use ggez::graphics::{spritebatch::SpriteBatch, DrawParam, Rect}; use ggez::nalgebra::{Point2, Vector2}; use std::time::Instant; use crate::constants; use crate::math::{convert_angle_to_rad, flip, next_source}; use crate::tileset::Tileset; #[derive(Clone, Debug)] pub struct Tile { pub id: usize, source: Rect, animation: Vec<(usize, Rect)>, timer: Instant, pub destination: Point2, rotation: f32, } 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, ); Tile { id, source, animation: tileset.get_animation(id), timer: Instant::now(), destination, rotation, } } pub fn update(&mut self) { let (source, timer) = next_source(self.source, &self.animation, self.timer); self.source = source; self.timer = timer; } pub fn draw(&self, spritebatch: &mut SpriteBatch) { let draw_param = DrawParam::default() .src(self.source) .dest(self.destination) .offset(Point2::new(0.5, 0.5)) .rotation(self.rotation) .scale(Vector2::new(constants::TILE_SCALE, constants::TILE_SCALE)); spritebatch.add(draw_param); } }