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use ggez::event::KeyCode;
use ggez::graphics::{spritebatch::SpriteBatch, DrawParam, Rect};
use ggez::nalgebra::{Point2, Vector2};
use std::collections::HashMap;
use std::time::Instant;
use crate::constants;
use crate::math::{flip, next_source};
use crate::tileset::Tileset;
pub struct Player {
pub position: Point2<f32>,
state: PlayerState,
source: Rect,
timer: Instant,
animation: Option<Vec<(usize, Rect)>>,
animations: HashMap<PlayerState, Vec<(usize, Rect)>>,
map_height: f32,
map_width: f32,
}
impl Player {
pub fn new(tileset: &Tileset, dimensions: (f32, f32)) -> Player {
Player {
position: Point2::new(0.0, 0.0),
state: PlayerState::IdleLeft,
source: Rect::zero(),
timer: Instant::now(),
animation: None,
animations: Player::build_animations(tileset),
map_width: dimensions.0,
map_height: dimensions.1,
}
}
fn build_animations(tileset: &Tileset) -> HashMap<PlayerState, Vec<(usize, Rect)>> {
let mut animations = HashMap::new();
let mut source = tileset.get_tile_by_entity_keyframe("player-top", 0);
source.h += tileset.get_tile_by_entity_keyframe("player-bottom", 0).h;
animations.insert(PlayerState::IdleLeft, vec![(1, source)]);
let mut moving = tileset.get_tile_by_entity_keyframe("player-top", 1);
moving.h += tileset.get_tile_by_entity_keyframe("player-bottom", 1).h;
animations.insert(PlayerState::MovingLeft, vec![(100, source), (100, moving)]);
animations.insert(
PlayerState::MovingUpLeft,
vec![(100, source), (100, moving)],
);
animations.insert(
PlayerState::MovingDownLeft,
vec![(100, source), (100, moving)],
);
source = flip(source);
moving = flip(moving);
animations.insert(PlayerState::IdleRight, vec![(1, source)]);
animations.insert(PlayerState::MovingRight, vec![(100, source), (100, moving)]);
animations.insert(
PlayerState::MovingUpRight,
vec![(100, source), (100, moving)],
);
animations.insert(
PlayerState::MovingDownRight,
vec![(100, source), (100, moving)],
);
animations
}
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 update(&mut self) {
self.move_position();
self.animation = self.animations.get(&self.state).cloned();
let (source, timer) = next_source(self.source, &self.animation, self.timer);
self.source = source;
self.timer = timer;
}
fn move_position(&mut self) {
match self.state {
PlayerState::MovingUp => self.position.y -= constants::PLAYER_SPEED,
PlayerState::MovingUpLeft => {
self.position.x -= constants::PLAYER_SPEED / 2.0_f32.sqrt();
self.position.y -= constants::PLAYER_SPEED / 2.0_f32.sqrt();
}
PlayerState::MovingUpRight => {
self.position.x += constants::PLAYER_SPEED / 2.0_f32.sqrt();
self.position.y -= constants::PLAYER_SPEED / 2.0_f32.sqrt();
}
PlayerState::MovingLeft => self.position.x -= constants::PLAYER_SPEED,
PlayerState::MovingDown => self.position.y += constants::PLAYER_SPEED,
PlayerState::MovingDownLeft => {
self.position.x -= constants::PLAYER_SPEED / 2.0_f32.sqrt();
self.position.y += constants::PLAYER_SPEED / 2.0_f32.sqrt();
}
PlayerState::MovingDownRight => {
self.position.x += constants::PLAYER_SPEED / 2.0_f32.sqrt();
self.position.y += constants::PLAYER_SPEED / 2.0_f32.sqrt();
}
PlayerState::MovingRight => self.position.x += constants::PLAYER_SPEED,
PlayerState::IdleLeft | PlayerState::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_width {
self.position.x = self.map_width - pixel_width;
}
if self.position.y < 0.0 {
self.position.y = 0.0;
} else if self.position.y + pixel_height > self.map_height {
self.position.y = self.map_height - pixel_height;
}
}
pub fn give_key_down(&mut self, keycode: KeyCode) {
let original_state = self.state.clone();
self.state = match keycode {
KeyCode::W => match original_state {
PlayerState::MovingLeft => PlayerState::MovingUpLeft,
PlayerState::MovingRight => PlayerState::MovingUpRight,
_ => PlayerState::MovingUp,
},
KeyCode::A => match original_state {
PlayerState::MovingUp => PlayerState::MovingUpLeft,
PlayerState::MovingDown => PlayerState::MovingDownLeft,
_ => PlayerState::MovingLeft,
},
KeyCode::S => match original_state {
PlayerState::MovingLeft => PlayerState::MovingDownLeft,
PlayerState::MovingRight => PlayerState::MovingDownRight,
_ => PlayerState::MovingDown,
},
KeyCode::D => match original_state {
PlayerState::MovingUp => PlayerState::MovingUpRight,
PlayerState::MovingDown => PlayerState::MovingDownRight,
_ => PlayerState::MovingRight,
},
_ => original_state,
}
}
pub fn give_key_up(&mut self, keycode: KeyCode) {
let original_state = self.state.clone();
self.state = match keycode {
KeyCode::W => match original_state {
PlayerState::MovingUpLeft => PlayerState::MovingLeft,
PlayerState::MovingUpRight => PlayerState::MovingRight,
_ => PlayerState::IdleLeft,
},
KeyCode::A => match original_state {
PlayerState::MovingUpLeft => PlayerState::MovingUp,
PlayerState::MovingDownLeft => PlayerState::MovingDown,
_ => PlayerState::IdleLeft,
},
KeyCode::S => match original_state {
PlayerState::MovingDownLeft => PlayerState::MovingLeft,
PlayerState::MovingDownRight => PlayerState::MovingRight,
_ => PlayerState::IdleRight,
},
KeyCode::D => match original_state {
PlayerState::MovingUpRight => PlayerState::MovingUp,
PlayerState::MovingDownRight => PlayerState::MovingDown,
_ => PlayerState::IdleRight,
},
_ => original_state,
}
}
}
#[derive(Clone, Hash, Eq, PartialEq)]
enum PlayerState {
IdleLeft,
IdleRight,
MovingUp,
MovingDown,
MovingLeft,
MovingRight,
MovingUpLeft,
MovingUpRight,
MovingDownLeft,
MovingDownRight,
}
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