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use ggez::graphics::{spritebatch::SpriteBatch, DrawParam, Rect};
use glam;
use std::f32::consts::PI;
use xml::reader::XmlEvent;
use crate::constants;
use crate::xmlelements::XMLElements;
#[derive(Clone, Debug, PartialEq)]
pub struct Tile {
pub source: Rect,
pub properties: Properties,
}
impl Tile {
pub fn new(source: Rect, properties: Properties) -> Tile {
Tile { source, properties }
}
pub fn draw(&self, spritebatch: &mut SpriteBatch, position: glam::Vec2) {
let draw = match self.properties.visible {
Some(draw) => draw,
None => true,
};
if draw {
spritebatch.add(
DrawParam::default()
.src(self.source)
.rotation(self.properties.rotation)
.offset(glam::Vec2::new(0.5, 0.5))
.dest(position)
.scale(glam::Vec2::new(
constants::TILE_SCALE,
constants::TILE_SCALE,
)),
);
}
}
}
impl Default for Tile {
fn default() -> Tile {
Tile::new(Rect::zero(), Properties::default())
}
}
#[derive(Debug, Clone, PartialEq)]
pub struct Properties {
pub entity: Option<String>,
pub rotation: f32,
pub keyframe: Option<usize>,
pub delay: Option<usize>,
pub scramble_delay: Option<bool>,
pub spawn: Option<String>,
pub visible: Option<bool>,
}
impl Properties {
pub fn new(properties_elements: Vec<XmlEvent>) -> Properties {
let entity = match XMLElements::get_attribute_value(&properties_elements, "entity") {
Ok(entity) => entity.parse().ok(),
Err(_) => None,
};
let keyframe = match XMLElements::get_attribute_value(&properties_elements, "keyframe") {
Ok(keyframe) => keyframe.parse().ok(),
Err(_) => None,
};
let spawn = XMLElements::get_attribute_value(&properties_elements, "spawn").ok();
let visible = match XMLElements::get_attribute_value(&properties_elements, "visible") {
Ok(visible) => visible.parse().ok(),
Err(_) => None,
};
let delay = match XMLElements::get_attribute_value(&properties_elements, "delay") {
Ok(delay) => delay.parse().ok(),
Err(_) => None,
};
let scramble_delay =
match XMLElements::get_attribute_value(&properties_elements, "scramble_delay") {
Ok(scramble_delay) => scramble_delay.parse().ok(),
Err(_) => None,
};
Properties {
rotation: 0.0,
entity,
keyframe,
delay,
scramble_delay,
spawn,
visible,
}
}
}
impl Default for Properties {
fn default() -> Properties {
Properties {
rotation: 0.0,
entity: None,
keyframe: None,
delay: None,
scramble_delay: None,
spawn: None,
visible: None,
}
}
}
pub fn convert_angle_to_rad(angle: f32) -> f32 {
angle * (PI / 180.0)
}
pub fn flip(tile: Tile) -> Tile {
let mut t = tile;
t.source.x *= -1.0;
t.source.x -= t.source.w;
t
}
pub fn rotate(tile: Tile, angle: f32) -> Tile {
let mut t = tile;
t.properties.rotation = convert_angle_to_rad(angle);
t
}
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