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use ggez::graphics::spritebatch::SpriteBatch;
use glam;
use crate::constants;
pub trait Operable {
fn update(&mut self);
fn draw(&self, spritebatch: &mut SpriteBatch);
}
#[derive(Debug, Clone)]
pub struct Entity {
pub position: glam::Vec2,
pub spawn: glam::Vec2,
pub action: Action,
map_dimensions: (f32, f32),
}
impl Entity {
pub fn new(spawn: glam::Vec2, map_dimensions: (f32, f32)) -> Entity {
Entity {
spawn,
action: Action::IdleLeft,
position: spawn,
map_dimensions,
}
}
pub fn update(&mut self) {
self.move_position();
}
fn move_position(&mut self) {
match self.action {
Action::MovingUp => self.position.y -= constants::PLAYER_SPEED,
Action::MovingUpLeft => {
self.position.x -= constants::PLAYER_SPEED / 2.0_f32.sqrt();
self.position.y -= constants::PLAYER_SPEED / 2.0_f32.sqrt();
}
Action::MovingUpRight => {
self.position.x += constants::PLAYER_SPEED / 2.0_f32.sqrt();
self.position.y -= constants::PLAYER_SPEED / 2.0_f32.sqrt();
}
Action::MovingLeft => self.position.x -= constants::PLAYER_SPEED,
Action::MovingDown => self.position.y += constants::PLAYER_SPEED,
Action::MovingDownLeft => {
self.position.x -= constants::PLAYER_SPEED / 2.0_f32.sqrt();
self.position.y += constants::PLAYER_SPEED / 2.0_f32.sqrt();
}
Action::MovingDownRight => {
self.position.x += constants::PLAYER_SPEED / 2.0_f32.sqrt();
self.position.y += constants::PLAYER_SPEED / 2.0_f32.sqrt();
}
Action::MovingRight => self.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.position.x < 0.0 {
self.position.x = 0.0;
} else if self.position.x + pixel_height > self.map_dimensions.0 {
self.position.x = self.map_dimensions.0 - pixel_width;
}
if self.position.y < 0.0 {
self.position.y = 0.0;
} else if self.position.y + pixel_height > self.map_dimensions.1 {
self.position.y = self.map_dimensions.1 - pixel_height;
}
}
}
#[derive(Clone, Hash, Eq, PartialEq, Debug)]
pub enum Action {
IdleLeft,
IdleRight,
MovingUp,
MovingDown,
MovingLeft,
MovingRight,
MovingUpLeft,
MovingUpRight,
MovingDownLeft,
MovingDownRight,
}
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