better tile handling and update sdl
This commit is contained in:
118
src/main.rs
118
src/main.rs
@@ -1,7 +1,6 @@
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extern crate sdl2;
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use std::num::SignedInt;
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use std::cmp::{max, min};
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use sdl2::video::{Window, WindowPos, OPENGL};
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@@ -11,7 +10,6 @@ use sdl2::rect::Rect;
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use sdl2::keycode::KeyCode;
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use sdl2::pixels::Color;
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use vec::Vec2;
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use tile::Layer;
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use player::Player;
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@@ -30,7 +28,7 @@ const TILE_HEIGHT : i32 = 32;
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const MS_PER_UPDATE : uint = 10;
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#[deriving(Clone)]
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#[derive(Clone, Show)]
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enum Tile {
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Empty,
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Floor
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@@ -53,6 +51,10 @@ impl Camera {
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height: height
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}
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}
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fn get_rect(&self) -> Rect {
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Rect::new(self.x, self.y, self.width, self.height)
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}
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}
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@@ -69,7 +71,7 @@ fn main() {
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Err(err) => panic!("failed to create renderer: {}", err)
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};
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let mut camera = Camera::new(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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let camera = Camera::new(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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let mut layer = Layer::new(30, 20, TILE_WIDTH, TILE_HEIGHT, Tile::Empty);
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for x in range(0, 14) {
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@@ -105,6 +107,7 @@ fn main() {
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} else if key == KeyCode::Up {
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if player.on_ground {
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player.velocity.y = -12.0;
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player.on_ground = false;
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}
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}
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@@ -126,59 +129,58 @@ fn main() {
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while lag >= MS_PER_UPDATE {
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player.update();
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player.on_ground = false;
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layer.for_each_intersecting(&player.get_rect(), |tile: &Tile, x: i32, y: i32| {
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match *tile {
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Tile::Empty => (),
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Tile::Floor => {
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let object = Rect::new(x, y, TILE_WIDTH, TILE_HEIGHT);
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let tiles_intersect = layer.get_intersecting(&player.get_rect());
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if collision_detection(&object, &player.get_rect()) {
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let intersect = collision_intersect(&object, &player.get_rect());
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let mut skip = false;
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if tiles_intersect.x < 0 || tiles_intersect.x + tiles_intersect.w > 30 - 1 {
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skip = true;
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}
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else if tiles_intersect.y < 0 || tiles_intersect.y + tiles_intersect.h > 20 - 1 {
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skip = true;
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}
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if skip == false {
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for y in range(tiles_intersect.y, tiles_intersect.y + tiles_intersect.h + 1) {
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for x in range(tiles_intersect.x, tiles_intersect.x + tiles_intersect.w + 1) {
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let player_rect = player.get_rect();
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match *layer.get_tile(x, y) {
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Tile::Empty => (),
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Tile::Floor => {
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let object_rect = Rect::new(x * TILE_WIDTH, y * TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT);
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if collision_detection(&object_rect, &player_rect) {
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let intersect = collision_intersect(&object_rect, &player_rect);
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if intersect.w >= intersect.h {
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let mut delta = intersect.h as f32;
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if player.velocity.y >= 0.0 {
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delta *= -1.0;
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}
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player.position.y += delta;
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player.velocity.y = 0.0;
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player.on_ground = true;
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} else {
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let mut delta = intersect.w as f32;
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if player.velocity.x >= 0.0 {
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delta *= -1.0;
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}
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player.position.x += delta;
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player.velocity.x = 0.0;
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}
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if intersect.w >= intersect.h {
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if player.velocity.y < 0.0 {
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player.position.y += intersect.h as f32;
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} else {
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player.position.y -= intersect.h as f32;
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}
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player.velocity.y = 0.0;
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player.on_ground = true;
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} else {
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if player.velocity.x < 0.0 {
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player.position.x += intersect.w as f32;
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} else {
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player.position.x -= intersect.w as f32;
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}
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player.velocity.x = 0.0;
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}
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}
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}
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}
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}
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});
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player.on_ground = false;
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let mut ground = player.get_rect();
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ground.y += ground.h;
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ground.h = 1;
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layer.for_each_intersecting(&ground, |tile: &Tile, x: i32, y: i32| {
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match *tile {
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Tile::Empty => (),
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Tile::Floor => {
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let object = Rect::new(x, y, TILE_WIDTH, TILE_HEIGHT);
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if collision_detection(&object, &ground) {
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player.on_ground = true;
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}
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}
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}
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});
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lag -= MS_PER_UPDATE;
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}
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@@ -186,17 +188,15 @@ fn main() {
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let _ = renderer.set_draw_color(Color::RGB(0, 0, 0));
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let _ = renderer.clear();
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for y in range(0, 20) {
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for x in range(0, 30) {
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match *layer.get_tile(x, y) {
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Tile::Empty => (),
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Tile::Floor => {
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let _ = renderer.set_draw_color(Color::RGB(0, 0, 255));
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let _ = renderer.fill_rect(&Rect::new(x * TILE_WIDTH, y * TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT));
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}
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layer.for_each_intersecting(&camera.get_rect(), |tile: &Tile, x: i32, y: i32| {
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match *tile {
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Tile::Empty => (),
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Tile::Floor => {
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let _ = renderer.set_draw_color(Color::RGB(0, 0, 255));
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let _ = renderer.fill_rect(&Rect::new(x, y, TILE_WIDTH, TILE_HEIGHT));
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}
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}
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}
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});
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player.render(&renderer);
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