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use ggez::graphics::{spritebatch::SpriteBatch, DrawParam};
use ggez::nalgebra::{Point2, Vector2};
use std::collections::HashMap;
use std::time::Instant;
use crate::constants;
use crate::entity::Action;
use crate::tileset::{Tile, Tileset};
#[derive(Debug, Clone, PartialEq)]
pub struct Animation {
pub frames: Vec<Tile>,
pub timer: Instant,
pub current: Tile,
}
impl Animation {
pub fn new(frames: Vec<Tile>) -> Animation {
Animation {
current: frames[0].clone(),
timer: Instant::now(),
frames,
}
}
pub fn give_frames(&mut self, frames: Vec<Tile>) {
self.frames = frames;
}
pub fn update(&mut self) {
if let Some(mut i) = self.frames.iter().position(|a| a == &self.current) {
if let Some(delay) = self.current.property.delay {
if self.timer.elapsed().as_millis() > delay as u128 {
i = if i == self.frames.len() - 1 { 0 } else { i + 1 };
self.current = self.frames[i].clone();
self.timer = Instant::now();
}
}
} else {
self.current = self.frames[0].clone();
}
}
pub fn draw(&self, spritebatch: &mut SpriteBatch, position: Point2<f32>) {
spritebatch.add(
DrawParam::default()
.src(self.current.source)
.dest(position)
.scale(Vector2::new(constants::TILE_SCALE, constants::TILE_SCALE)),
);
}
}
#[derive(Debug, Clone, PartialEq)]
pub struct Animations {
pub available: HashMap<Action, Animation>,
pub current: Animation,
}
impl Animations {
pub fn new(tileset: &Tileset) -> Animations {
let mut available = HashMap::new();
let mut idle = tileset.get_tile_by_entity_keyframe("player-top", 0);
idle.source.h *= 2.0;
let animation = Animation::new(vec![idle.clone()]);
available.insert(Action::IdleLeft, animation.clone());
let mut moving = tileset.get_tile_by_entity_keyframe("player-top", 1);
moving.source.h *= 2.0;
let animation = Animation::new(vec![idle.clone(), moving.clone()]);
available.insert(Action::MovingLeft, animation.clone());
available.insert(Action::MovingUpLeft, animation.clone());
available.insert(Action::MovingDownLeft, animation.clone());
idle.flip();
moving.flip();
let animation = Animation::new(vec![idle.clone()]);
available.insert(Action::IdleRight, animation.clone());
let animation = Animation::new(vec![idle.clone(), moving.clone()]);
available.insert(Action::MovingRight, animation.clone());
available.insert(Action::MovingUpRight, animation.clone());
available.insert(Action::MovingDownRight, animation.clone());
Animations {
available,
current: animation,
}
}
pub fn update(&mut self, action: &Action) {
if let Some(animation) = self.available.get(&action).cloned() {
self.current.give_frames(animation.frames);
}
self.current.update();
}
pub fn draw(&self, spritebatch: &mut SpriteBatch, position: Point2<f32>) {
self.current.draw(spritebatch, position)
}
}
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