use ggez::event::KeyCode; use ggez::graphics::{spritebatch::SpriteBatch, DrawParam}; use ggez::nalgebra::{Point2, Vector2}; use crate::animation::Animations; use crate::constants; use crate::entity::{Action, Entity, Operable}; use crate::tileset::Tileset; pub struct Player { entity: Entity, animations: Animations, } impl Operable for Player { fn draw(&self, spritebatch: &mut SpriteBatch) { spritebatch.add( DrawParam::default() .src(self.animations.current.current.source) .dest(self.entity.position) .scale(Vector2::new(constants::TILE_SCALE, constants::TILE_SCALE)), ); } fn update(&mut self) { self.move_position(); self.animations.update(&self.entity.action); } } impl Player { pub fn new(tileset: &Tileset, dimensions: (f32, f32)) -> Player { Player { entity: Entity::new(Point2::new(0.0, 0.0), dimensions), animations: Animations::new(tileset), } } pub fn get_position(&self) -> Point2 { self.entity.position } fn move_position(&mut self) { match self.entity.action { Action::MovingUp => self.entity.position.y -= constants::PLAYER_SPEED, Action::MovingUpLeft => { self.entity.position.x -= constants::PLAYER_SPEED / 2.0_f32.sqrt(); self.entity.position.y -= constants::PLAYER_SPEED / 2.0_f32.sqrt(); } Action::MovingUpRight => { self.entity.position.x += constants::PLAYER_SPEED / 2.0_f32.sqrt(); self.entity.position.y -= constants::PLAYER_SPEED / 2.0_f32.sqrt(); } Action::MovingLeft => self.entity.position.x -= constants::PLAYER_SPEED, Action::MovingDown => self.entity.position.y += constants::PLAYER_SPEED, Action::MovingDownLeft => { self.entity.position.x -= constants::PLAYER_SPEED / 2.0_f32.sqrt(); self.entity.position.y += constants::PLAYER_SPEED / 2.0_f32.sqrt(); } Action::MovingDownRight => { self.entity.position.x += constants::PLAYER_SPEED / 2.0_f32.sqrt(); self.entity.position.y += constants::PLAYER_SPEED / 2.0_f32.sqrt(); } Action::MovingRight => self.entity.position.x += constants::PLAYER_SPEED, Action::IdleLeft | Action::IdleRight => (), } let pixel_width = constants::TILE_WIDTH * constants::TILE_SCALE; let pixel_height = constants::TILE_HEIGHT * constants::TILE_SCALE; if self.entity.position.x < 0.0 { self.entity.position.x = 0.0; } else if self.entity.position.x + pixel_height > self.entity.map_dimensions.0 { self.entity.position.x = self.entity.map_dimensions.0 - pixel_width; } if self.entity.position.y < 0.0 { self.entity.position.y = 0.0; } else if self.entity.position.y + pixel_height > self.entity.map_dimensions.1 { self.entity.position.y = self.entity.map_dimensions.1 - pixel_height; } } pub fn give_key_down(&mut self, keycode: KeyCode) { let original_state = self.entity.action.clone(); self.entity.action = match keycode { KeyCode::W => match original_state { Action::MovingLeft => Action::MovingUpLeft, Action::MovingRight => Action::MovingUpRight, _ => Action::MovingUp, }, KeyCode::A => match original_state { Action::MovingUp => Action::MovingUpLeft, Action::MovingDown => Action::MovingDownLeft, _ => Action::MovingLeft, }, KeyCode::S => match original_state { Action::MovingLeft => Action::MovingDownLeft, Action::MovingRight => Action::MovingDownRight, _ => Action::MovingDown, }, KeyCode::D => match original_state { Action::MovingUp => Action::MovingUpRight, Action::MovingDown => Action::MovingDownRight, _ => Action::MovingRight, }, _ => original_state, } } pub fn give_key_up(&mut self, keycode: KeyCode) { let original_state = self.entity.action.clone(); self.entity.action = match keycode { KeyCode::W => match original_state { Action::MovingUpLeft => Action::MovingLeft, Action::MovingUpRight => Action::MovingRight, _ => Action::IdleLeft, }, KeyCode::A => match original_state { Action::MovingUpLeft => Action::MovingUp, Action::MovingDownLeft => Action::MovingDown, _ => Action::IdleLeft, }, KeyCode::S => match original_state { Action::MovingDownLeft => Action::MovingLeft, Action::MovingDownRight => Action::MovingRight, _ => Action::IdleRight, }, KeyCode::D => match original_state { Action::MovingUpRight => Action::MovingUp, Action::MovingDownRight => Action::MovingDown, _ => Action::IdleRight, }, _ => original_state, } } }