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use ggez::graphics::spritebatch::SpriteBatch;
use ggez::nalgebra::Point2;
use crate::animations::{convert_angle_to_rad, flip, Animation, Frame};
use crate::constants;
use crate::entity::Operable;
use crate::tileset::Tileset;
#[derive(Debug, Clone)]
pub struct Tile {
pub id: usize,
pub animation: Animation,
pub destination: Point2<f32>,
}
impl Operable for Tile {
fn update(&mut self) {
self.animation.update();
}
fn draw(&self, spritebatch: &mut SpriteBatch) {
self.animation.draw(spritebatch, self.destination);
/*
DrawParam::default()
.src(self.animation.current.source)
.dest(self.destination)
.offset(Point2::new(0.5, 0.5))
//.rotation(self.rotation)
.scale(Vector2::new(constants::TILE_SCALE, constants::TILE_SCALE)),
);
*/
}
}
impl Tile {
pub fn new(text: &str, i: usize, tileset: &Tileset, width: usize, height: usize) -> Tile {
let id = text.parse::<usize>().unwrap();
/*
let flip_d = (id & constants::FLIP_DIAGONAL_FLAG) == constants::FLIP_DIAGONAL_FLAG;
let flip_h = (id & constants::FLIP_HORIZONTAL_FLAG) == constants::FLIP_HORIZONTAL_FLAG;
let flip_v = (id & constants::FLIP_VERTICAL_FLAG) == constants::FLIP_VERTICAL_FLAG;
let id = if flip_h | flip_v | flip_d {
id & !constants::ALL_FLIP_FLAGS
} else {
id
};
let (source, rotation) = match (flip_d, flip_h, flip_v) {
(true, true, true) => (flip(tileset.get(id)), convert_angle_to_rad(90.0)),
(true, true, false) => (tileset.get(id), convert_angle_to_rad(90.0)),
(true, false, true) => (tileset.get(id), convert_angle_to_rad(270.0)),
//(true, false, false) => (),
(false, true, true) => (tileset.get(id), convert_angle_to_rad(180.0)),
(false, true, false) => (flip(tileset.get(id)), 0.0),
//(false, false, true) => (),
//(false, false, false) => (),
_ => (tileset.get(id), 0.0),
};
*/
let x = i as f32 % width as f32;
let y = (i as f32 / height as f32).floor();
//let offset = (constants::TILE_WIDTH / 2.0) * constants::TILE_SCALE;
let destination = Point2::new(
constants::TILE_WIDTH * constants::TILE_SCALE * x, //+ offset,
constants::TILE_HEIGHT * constants::TILE_SCALE * y, //+ offset,
);
//let mut animation = Animation::new(Frame::new(source, None, rotation));
/*
let frame = tileset.get_frame(id);
let mut animation = Animation::default();
animation.give_frames(tileset.get_frames(id));
*/
Tile {
id,
animation: tileset.get_animation(id),
destination,
}
}
}
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