use ggez::graphics::spritebatch::SpriteBatch; use ggez::nalgebra::Point2; use crate::animations::{convert_angle_to_rad, flip, Animation, Frame}; use crate::constants; use crate::entity::Operable; use crate::tileset::Tileset; #[derive(Debug, Clone)] pub struct Tile { pub id: usize, pub animation: Animation, pub destination: Point2, } impl Operable for Tile { fn update(&mut self) { self.animation.update(); } fn draw(&self, spritebatch: &mut SpriteBatch) { self.animation.draw(spritebatch, self.destination); /* DrawParam::default() .src(self.animation.current.source) .dest(self.destination) .offset(Point2::new(0.5, 0.5)) //.rotation(self.rotation) .scale(Vector2::new(constants::TILE_SCALE, constants::TILE_SCALE)), ); */ } } impl Tile { pub fn new(text: &str, i: usize, tileset: &Tileset, width: usize, height: usize) -> Tile { let id = text.parse::().unwrap(); /* let flip_d = (id & constants::FLIP_DIAGONAL_FLAG) == constants::FLIP_DIAGONAL_FLAG; let flip_h = (id & constants::FLIP_HORIZONTAL_FLAG) == constants::FLIP_HORIZONTAL_FLAG; let flip_v = (id & constants::FLIP_VERTICAL_FLAG) == constants::FLIP_VERTICAL_FLAG; let id = if flip_h | flip_v | flip_d { id & !constants::ALL_FLIP_FLAGS } else { id }; let (source, rotation) = match (flip_d, flip_h, flip_v) { (true, true, true) => (flip(tileset.get(id)), convert_angle_to_rad(90.0)), (true, true, false) => (tileset.get(id), convert_angle_to_rad(90.0)), (true, false, true) => (tileset.get(id), convert_angle_to_rad(270.0)), //(true, false, false) => (), (false, true, true) => (tileset.get(id), convert_angle_to_rad(180.0)), (false, true, false) => (flip(tileset.get(id)), 0.0), //(false, false, true) => (), //(false, false, false) => (), _ => (tileset.get(id), 0.0), }; */ let x = i as f32 % width as f32; let y = (i as f32 / height as f32).floor(); //let offset = (constants::TILE_WIDTH / 2.0) * constants::TILE_SCALE; let destination = Point2::new( constants::TILE_WIDTH * constants::TILE_SCALE * x, //+ offset, constants::TILE_HEIGHT * constants::TILE_SCALE * y, //+ offset, ); //let mut animation = Animation::new(Frame::new(source, None, rotation)); /* let frame = tileset.get_frame(id); let mut animation = Animation::default(); animation.give_frames(tileset.get_frames(id)); */ Tile { id, animation: tileset.get_animation(id), destination, } } }