better tile handling and update sdl

This commit is contained in:
2015-01-06 15:02:41 +01:00
parent 62101e8466
commit 37c502aef3
4 changed files with 109 additions and 71 deletions

24
Cargo.lock generated
View File

@@ -2,11 +2,27 @@
name = "super-matte-bros"
version = "0.0.1"
dependencies = [
"sdl2 0.0.13 (git+https://github.com/AngryLawyer/rust-sdl2)",
"sdl2 0.0.14 (git+https://github.com/AngryLawyer/rust-sdl2)",
]
[[package]]
name = "sdl2"
version = "0.0.13"
source = "git+https://github.com/AngryLawyer/rust-sdl2#1e9a96755780b757ed8833c16b17396b33e5eb15"
name = "pkg-config"
version = "0.1.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
[[package]]
name = "sdl2"
version = "0.0.14"
source = "git+https://github.com/AngryLawyer/rust-sdl2#7ff85a93a677ed8a02f4e49109a8613a7544aa21"
dependencies = [
"sdl2-sys 0.0.14 (git+https://github.com/AngryLawyer/rust-sdl2)",
]
[[package]]
name = "sdl2-sys"
version = "0.0.14"
source = "git+https://github.com/AngryLawyer/rust-sdl2#7ff85a93a677ed8a02f4e49109a8613a7544aa21"
dependencies = [
"pkg-config 0.1.3 (registry+https://github.com/rust-lang/crates.io-index)",
]

View File

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

View File

@@ -1,9 +1,13 @@
use std::iter::repeat;
use std::cmp::{min, max};
use sdl2::rect::Rect;
pub struct Layer<T> {
tiles: Vec<T>,
width: i32,
height: i32,
tile_width: i32,
tile_height: i32
}
@@ -11,8 +15,9 @@ pub struct Layer<T> {
impl<T> Layer<T> where T: Clone {
pub fn new(width: i32, height: i32, tile_width: i32, tile_height: i32, tile: T) -> Layer<T> {
Layer {
tiles: Vec::from_elem((width * height) as uint, tile),
tiles: repeat(tile).take((width * height) as uint).collect(),
width: width,
height: height,
tile_width: tile_width,
tile_height: tile_height
}
@@ -21,22 +26,38 @@ impl<T> Layer<T> where T: Clone {
pub fn get_tile(&self, x: i32, y: i32) -> &T {
let offset = (x + y * self.width) as uint;
self.tiles.index(&offset)
&self.tiles[offset]
}
pub fn set_tile(&mut self, x: i32, y: i32, tile: T) {
let offset = (x + y * self.width) as uint;
*self.tiles.index_mut(&offset) = tile;
self.tiles[offset] = tile;
}
pub fn get_intersecting(&self, rect: &Rect) -> Rect {
let x = rect.x / self.tile_width;
let w = rect.w / self.tile_width;
let x1 = max(rect.x / self.tile_width, 0);
let y1 = max(rect.y / self.tile_height, 0);
let x2 = min((rect.x + rect.w - 1) / self.tile_width, self.width - 1);
let y2 = min((rect.y + rect.h - 1) / self.tile_height, self.height - 1);
let y = rect.y / self.tile_height;
let h = rect.h / self.tile_height;
Rect::new(x1, y1, x2 - x1, y2 - y1)
}
Rect::new(x, y, w, h)
pub fn for_each_intersecting<F>(&self, rect: &Rect, mut f: F) where F: FnMut(&T, i32, i32) {
let intersect = self.get_intersecting(rect);
if intersect.x < 0 || intersect.x + intersect.w > self.width {
return;
}
else if intersect.y < 0 || intersect.y + intersect.h > self.height {
return;
}
for y in range(intersect.y, intersect.y + intersect.h + 1) {
for x in range(intersect.x, intersect.x + intersect.w + 1) {
f(self.get_tile(x, y), x * self.tile_width, y * self.tile_height);
}
}
}
}

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@@ -1,3 +1,4 @@
#[derive(Show)]
pub struct Vec2<T> {
pub x: T,
pub y: T