rename get_rect to to_rect, and there is scrolling!
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@@ -2,23 +2,45 @@ use sdl2::rect::Rect;
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pub struct Camera {
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pub x: i32,
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pub y: i32,
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pub w: i32,
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pub h: i32
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x: i32,
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y: i32,
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w: i32,
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h: i32,
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bounding: Rect
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}
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impl Camera {
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pub fn new(x: i32, y: i32, w: i32, h: i32) -> Camera {
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pub fn new(x: i32, y: i32, w: i32, h: i32, bounding: Rect) -> Camera {
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Camera {
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x: x,
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y: y,
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w: w,
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h: h
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h: h,
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bounding: bounding
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}
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}
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pub fn get_rect(&self) -> Rect {
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pub fn center(&mut self, object: &Rect) {
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let mut x = (object.x + object.w / 2) - (self.w / 2);
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let mut y = (object.y + object.h / 2) - (self.h / 2);
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if x < self.bounding.x {
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x = self.bounding.x;
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} else if x + self.w > self.bounding.w {
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x = self.bounding.w - self.w;
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}
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if y < self.bounding.y {
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y = self.bounding.y;
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} else if y + self.h > self.bounding.h {
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y = self.bounding.h - self.h;
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}
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self.x = x;
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self.y = y;
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}
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pub fn to_rect(&self) -> Rect {
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Rect::new(self.x, self.y, self.w, self.h)
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}
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}
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34
src/main.rs
34
src/main.rs
@@ -48,17 +48,16 @@ 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 mut layer = Layer::new(120, 20, TILE_WIDTH, TILE_HEIGHT, Tile::Empty);
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camera.x = 16;
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let colors = vec![Color::RGB(0, 0, 255), Color::RGB(0, 128, 255)];
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for x in range(0, 120) {
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layer.set_tile(x, 14, Tile::Floor(colors[(x % 2) as uint]));
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}
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let mut camera = Camera::new(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, layer.to_rect());
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let mut player = Player::new(290.0, 390.0);
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let mut current : uint;
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@@ -110,12 +109,12 @@ fn main() {
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while lag >= MS_PER_UPDATE {
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player.update();
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layer.for_each_intersecting(&player.get_rect(), |tile: &Tile, position: &Rect| {
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layer.for_each_intersecting(&player.to_rect(), |tile: &Tile, position: &Rect| {
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match *tile {
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Tile::Empty => (),
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Tile::Floor(_) => {
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if position.has_intersection(&player.get_rect()) {
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match position.intersection(&player.get_rect()) {
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if position.has_intersection(&player.to_rect()) {
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match position.intersection(&player.to_rect()) {
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Some(intersect) => {
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if intersect.w >= intersect.h {
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if player.velocity.y < 0.0 {
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@@ -146,7 +145,7 @@ fn main() {
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player.on_ground = false;
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let mut ground = player.get_rect();
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let mut ground = player.to_rect();
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ground.y += ground.h;
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ground.h = 1;
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@@ -162,23 +161,30 @@ fn main() {
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}
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});
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camera.center(&player.to_rect());
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lag -= MS_PER_UPDATE;
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}
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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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layer.for_each_intersecting(&camera.get_rect(), |tile: &Tile, position: &Rect| {
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layer.for_each_intersecting(&camera.to_rect(), |tile: &Tile, position: &Rect| {
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let object = camera_relative_rect(&camera.to_rect(), position);
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match *tile {
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Tile::Empty => (),
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Tile::Floor(c) => {
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let _ = renderer.set_draw_color(c);
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let _ = renderer.fill_rect(position);
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Tile::Floor(color) => {
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let _ = renderer.set_draw_color(color);
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let _ = renderer.fill_rect(&object);
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}
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}
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});
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player.render(&renderer);
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let player_rect = camera_relative_rect(&camera.to_rect(), &player.to_rect());
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let _ = renderer.set_draw_color(Color::RGB(0, 255, 0));
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let _ = renderer.fill_rect(&player_rect);
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renderer.present();
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@@ -187,3 +193,7 @@ fn main() {
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sdl2::quit();
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}
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fn camera_relative_rect(camera: &Rect, other: &Rect) -> Rect {
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Rect::new(other.x - camera.x, other.y - camera.y, other.w, other.h)
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}
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@@ -35,12 +35,7 @@ impl Player {
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self.position.y += self.velocity.y;
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}
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pub fn render(&self, renderer: &Renderer) {
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let _ = renderer.set_draw_color(Color::RGB(0, 255, 0));
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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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pub fn to_rect(&self) -> Rect {
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Rect::new(self.position.x as i32 - 16, self.position.y as i32 - 16, 32, 32)
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}
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}
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@@ -62,4 +62,8 @@ impl<T> Layer<T> where T: Clone {
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}
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}
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}
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pub fn to_rect(&self) -> Rect {
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Rect::new(0, 0, self.width * self.tile_width, self.height * self.tile_height)
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}
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}
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