update readme, added super duper mega simple collision detection
This commit is contained in:
4
Cargo.lock
generated
4
Cargo.lock
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@@ -2,11 +2,11 @@
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name = "super-matte-bros"
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version = "0.0.1"
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dependencies = [
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"sdl2 0.0.8 (registry+https://github.com/rust-lang/crates.io-index)",
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"sdl2 0.0.9 (registry+https://github.com/rust-lang/crates.io-index)",
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]
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[[package]]
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name = "sdl2"
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version = "0.0.8"
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version = "0.0.9"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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@@ -4,7 +4,7 @@ version = "0.0.1"
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authors = ["logaritmisk <anders.e.olsson@gmail.com>"]
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[dependencies]
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sdl2 = "0.0.8"
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sdl2 = "0.0.9"
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[[bin]]
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name = "super-matte-bros"
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19
README.md
19
README.md
@@ -1 +1,20 @@
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# Super Matte Bros
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It time for me to learn Rust, and why not try to make a simple Super Mario Bros clone, called Super Matte Bros. Run Matte, RUN!
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## Install
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### OS X
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```shell
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$ curl -s https://static.rust-lang.org/rustup.sh | sudo sh
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$ brew install sdl2
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```
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## Run
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```shell
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$ cargo run
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```
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51
src/main.rs
51
src/main.rs
@@ -18,6 +18,34 @@ const SCREEN_HEIGHT : int = 600;
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const MS_PER_UPDATE : uint = 10;
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struct Object {
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position: vec::Vec2,
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color: Color,
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w: f32,
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h: f32,
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}
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impl Object {
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fn new(x: f32, y: f32, w: f32, h: f32, color: Color) -> Object {
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Object {
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position: vec::Vec2 { x: x, y: y },
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color: color,
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w: w,
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h: h
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}
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}
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fn render(&self, renderer: &sdl2::render::Renderer) {
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let _ = renderer.set_draw_color(self.color);
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let _ = renderer.fill_rect(&self.get_rect());
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}
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fn get_rect(&self) -> Rect {
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Rect::new((self.position.x - (self.w / 2.0)) as i32, (self.position.y - (self.h / 2.0)) as i32, self.w as i32, self.h as i32)
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}
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}
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fn main() {
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sdl2::init(sdl2::INIT_EVERYTHING);
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@@ -34,8 +62,8 @@ fn main() {
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let mut player = player::Player::new(290.0, 390.0);
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let mut on_ground = true;
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let ground1 = Rect::new(0, 400, 325, 5);
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let ground2 = Rect::new(475, 400, 325, 5);
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let ground1 = Object::new(162.5, 400.0, 325.0, 5.0, Color::RGB(0, 0, 255));
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let ground2 = Object::new(637.5, 395.0, 325.0, 5.0, Color::RGB(0, 0, 255));
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let mut current : uint;
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let mut elapsed : uint;
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@@ -82,6 +110,8 @@ fn main() {
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while lag >= MS_PER_UPDATE {
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player.update();
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collision_detection(&player.get_rect(), &ground2.get_rect());
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if player.position.y >= 390.0 {
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player.position.y = 390.0;
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player.velocity.y = 0.0;
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@@ -95,9 +125,8 @@ 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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let _ = renderer.set_draw_color(Color::RGB(0, 0, 255));
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let _ = renderer.fill_rect(&ground1);
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let _ = renderer.fill_rect(&ground2);
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ground1.render(&renderer);
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ground2.render(&renderer);
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player.render(&renderer);
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@@ -106,3 +135,15 @@ fn main() {
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sdl2::quit();
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}
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fn collision_detection(lhs: &Rect, rhs: &Rect) -> bool {
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if lhs.x + lhs.w < rhs.x || rhs.x + rhs.w < lhs.x {
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false
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}
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else if lhs.y + lhs.h < rhs.y || rhs.y + rhs.h < lhs.y {
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false
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}
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else {
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true
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}
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}
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@@ -27,9 +27,11 @@ impl Player {
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}
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pub fn render(&self, renderer: &Renderer) {
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let player = Rect::new(self.position.x as i32, self.position.y as i32, 10, 10);
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let _ = renderer.set_draw_color(Color::RGB(0, 255, 0));
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let _ = renderer.fill_rect(&player);
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let _ = renderer.fill_rect(&self.get_rect());
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}
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pub fn get_rect(&self) -> Rect {
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Rect::new(self.position.x as i32 - 5, self.position.y as i32 - 5, 10, 10)
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}
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}
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