use ggez::graphics::spritebatch::SpriteBatch; use glam; use crate::animations::Animation; use crate::constants; use crate::entity::Operable; use crate::tileset::Tileset; #[derive(Debug, Clone)] pub struct Cell { pub id: usize, pub destination: glam::Vec2, animation: Animation, } impl Operable for Cell { fn update(&mut self) { self.animation.update(); } fn draw(&self, spritebatch: &mut SpriteBatch) { self.animation.draw(spritebatch, self.destination); } } impl Cell { pub fn new(text: &str, i: usize, tileset: &Tileset, dimensions: (usize, usize)) -> Cell { let id = text.parse::().unwrap(); let x = i as f32 % dimensions.0 as f32; let y = (i as f32 / dimensions.1 as f32).floor(); let offset = (constants::TILE_WIDTH / 2.0) * constants::TILE_SCALE; let destination = glam::Vec2::new( (constants::TILE_WIDTH * constants::TILE_SCALE * x) + offset, (constants::TILE_HEIGHT * constants::TILE_SCALE * y) + offset, ); Cell { id, animation: tileset.get_animation(id), destination, } } }