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use ggez::graphics::{spritebatch::SpriteBatch, DrawParam, Rect};
use ggez::nalgebra::{distance, Point2, Vector2};
use std::time::Instant;
use crate::constants;
use crate::map::Map;
use crate::math::random_nearby_point;
use crate::tileset::Tileset;
#[derive(Clone)]
pub struct Entity {
behavior: Behavior,
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 {
spawn,
source,
position: spawn,
behavior: Behavior::Wandering(None),
}
}
pub fn update(&mut self) {
match self.behavior {
Behavior::Wandering(destination) => self.wandering(destination),
Behavior::Waiting(time) => (),
}
}
pub fn wandering(&mut self, destination: Option<Point2<f32>>) {
match destination {
Some(destination) => {
if distance(&self.position, &destination) < constants::GOAL_DISTANCE {
self.behavior = Behavior::Waiting(Instant::now())
} else {
if self.position.x < destination.x {
self.position.x += constants::ENTITY_SPEED;
} else {
self.position.x -= constants::ENTITY_SPEED;
}
if self.position.y < destination.y {
self.position.y += constants::ENTITY_SPEED;
} else {
self.position.y -= constants::ENTITY_SPEED;
}
}
}
None => {
self.behavior = Behavior::Wandering(Some(random_nearby_point(
self.spawn,
constants::WANDER_DISTANCE,
)))
}
}
}
pub fn waiting(&mut self) {}
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
}
}
#[derive(Clone)]
enum Behavior {
Waiting(Instant),
Wandering(Option<Point2<f32>>),
}
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