use ggez::event::KeyCode; use ggez::graphics::{spritebatch::SpriteBatch, DrawParam}; use ggez::nalgebra::{Point2, Vector2}; use crate::constants; use crate::tileset::Tileset; pub struct Player { pub position: Point2, state: PlayerState, } impl Player { pub fn new() -> Player { Player { position: Point2::new(0.0, 0.0), state: PlayerState::Idle, } } pub fn draw(&self, spritebatch: &mut SpriteBatch, tileset: &Tileset) { let draw_param = DrawParam::default() .src(tileset.tiles[1]) .dest(self.position) .scale(Vector2::new(constants::TILE_SCALE, constants::TILE_SCALE)); spritebatch.add(draw_param); } pub fn update(&mut self) { match self.state { PlayerState::MovingUp => self.position.y -= constants::PLAYER_SPEED, PlayerState::MovingUpLeft => { self.position.x -= constants::PLAYER_SPEED / 2.0_f32.sqrt(); self.position.y -= constants::PLAYER_SPEED / 2.0_f32.sqrt(); } PlayerState::MovingUpRight => { self.position.x += constants::PLAYER_SPEED / 2.0_f32.sqrt(); self.position.y -= constants::PLAYER_SPEED / 2.0_f32.sqrt(); } PlayerState::MovingLeft => self.position.x -= constants::PLAYER_SPEED, PlayerState::MovingDown => self.position.y += constants::PLAYER_SPEED, PlayerState::MovingDownLeft => { self.position.x -= constants::PLAYER_SPEED / 2.0_f32.sqrt(); self.position.y += constants::PLAYER_SPEED / 2.0_f32.sqrt(); } PlayerState::MovingDownRight => { self.position.x += constants::PLAYER_SPEED / 2.0_f32.sqrt(); self.position.y += constants::PLAYER_SPEED / 2.0_f32.sqrt(); } PlayerState::MovingRight => self.position.x += constants::PLAYER_SPEED, PlayerState::Idle => (), } } pub fn give_key_down(&mut self, keycode: KeyCode) { let original_state = self.state.clone(); self.state = match keycode { KeyCode::W => match original_state { PlayerState::MovingLeft => PlayerState::MovingUpLeft, PlayerState::MovingRight => PlayerState::MovingUpRight, _ => PlayerState::MovingUp, }, KeyCode::A => match original_state { PlayerState::MovingUp => PlayerState::MovingUpLeft, PlayerState::MovingDown => PlayerState::MovingDownLeft, _ => PlayerState::MovingLeft, }, KeyCode::S => match original_state { PlayerState::MovingLeft => PlayerState::MovingDownLeft, PlayerState::MovingRight => PlayerState::MovingDownRight, _ => PlayerState::MovingDown, }, KeyCode::D => match original_state { PlayerState::MovingUp => PlayerState::MovingUpRight, PlayerState::MovingDown => PlayerState::MovingDownRight, _ => PlayerState::MovingRight, }, _ => original_state, } } pub fn give_key_up(&mut self, keycode: KeyCode) { let original_state = self.state.clone(); self.state = match keycode { KeyCode::W => match original_state { PlayerState::MovingUpLeft => PlayerState::MovingLeft, PlayerState::MovingUpRight => PlayerState::MovingRight, _ => PlayerState::Idle, }, KeyCode::A => match original_state { PlayerState::MovingUpLeft => PlayerState::MovingUp, PlayerState::MovingDownLeft => PlayerState::MovingDown, _ => PlayerState::Idle, }, KeyCode::S => match original_state { PlayerState::MovingDownLeft => PlayerState::MovingLeft, PlayerState::MovingDownRight => PlayerState::MovingRight, _ => PlayerState::Idle, }, KeyCode::D => match original_state { PlayerState::MovingUpRight => PlayerState::MovingUp, PlayerState::MovingDownRight => PlayerState::MovingDown, _ => PlayerState::Idle, }, _ => original_state, } } } impl Default for Player { fn default() -> Self { Player::new() } } #[derive(Clone)] enum PlayerState { Idle, MovingUp, MovingDown, MovingLeft, MovingRight, MovingUpLeft, MovingUpRight, MovingDownLeft, MovingDownRight, }