Some updates that happened while working with the lib.
This commit is contained in:
parent
9376fe9998
commit
b924d38cd8
14 changed files with 123 additions and 97 deletions
2
Cargo.lock
generated
2
Cargo.lock
generated
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@ -1,3 +1,5 @@
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# This file is automatically @generated by Cargo.
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# It is not intended for manual editing.
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[[package]]
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name = "autocfg"
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version = "0.1.2"
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@ -1,24 +1,24 @@
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use std::any::Any;
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use sdl2::mouse::MouseButton;
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use super::img::Img;
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use sdl2::keyboard::{Scancode};
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/// An Action in the Flux pattern sense. Has a type and a payload.
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///
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/// All communication between the stores happen through these babies. They are sent to the
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/// dispatcher which sends them to every store that wants to hear of actions of their type.
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pub enum Action {
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AddImgToCanvasAction(u8, u8, Img),
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AddImgToCanvasAction(u32, u32, Img),
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DrawAction(bool),
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UpdateAction,
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SendFrameAction,
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SendFrameAction(u32, u32, u32),
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EndFrameAction,
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StartAction,
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MenuAction(MenuSubAction),
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QuitAction,
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EmptyAction,
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TestAction(u8),
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KeyboardAction(Scancode),
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}
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/// Similar to the action Enum. Only meant for use in menu states.
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@ -26,7 +26,7 @@ pub enum MenuSubAction {
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ChangeMenuStateAction,
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WaitForInputAction,
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DrawAction,
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AddImgToCanvasAction(u8, u8, Img),
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ClickAction(i32, i32, MouseButton),
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AddImgToCanvasAction(u32, u32, Img),
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ClickAction(i32, i32, MouseButton, u32),
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QuitAction,
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}
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35
src/bin.rs
35
src/bin.rs
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@ -1,33 +1,30 @@
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extern crate frame;
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extern crate sdl2;
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use std::fs::File;
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use frame::scene_manager::SceneManager;
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use frame::img::Img;
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mod main_menu;
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mod space_ship;
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mod light_path;
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/// An example use of the framework
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fn main() {
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let mut example_img = frame::img::Img::new_from_u8(4, vec![]);
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match File::open("./resources/test_img.u4i") {
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Ok(f) => {
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example_img = Img::new_from_File(f);
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}
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Err(e) => {
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print!("{}", e);
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}
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}
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let mut ship = space_ship::Spaceship::new();
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let mut renderer = frame::renderer::Renderer::new(512, 512, None);
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let example_sprite = frame::sprite::Sprite::new((0, 0), vec![example_img], vec![(0, 1)], 60.0);
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let mut example_game_obj = frame::example_obj::ExampleObj::new(example_sprite);
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let mut example_renderer = frame::renderer::Renderer::new(255, 255, None);
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let mut example_disp = frame::dispatcher::Dispatcher::new(1.0 / 60.0);
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let mut menu = main_menu::MainMenu::new();
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let mut scene_manager = SceneManager::new();
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scene_manager.add_scenes(vec![&mut menu]);
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let mut disp = frame::dispatcher::Dispatcher::new(1.0 / 60.0);
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frame::game_loop(
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&mut example_disp,
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&mut disp,
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vec![
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&mut example_game_obj,
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&mut example_renderer,
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&mut ship,
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&mut renderer,
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&mut scene_manager,
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],
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);
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}
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@ -4,15 +4,14 @@ use super::sprite::Sprite;
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/// A clickable button.
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pub struct Button {
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sprite: Sprite,
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pos: (i32, i32),
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click_fn: Box<Fn() -> MenuSubAction>,
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}
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impl Button {
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pub fn send_frame(&self) -> MenuSubAction {
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MenuSubAction::AddImgToCanvasAction(
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self.pos.0.clone() as u8,
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self.pos.1.clone() as u8,
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self.sprite.get_pos().0,
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self.sprite.get_pos().1,
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self.sprite.get_current_frame(),
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)
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}
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}
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/// Calls the function closure when a click is detected upon the button.
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pub fn check_click(&self, x: &i32, y: &i32) -> Option<MenuSubAction> {
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if &self.pos.0 < x || x < &(&self.pos.0 + self.sprite.get_width()) {
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if &self.pos.1 < y || y < &(&self.pos.1 + self.sprite.get_height()) {
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pub fn check_click(&self, x: u32, y: u32, px_size: u32) -> Option<MenuSubAction> {
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let sprite_x = &self.sprite.get_pos().0 * px_size;
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let sprite_y = &self.sprite.get_pos().1 * px_size;
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println!("cx:{}, cy:{}", sprite_x, sprite_y);
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println!("cx:{}, cy:{}", x, y);
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println!("cx:{}, cy:{}", sprite_x + self.sprite.get_width() * px_size, sprite_y + self.sprite.get_height() * px_size);
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if sprite_x < x && x < sprite_x + self.sprite.get_width() * px_size {
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if sprite_y < y && y < sprite_y + self.sprite.get_height() * px_size {
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return Some((self.click_fn)());
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}
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}
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return None;
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}
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pub fn new(sprite: Sprite, pos: (i32, i32), click_fn: Box<Fn() -> MenuSubAction>) -> Self {
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pub fn new(sprite: Sprite, click_fn: Box<Fn() -> MenuSubAction>) -> Self {
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Self {
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sprite,
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pos,
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click_fn,
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}
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}
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@ -1,8 +1,6 @@
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use std::collections::VecDeque;
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use std::time::Instant;
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use sdl2::Sdl;
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use action::Action::MenuAction;
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use super::action::*;
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@ -106,7 +104,7 @@ impl<'a> Dispatcher<'a> {
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* order at the same time.
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*/
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Some(in_reference) => {
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self.dt = self.current_stack_start_time.elapsed().as_float_secs();
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self.dt = self.current_stack_start_time.elapsed().as_secs_f64();
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match in_reference.receive_action(&in_action, &self.dt) {
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ReceiveActionReturnOption::NewAction(out_action_vec, add_to_secondary, out_reference) => {
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if add_to_secondary {
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return true;
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}
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/// Used in the sipatch function.
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/// Used in the dispatch function.
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/// returns the appropriate action from the appropriate Stack.
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fn get_in_action(&mut self) -> Option<Action> {
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if self.use_secondary {
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if self.current_stack_start_time.elapsed().as_float_secs() >= self.max_stack_time {
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if self.current_stack_start_time.elapsed().as_secs_f64() >= self.max_stack_time {
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return Some(Action::EndFrameAction);
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} else {
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match self.secondary_action_queue.pop_front() {
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}
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}
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None => {
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if self.current_stack_start_time.elapsed().as_float_secs() >= self.max_stack_time {
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if self.current_stack_start_time.elapsed().as_secs_f64() >= self.max_stack_time {
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return Some(Action::EndFrameAction);
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} else {
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self.use_secondary = true;
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}
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}
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}
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return None;
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}
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///Adds an action to the primary stack.
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16
src/img.rs
16
src/img.rs
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use std::fmt::Error;
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use std::fs::File;
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use std::io::Read;
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impl Img {
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/// Creates new Img from u8 vector.
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pub fn new_from_u8(mut width: usize, pixels: Vec<u8>) -> Self {
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pub fn new_from_u8(width: usize, pixels: Vec<u8>) -> Self {
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Self {
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width,
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current_px: 0,
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}
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/// Reads file into Img.
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pub fn new_from_File(mut f: File) -> Self {
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pub fn new_from_file(mut f: File) -> Self {
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let mut width = 0;
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let mut pixels = vec![];
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let mut buf: Vec<u8> = vec![];
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f.read_to_end(&mut buf);
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match f.read_to_end(&mut buf) {
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Ok(_) => {},
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Err(e) => eprintln!("Could not open image buffer:{}", e),
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}
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if buf.len() < 4 {
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return Self {
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let mut ctr = 0;
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for (num) in buf.iter() {
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for num in buf.iter() {
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if ctr >= 4 {
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pixels.push(*num);
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} else {
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pub fn get_width(&self) -> &usize {
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&self.width
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}
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/// Returns length of pixel vector
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pub fn get_length(&self) -> usize { *&self.pixels.len().clone() }
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}
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impl Iterator for Img {
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pub mod store;
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pub mod renderer;
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pub mod sprite;
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pub mod test_obj;
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pub mod example_obj;
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pub mod test_object;
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pub mod img;
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pub mod button;
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pub mod scene_manager;
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mod tests;
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/// "Front-end"-function of the dispatcher
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pub fn game_loop<'a>(mut disp: & mut dispatcher::Dispatcher<'a>, store_refs: Vec<&'a mut store::Store<'a>>) {
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pub fn game_loop<'a>(disp: & mut dispatcher::Dispatcher<'a>, store_refs: Vec<&'a mut store::Store<'a>>) {
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disp.enter_refs(store_refs);
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extern crate sdl2;
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use std::string;
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use std::thread::sleep;
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use std::time::{Duration, Instant};
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use std::time::Duration;
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use std::vec::Vec;
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use sdl2::event::Event;
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use sdl2::EventPump;
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use sdl2::keyboard::Keycode;
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use sdl2::pixels::Color;
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use sdl2::pixels::PixelFormat;
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use sdl2::pixels::PixelFormatEnum;
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use sdl2::rect::Rect;
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use sdl2::render::Canvas;
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use sdl2::Sdl;
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use action::MenuSubAction;
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use super::action::Action;
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use super::dispatcher::Dispatcher;
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use super::dispatcher::MenuState;
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use super::img::Img;
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use super::store::ReceiveActionReturnOption;
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use super::store::Store;
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video_subsystem: VideoSubsystem,
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canvas: Canvas<Window>,
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color_space: [Color; 15],
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pixel_size: u32,
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}
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impl Renderer {
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video_subsystem,
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canvas,
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color_space,
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};
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pixel_size: 8,
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}
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}
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#[test]
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pub fn test(&mut self, img: Img) -> bool {
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print!("This is the Test function!\n");
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self.canvas.set_draw_color(Color::RGB(0, 0, 0));
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}
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///Adds an image to the canvas in the desired location
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pub fn add_to_canvas(&mut self, x: u8, y: u8, i: Img) {
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pub fn add_to_canvas(&mut self, x: u32, y: u32, i: Img) {
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let mask: u8 = 0b00001111;
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let alpha_value: u8 = 15;
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@ -125,9 +123,17 @@ impl Renderer {
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right order*/
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let x_i32 = (x_img * 2) as i32 + x as i32 + (1 - i);
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let y_i32 = y_img as i32 + y as i32;
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let drawing_rect = Rect::new(8 * x_i32, 8 * y_i32, 8, 8);
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self.canvas.fill_rect(drawing_rect);
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self.canvas.draw_rect(drawing_rect);
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let drawing_rect = Rect::new(self.pixel_size as i32 * x_i32, self.pixel_size as i32 * y_i32, self.pixel_size, self.pixel_size);
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match self.canvas.fill_rect(drawing_rect) {
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Ok(_) => {},
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Err(e) => eprintln!("Could not fill shape:{}", e),
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}
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match self.canvas.draw_rect(drawing_rect) {
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Ok(_) => {},
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Err(e) => eprintln!("Could not draw shape:{}", e),
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}
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}
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}
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}
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@ -149,6 +155,13 @@ impl Renderer {
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self.color_space = space;
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}
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pub fn get_canvas_size(&mut self) -> (u32, u32) {
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match self.canvas.output_size() {
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Ok(r) => (r.0, r.1),
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_ => (0, 0)
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}
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}
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/// This function is used for all user input (i.e. Mouse, Keyboard...)
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fn handle_inputs(&mut self) -> Vec<Action> {
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let mut out_vec: Vec<Action> = vec![];
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@ -160,7 +173,13 @@ impl Renderer {
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Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
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out_vec.push(Action::MenuAction(MenuSubAction::ChangeMenuStateAction));
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}
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//todo: maybe implement mouseaction here too
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Event::KeyDown { scancode, ..} => {
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match scancode {
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Some(c) => out_vec.push(Action::KeyboardAction(c)),
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None => {}
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}
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}
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//maybe mouseaction will be implemented here too some day…
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_ => {}
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};
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};
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|
@ -181,7 +200,7 @@ impl Renderer {
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x, y, timestamp,
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window_id, which, mouse_btn, clicks
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} => {
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out_vec.push(Action::MenuAction(MenuSubAction::ClickAction(x, y, mouse_btn)));
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out_vec.push(Action::MenuAction(MenuSubAction::ClickAction(x, y, mouse_btn, self.pixel_size)));
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}
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_ => {}
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};
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|
@ -205,9 +224,10 @@ impl<'a> Store<'a> for Renderer {
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return ReceiveActionReturnOption::NoNewAction(self);
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}
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&Action::EndFrameAction => {
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let size = self.get_canvas_size();
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let mut out_vec = self.handle_inputs();
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out_vec.push(Action::UpdateAction);
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out_vec.push(Action::SendFrameAction);
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out_vec.push(Action::SendFrameAction(size.0, size.1, self.pixel_size));
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out_vec.push(Action::DrawAction(true));
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return ReceiveActionReturnOption::NewAction(
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out_vec,
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|
@ -239,3 +259,5 @@ impl<'a> Store<'a> for Renderer {
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}
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}
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}
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//todo: render layers?
|
Binary file not shown.
|
@ -3,6 +3,7 @@ use sdl2::mouse::MouseButton;
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use action::{Action, MenuSubAction};
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use store;
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pub trait Scene<'a> {
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//elements: vec<frame::game_obj::GameObj>
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fn receive_menu_sub_action(&mut self, sub_action: &super::action::MenuSubAction) -> super::store::ReceiveMSAReturnOption;
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|
@ -26,15 +27,15 @@ impl<'a> Scene<'a> for MinimalScene {
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super::action::MenuSubAction::DrawAction => {
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return super::store::ReceiveMSAReturnOption::NewAction(
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vec!(
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self.button.send_frame(), //todo:hier testen
|
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self.button.send_frame(),
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),
|
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self,
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);
|
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}
|
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super::action::MenuSubAction::ClickAction(x, y, mouse_btn) => {
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super::action::MenuSubAction::ClickAction(x, y, mouse_btn, pix_size) => {
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match mouse_btn {
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MouseButton::Left => match self.button.check_click(x, y) {
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MouseButton::Left => match self.button.check_click(*x as u32, *y as u32, pix_size.clone()) {
|
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Some(msa) => return super::store::ReceiveMSAReturnOption::NewAction(vec![msa], self),
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None => return super::store::ReceiveMSAReturnOption::NoNewAction(self)
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},
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|
@ -52,7 +53,7 @@ impl<'a> Scene<'a> for MinimalScene {
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/// Very similar to the dispatcher, the SceneManager supervises menus.
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pub struct SceneManager<'a> {
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scenes: Option<Vec<Option<&'a mut Scene<'a>>>>,
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//For an explaination of this look below. todo:better comment lol
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// Works exactly lke the dispatchers store refs.
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current_scene: usize,
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}
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||||
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||||
|
@ -110,7 +111,7 @@ impl<'a> super::store::Store<'a> for SceneManager<'a> {
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|||
}
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match self.scenes.take() {
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//Psyche! Look at the similar function in dispatcher.
|
||||
//As noted above, to understand this better look at the similar function in dispatcher.
|
||||
Some(mut local_scenes) => {
|
||||
for index in 0..local_scenes.len() {
|
||||
match local_scenes[index].take() {
|
||||
|
@ -135,7 +136,7 @@ impl<'a> super::store::Store<'a> for SceneManager<'a> {
|
|||
super::store::ReceiveActionReturnOption::NewAction(out_actions, false, self)
|
||||
}
|
||||
None => {
|
||||
panic!("No scenes yet ( ͡° ͜ʖ ͡°)");
|
||||
eprintln!("No scenes yet ( ͡° ͜ʖ ͡°)");
|
||||
super::store::ReceiveActionReturnOption::NoNewAction(self)
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,15 +1,11 @@
|
|||
use std::fs::File;
|
||||
use std::io::Read;
|
||||
|
||||
use super::action::Action;
|
||||
use super::dispatcher::Dispatcher;
|
||||
use super::img::Img;
|
||||
use super::renderer::Renderer;
|
||||
use super::store::Store;
|
||||
|
||||
pub struct Sprite {
|
||||
///A sprite with animations (using the function animate)
|
||||
pos: (u8, u8),
|
||||
pos: (u32, u32),
|
||||
frames: Vec<Img>,
|
||||
anims: Vec<(usize, usize)>,
|
||||
current_anim: usize,
|
||||
|
@ -20,7 +16,7 @@ pub struct Sprite {
|
|||
|
||||
/// Wrapper for the Img struct that handles animations and location.
|
||||
impl Sprite {
|
||||
pub fn new(pos: (u8, u8), frames: Vec<Img>, anims: Vec<(usize, usize)>, framerate: f64) -> Self {
|
||||
pub fn new(pos: (u32, u32), frames: Vec<Img>, anims: Vec<(usize, usize)>, framerate: f64) -> Self {
|
||||
Self {
|
||||
pos,
|
||||
frames,
|
||||
|
@ -46,16 +42,16 @@ impl Sprite {
|
|||
}
|
||||
}
|
||||
|
||||
pub fn get_pos(&self) -> (u8, u8) { return self.pos.clone(); }
|
||||
pub fn get_pos(&self) -> (u32, u32) { return self.pos.clone() }
|
||||
|
||||
pub fn set_pos(&mut self, pos: (u8, u8)) { self.pos = pos }
|
||||
pub fn set_pos(&mut self, pos: (u32, u32)) { self.pos = pos }
|
||||
|
||||
pub fn get_width(&self) -> i32 {
|
||||
return self.get_current_frame().get_width().clone() as i32;
|
||||
pub fn get_width(&self) -> u32 {
|
||||
return self.get_current_frame().get_width().clone() as u32;
|
||||
}
|
||||
|
||||
pub fn get_height(&self) -> i32 {
|
||||
return self.get_current_frame().get_pixels().len() as i32 / *self.get_current_frame().get_width() as i32;
|
||||
pub fn get_height(&self) -> u32 {
|
||||
return 2 * (self.get_current_frame().get_length() / *self.get_current_frame().get_width()) as u32;
|
||||
}
|
||||
|
||||
pub fn get_current_frame(&self) -> Img {
|
||||
|
@ -63,14 +59,17 @@ impl Sprite {
|
|||
}
|
||||
|
||||
/// Wraps Img::new_from_file.
|
||||
pub fn new_from_File(mut f: File, pix_per_frame: usize, pos: (u8, u8), anims: Vec<(usize, usize)>, framerate: f64) -> Self {
|
||||
pub fn new_from_file(mut f: File, pix_per_frame: usize, pos: (u32, u32), anims: Vec<(usize, usize)>, framerate: f64) -> Self {
|
||||
let mut width = 0;
|
||||
let mut pixels = vec![];
|
||||
let mut frames = vec![];
|
||||
let real_pix_per_frame = pix_per_frame / 2;
|
||||
|
||||
let mut buf: Vec<u8> = vec![];
|
||||
f.read_to_end(&mut buf);
|
||||
match f.read_to_end(&mut buf) {
|
||||
Ok(_) => {},
|
||||
Err(e) => eprintln!("Could not read image buffer: {}", e),
|
||||
}
|
||||
|
||||
if buf.len() < 4 {
|
||||
return Self {
|
||||
|
@ -86,7 +85,7 @@ impl Sprite {
|
|||
|
||||
let mut ctr = 0;
|
||||
|
||||
for (num) in buf.iter() {
|
||||
for num in buf.iter() {
|
||||
if ctr >= 4 {
|
||||
if (ctr - 4) % real_pix_per_frame == 0 {
|
||||
pixels = vec![*num];
|
||||
|
@ -112,6 +111,6 @@ impl Sprite {
|
|||
current_frame: 0,
|
||||
dt_since_last_frame: 0.0,
|
||||
framerate,
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,5 @@
|
|||
use super::action::Action;
|
||||
use super::action::MenuSubAction;
|
||||
use super::dispatcher::Dispatcher;
|
||||
|
||||
pub enum ReceiveActionReturnOption<'a> {
|
||||
NoNewAction(&'a mut Store<'a>),
|
||||
|
|
|
@ -1,16 +1,14 @@
|
|||
use action::{Action, MenuSubAction};
|
||||
use dispatcher::Dispatcher;
|
||||
use img::Img;
|
||||
use action::Action;
|
||||
use sprite::Sprite;
|
||||
use store::ReceiveActionReturnOption;
|
||||
use store::Store;
|
||||
|
||||
pub struct TestObj {
|
||||
pub struct TestObject {
|
||||
///A game object for testing
|
||||
sprite: Option<Sprite>,
|
||||
}
|
||||
|
||||
impl<'a> TestObj {
|
||||
impl<'a> TestObject {
|
||||
pub fn new(sprite: Sprite) -> Self {
|
||||
Self {
|
||||
sprite: Some(sprite),
|
||||
|
@ -36,10 +34,10 @@ impl<'a> TestObj {
|
|||
}
|
||||
}
|
||||
|
||||
impl<'a> Store<'a> for TestObj {
|
||||
impl<'a> Store<'a> for TestObject {
|
||||
fn receive_action(&'a mut self, action: &Action, dt: &f64) -> ReceiveActionReturnOption<'a> {
|
||||
match action {
|
||||
&Action::SendFrameAction => {
|
||||
&Action::SendFrameAction(w, h, p) => {
|
||||
return ReceiveActionReturnOption::NewAction(
|
||||
vec!(
|
||||
self.send_frame(dt.clone())
|
|
@ -14,7 +14,7 @@ use action::MenuSubAction;
|
|||
use button::Button;
|
||||
use scene_manager::MinimalScene;
|
||||
use scene_manager::SceneManager;
|
||||
use test_obj::TestObj;
|
||||
use test_object::TestObj;
|
||||
|
||||
use super::action::Action;
|
||||
use super::dispatcher::Dispatcher;
|
||||
|
@ -86,7 +86,7 @@ fn test_renderer() {
|
|||
|
||||
match File::open("./resources/test_img.u4i") {
|
||||
Ok(f) => {
|
||||
test_img = Img::new_from_File(f);
|
||||
test_img = Img::new_from_file(f);
|
||||
}
|
||||
Err(e) => {
|
||||
print!("{}", e);
|
||||
|
@ -104,7 +104,7 @@ fn test_sprites_and_menus() {
|
|||
|
||||
match File::open("./resources/test_sprite.u4i") {
|
||||
Ok(f) => {
|
||||
test_sprite = Sprite::new_from_File(
|
||||
test_sprite = Sprite::new_from_file(
|
||||
f,
|
||||
16,
|
||||
(0, 0),
|
||||
|
@ -121,7 +121,7 @@ fn test_sprites_and_menus() {
|
|||
|
||||
match File::open("./resources/exit_button.u4i") {
|
||||
Ok(f) => {
|
||||
button_sprite = Sprite::new_from_File(
|
||||
button_sprite = Sprite::new_from_file(
|
||||
f,
|
||||
133,
|
||||
(0, 0),
|
||||
|
|
Loading…
Reference in a new issue