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use ggez::graphics::{spritebatch::SpriteBatch, DrawParam, Rect};
use ggez::nalgebra::{Point2, Vector2};
use crate::constants;
use crate::map::Map;
use crate::tileset::Tileset;
#[derive(Clone)]
pub struct Entity {
position: Point2<f32>,
source: Rect,
spawn: Point2<f32>,
}
impl Entity {
pub fn new(tileset: &Tileset, spawn: Point2<f32>) -> Entity {
let mut source = tileset.get_tile_by_entity_keyframe("player-top", 0);
source.h += tileset.get_tile_by_entity_keyframe("player-bottom", 0).h;
Entity {
position: spawn,
source,
spawn,
}
}
pub fn draw(&self, spritebatch: &mut SpriteBatch) {
let draw_param = DrawParam::default()
.src(self.source)
.dest(self.position)
.scale(Vector2::new(constants::TILE_SCALE, constants::TILE_SCALE));
spritebatch.add(draw_param);
}
pub fn build_entities(tileset: &Tileset, map: &Map) -> Vec<Entity> {
let mut entities = Vec::new();
for (_name, position) in map.get_spawns() {
entities.push(Entity::new(tileset, position));
}
entities
}
}
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