feat: atlas texture, animated sprite management

This commit is contained in:
2023-09-08 22:49:08 -05:00
parent 274404b9ea
commit 724878dc17

53
src/animation.rs Normal file
View File

@@ -0,0 +1,53 @@
use sdl2::{
rect::Rect,
render::{Canvas, Texture},
video::Window,
};
pub struct AnimatedTexture<'a> {
raw_texture: &'a Texture<'a>,
current_frame: u32,
frame_count: u32,
frame_width: u32,
frame_height: u32,
}
impl<'a> AnimatedTexture<'a> {
pub fn new(
texture: &'a Texture<'a>,
frame_count: u32,
frame_width: u32,
frame_height: u32,
) -> Self {
AnimatedTexture {
raw_texture: texture,
current_frame: 0,
frame_count,
frame_width,
frame_height,
}
}
fn next_frame(&mut self) {
self.current_frame = (self.current_frame + 1) % self.frame_count;
}
fn get_frame_rect(&self) -> Rect {
Rect::new(
(self.current_frame * self.frame_width) as i32,
0,
self.frame_width,
self.frame_height,
)
}
pub fn render(&mut self, canvas: &mut Canvas<Window>, position: (i32, i32)) {
let frame_rect = self.get_frame_rect();
let position_rect = Rect::new(position.0, position.1, self.frame_width, self.frame_height);
canvas
.copy(&self.raw_texture, frame_rect, position_rect)
.expect("Could not render sprite on canvas");
self.next_frame();
}
}