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use ggez::event::KeyCode;
use ggez::graphics::spritebatch::SpriteBatch;
use ggez::nalgebra::Point2;
use crate::animations::Animations;
use crate::entity::{Action, Entity, Operable};
use crate::tileset::Tileset;
pub struct Player {
entity: Entity,
animations: Animations,
}
impl Operable for Player {
fn draw(&self, spritebatch: &mut SpriteBatch) {
self.animations.draw(spritebatch, self.get_position());
}
fn update(&mut self) {
self.entity.update();
self.animations.update(&self.entity.action);
}
}
impl Player {
pub fn new(tileset: &Tileset, dimensions: (f32, f32)) -> Player {
Player {
entity: Entity::new(Point2::new(0.0, 0.0), dimensions),
animations: Animations::new(tileset),
}
}
pub fn get_position(&self) -> Point2<f32> {
self.entity.position
}
pub fn give_key_down(&mut self, keycode: KeyCode) {
let original_state = self.entity.action.clone();
self.entity.action = match keycode {
KeyCode::W => match original_state {
Action::MovingLeft => Action::MovingUpLeft,
Action::MovingRight => Action::MovingUpRight,
_ => Action::MovingUp,
},
KeyCode::A => match original_state {
Action::MovingUp => Action::MovingUpLeft,
Action::MovingDown => Action::MovingDownLeft,
_ => Action::MovingLeft,
},
KeyCode::S => match original_state {
Action::MovingLeft => Action::MovingDownLeft,
Action::MovingRight => Action::MovingDownRight,
_ => Action::MovingDown,
},
KeyCode::D => match original_state {
Action::MovingUp => Action::MovingUpRight,
Action::MovingDown => Action::MovingDownRight,
_ => Action::MovingRight,
},
_ => original_state,
}
}
pub fn give_key_up(&mut self, keycode: KeyCode) {
let original_state = self.entity.action.clone();
self.entity.action = match keycode {
KeyCode::W => match original_state {
Action::MovingUpLeft => Action::MovingLeft,
Action::MovingUpRight => Action::MovingRight,
_ => Action::IdleLeft,
},
KeyCode::A => match original_state {
Action::MovingUpLeft => Action::MovingUp,
Action::MovingDownLeft => Action::MovingDown,
_ => Action::IdleLeft,
},
KeyCode::S => match original_state {
Action::MovingDownLeft => Action::MovingLeft,
Action::MovingDownRight => Action::MovingRight,
_ => Action::IdleRight,
},
KeyCode::D => match original_state {
Action::MovingUpRight => Action::MovingUp,
Action::MovingDownRight => Action::MovingDown,
_ => Action::IdleRight,
},
_ => original_state,
}
}
}
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