(Rect::new_unwrap(16 * 12, 16 * 9, 16, 16)));
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layer.set_tile(43, 17, Tile::Background(Rect::new_unwrap(16 * 12, 16 * 9, 16, 16)));
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layer.set_tile(44, 17, Tile::Background(Rect::new_unwrap(16 * 13, 16 * 9, 16, 16)));
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layer.set_tile(41, 17, Tile::Background(Rect::new(16 * 11, 16 * 9, 16, 16)));
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layer.set_tile(42, 17, Tile::Background(Rect::new(16 * 12, 16 * 9, 16, 16)));
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layer.set_tile(43, 17, Tile::Background(Rect::new(16 * 12, 16 * 9, 16, 16)));
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layer.set_tile(44, 17, Tile::Background(Rect::new(16 * 13, 16 * 9, 16, 16)));
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layer.set_tile(46, 14, Tile::Floor(Rect::new_unwrap(16 * 0, 16 * 8, 16, 16)));
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layer.set_tile(47, 14, Tile::Floor(Rect::new_unwrap(16 * 1, 16 * 8, 16, 16)));
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layer.set_tile(46, 15, Tile::Floor(Rect::new_unwrap(16 * 0, 16 * 9, 16, 16)));
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layer.set_tile(47, 15, Tile::Floor(Rect::new_unwrap(16 * 1, 16 * 9, 16, 16)));
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layer.set_tile(46, 16, Tile::Floor(Rect::new_unwrap(16 * 0, 16 * 9, 16, 16)));
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layer.set_tile(47, 16, Tile::Floor(Rect::new_unwrap(16 * 1, 16 * 9, 16, 16)));
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layer.set_tile(46, 17, Tile::Floor(Rect::new_unwrap(16 * 0, 16 * 9, 16, 16)));
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layer.set_tile(47, 17, Tile::Floor(Rect::new_unwrap(16 * 1, 16 * 9, 16, 16)));
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layer.set_tile(46, 14, Tile::Floor(Rect::new(16 * 0, 16 * 8, 16, 16)));
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layer.set_tile(47, 14, Tile::Floor(Rect::new(16 * 1, 16 * 8, 16, 16)));
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layer.set_tile(46, 15, Tile::Floor(Rect::new(16 * 0, 16 * 9, 16, 16)));
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layer.set_tile(47, 15, Tile::Floor(Rect::new(16 * 1, 16 * 9, 16, 16)));
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layer.set_tile(46, 16, Tile::Floor(Rect::new(16 * 0, 16 * 9, 16, 16)));
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layer.set_tile(47, 16, Tile::Floor(Rect::new(16 * 1, 16 * 9, 16, 16)));
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layer.set_tile(46, 17, Tile::Floor(Rect::new(16 * 0, 16 * 9, 16, 16)));
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layer.set_tile(47, 17, Tile::Floor(Rect::new(16 * 1, 16 * 9, 16, 16)));
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layer.set_tile(50, 15, Tile::Background(Rect::new_unwrap(16 * 9, 16 * 8, 16, 16)));
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layer.set_tile(50, 15, Tile::Background(Rect::new(16 * 9, 16 * 8, 16, 16)));
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layer.set_tile(49, 16, Tile::Background(Rect::new_unwrap(16 * 8, 16 * 8, 16, 16)));
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layer.set_tile(50, 16, Tile::Background(Rect::new_unwrap(16 * 8, 16 * 9, 16, 16)));
|
||||
layer.set_tile(51, 16, Tile::Background(Rect::new_unwrap(16 * 10, 16 * 8, 16, 16)));
|
||||
layer.set_tile(49, 16, Tile::Background(Rect::new(16 * 8, 16 * 8, 16, 16)));
|
||||
layer.set_tile(50, 16, Tile::Background(Rect::new(16 * 8, 16 * 9, 16, 16)));
|
||||
layer.set_tile(51, 16, Tile::Background(Rect::new(16 * 10, 16 * 8, 16, 16)));
|
||||
|
||||
layer.set_tile(48, 17, Tile::Background(Rect::new_unwrap(16 * 8, 16 * 8, 16, 16)));
|
||||
layer.set_tile(49, 17, Tile::Background(Rect::new_unwrap(16 * 8, 16 * 9, 16, 16)));
|
||||
layer.set_tile(50, 17, Tile::Background(Rect::new_unwrap(16 * 9, 16 * 9, 16, 16)));
|
||||
layer.set_tile(51, 17, Tile::Background(Rect::new_unwrap(16 * 8, 16 * 9, 16, 16)));
|
||||
layer.set_tile(52, 17, Tile::Background(Rect::new_unwrap(16 * 10, 16 * 8, 16, 16)));
|
||||
layer.set_tile(48, 17, Tile::Background(Rect::new(16 * 8, 16 * 8, 16, 16)));
|
||||
layer.set_tile(49, 17, Tile::Background(Rect::new(16 * 8, 16 * 9, 16, 16)));
|
||||
layer.set_tile(50, 17, Tile::Background(Rect::new(16 * 9, 16 * 9, 16, 16)));
|
||||
layer.set_tile(51, 17, Tile::Background(Rect::new(16 * 8, 16 * 9, 16, 16)));
|
||||
layer.set_tile(52, 17, Tile::Background(Rect::new(16 * 10, 16 * 8, 16, 16)));
|
||||
|
||||
|
||||
for x in 0..212 {
|
||||
@@ -277,15 +285,15 @@ fn main() {
|
||||
|
||||
let mut camera = Camera::new(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, layer.to_rect());
|
||||
|
||||
let mut current : u64;
|
||||
let mut elapsed : u64;
|
||||
let mut previous : u64 = time::precise_time_ns() / 1_000_000;
|
||||
let mut lag : u64 = 0;
|
||||
let mut current : f64;
|
||||
let mut elapsed : f64;
|
||||
let mut previous : f64 = timer::current_time();
|
||||
let mut lag : f64 = 0.0;
|
||||
|
||||
let mut event_pump = sdl_context.event_pump().unwrap();
|
||||
|
||||
'main : loop {
|
||||
current = time::precise_time_ns() / 1_000_000;
|
||||
current = timer::current_time();
|
||||
elapsed = current - previous;
|
||||
previous = current;
|
||||
lag += elapsed;
|
||||
@@ -321,7 +329,7 @@ fn main() {
|
||||
};
|
||||
|
||||
player.dx = a * PLAYER_SPEED_X + (1.0 - a) * player.dx;
|
||||
player.flip = (false, false);
|
||||
player.flip_horizontal = 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
|
||||
@@ -330,7 +338,7 @@ fn main() {
|
||||
};
|
||||
|
||||
player.dx = a * -PLAYER_SPEED_X + (1.0 - a) * player.dx;
|
||||
player.flip = (true, false);
|
||||
player.flip_horizontal = true;
|
||||
} else if player.on_ground {
|
||||
player.dx = (1.0 - PLAYER_ACCELERATION_X_STOP) * player.dx;
|
||||
|
||||
@@ -518,7 +526,7 @@ fn main() {
|
||||
}
|
||||
}
|
||||
|
||||
player.update(elapsed);
|
||||
player.update();
|
||||
|
||||
camera.center(&player.to_rect());
|
||||
|
||||
@@ -529,7 +537,7 @@ fn main() {
|
||||
renderer.clear();
|
||||
|
||||
layer.for_each_intersecting(&camera.to_rect(), |tile: &Tile, position: &Rect| {
|
||||
let object = camera_relative_rect(&camera.to_rect(), position);
|
||||
let object = camera.to_relative_rect(position);
|
||||
|
||||
match *tile {
|
||||
Tile::Background(src) => {
|
||||
@@ -538,23 +546,17 @@ fn main() {
|
||||
Tile::Floor(src) => {
|
||||
renderer.copy(&world_sprites, Some(src), Some(object));
|
||||
},
|
||||
Tile::Static(ref sprite, _) => sprite.render(&mut renderer, &object),
|
||||
Tile::Static(ref sprite, _) => sprite.render(lag / MS_PER_UPDATE, &mut renderer, &object),
|
||||
_ => ()
|
||||
}
|
||||
});
|
||||
|
||||
let player_rect = camera_relative_rect(&camera.to_rect(), &player.to_rect());
|
||||
let player_rect = camera.to_relative_rect(&player.to_rect());
|
||||
|
||||
player.render(&mut renderer, &player_rect);
|
||||
player.render(lag / MS_PER_UPDATE, &mut renderer, &player_rect);
|
||||
|
||||
renderer.present();
|
||||
|
||||
sleep(std::time::Duration::from_millis(5));
|
||||
// sleep(std::time::Duration::from_millis(5));
|
||||
}
|
||||
|
||||
sdl2_image::quit();
|
||||
}
|
||||
|
||||
fn camera_relative_rect(camera: &Rect, other: &Rect) -> Rect {
|
||||
Rect::new_unwrap(other.x() - camera.x(), other.y() - camera.y(), other.width(), other.height())
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user