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https://github.com/Xevion/Pac-Man.git
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2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 443afb1223 | |||
| 724878dc17 |
53
src/animation.rs
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53
src/animation.rs
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@@ -0,0 +1,53 @@
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use sdl2::{
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rect::Rect,
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render::{Canvas, Texture},
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video::Window,
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};
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pub struct AnimatedTexture<'a> {
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raw_texture: &'a Texture<'a>,
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current_frame: u32,
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frame_count: u32,
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frame_width: u32,
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frame_height: u32,
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}
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impl<'a> AnimatedTexture<'a> {
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pub fn new(
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texture: &'a Texture<'a>,
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frame_count: u32,
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frame_width: u32,
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frame_height: u32,
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) -> Self {
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AnimatedTexture {
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raw_texture: texture,
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current_frame: 0,
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frame_count,
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frame_width,
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frame_height,
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}
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}
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fn next_frame(&mut self) {
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self.current_frame = (self.current_frame + 1) % self.frame_count;
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}
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fn get_frame_rect(&self) -> Rect {
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Rect::new(
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(self.current_frame * self.frame_width) as i32,
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0,
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self.frame_width,
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self.frame_height,
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)
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}
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pub fn render(&mut self, canvas: &mut Canvas<Window>, position: (i32, i32)) {
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let frame_rect = self.get_frame_rect();
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let position_rect = Rect::new(position.0, position.1, self.frame_width, self.frame_height);
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canvas
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.copy(&self.raw_texture, frame_rect, position_rect)
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.expect("Could not render sprite on canvas");
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self.next_frame();
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}
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}
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41
src/pacman.rs
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41
src/pacman.rs
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@@ -0,0 +1,41 @@
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use sdl2::{render::{Canvas, Texture}, video::Window};
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use crate::{direction::Direction, entity::Entity, animation::AnimatedTexture};
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pub struct Pacman<'a> {
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// Absolute position on the board (precise)
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pub position: (i32, i32),
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pub direction: Direction,
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sprite: AnimatedTexture<'a>,
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}
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impl Pacman<'_> {
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pub fn new<'a>(starting_position: Option<(i32, i32)>, atlas: &'a Texture<'a>) -> Pacman<'a> {
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Pacman {
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position: starting_position.unwrap_or((0i32, 0i32)),
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direction: Direction::Right,
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sprite: AnimatedTexture::new(atlas, 2, 24, 24),
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}
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}
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pub fn render(&mut self, canvas: &mut Canvas<Window>) {
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self.sprite.render(canvas, self.position);
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}
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}
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impl Entity for Pacman<'_> {
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fn is_colliding(&self, other: &dyn Entity) -> bool {
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let (x, y) = self.position();
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let (other_x, other_y) = other.position();
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x == other_x && y == other_y
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}
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fn position(&self) -> (i32, i32) {
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self.position
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}
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fn cell_position(&self) -> (u32, u32) {
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let (x, y) = self.position();
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(x as u32 / 24, y as u32 / 24)
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}
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}
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