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3 changed files with 65 additions and 11 deletions

View File

@@ -38,11 +38,13 @@ impl<'a> AnimatedTexture<'a> {
}
}
// Get the current frame number
fn current_frame(&self) -> u32 {
self.ticker / self.ticks_per_frame
}
fn next_frame(&mut self) {
// Move to the next frame. If we are at the end of the animation, reverse the direction
pub fn tick(&mut self) {
if self.reversed {
self.ticker -= 1;
@@ -58,9 +60,14 @@ impl<'a> AnimatedTexture<'a> {
}
}
fn get_frame_rect(&self) -> Rect {
// Calculate the frame rect (portion of the texture to render) for the given frame.
fn get_frame_rect(&self, frame: u32) -> Rect {
if frame >= self.frame_count {
panic!("Frame {} is out of bounds for this texture", frame);
}
Rect::new(
self.current_frame() as i32 * self.frame_width as i32,
frame as i32 * self.frame_width as i32,
0,
self.frame_width,
self.frame_height,
@@ -73,7 +80,18 @@ impl<'a> AnimatedTexture<'a> {
position: (i32, i32),
direction: Direction,
) {
let frame_rect = self.get_frame_rect();
self.render_static(canvas, position, direction, Some(self.current_frame()));
self.tick();
}
pub fn render_static(
&mut self,
canvas: &mut Canvas<Window>,
position: (i32, i32),
direction: Direction,
frame: Option<u32>,
) {
let frame_rect = self.get_frame_rect(frame.unwrap_or(self.current_frame()));
let position_rect = Rect::new(
position.0 + self.offset.0,
position.1 + self.offset.1,
@@ -92,7 +110,5 @@ impl<'a> AnimatedTexture<'a> {
false,
)
.expect("Could not render texture on canvas");
self.next_frame();
}
}

View File

@@ -1,3 +1,5 @@
use sdl2::keyboard::Keycode;
#[derive(Debug, Copy, Clone, PartialEq)]
pub enum Direction {
Up,
@@ -24,4 +26,18 @@ impl Direction {
Direction::Up => (0, -1),
}
}
pub fn from_keycode(keycode: Keycode) -> Option<Direction> {
match keycode {
Keycode::D => Some(Direction::Right),
Keycode::Right => Some(Direction::Right),
Keycode::A => Some(Direction::Left),
Keycode::Left => Some(Direction::Left),
Keycode::W => Some(Direction::Up),
Keycode::Up => Some(Direction::Up),
Keycode::S => Some(Direction::Down),
Keycode::Down => Some(Direction::Down),
_ => None,
}
}
}

View File

@@ -1,22 +1,44 @@
pub struct SpeedModulator {
/// A tick modulator allows you to slow down operations by a percentage.
///
/// Unfortunately, switching to floating point numbers for entities can induce floating point errors, slow down calculations
/// and make the game less deterministic. This is why we use a speed modulator instead.
/// Additionally, with small integers, lowering the speed by a percentage is not possible. For example, if we have a speed of 2,
/// and we want to slow it down by 10%, we would need to slow it down by 0.2. However, since we are using integers, we can't.
/// The only amount you can slow it down by is 1, which is 50% of the speed.
///
/// The basic principle of the Speed Modulator is to instead 'skip' movement ticks every now and then.
/// At 60 ticks per second, skips could happen several times per second, or once every few seconds.
/// Whatever it be, as long as the tick rate is high enough, the human eye will not be able to tell the difference.
///
/// For example, if we want to slow down the speed by 10%, we would need to skip every 10th tick.
pub trait TickModulator {
fn new(percent: f32) -> Self;
fn next(&mut self) -> bool;
}
pub struct SimpleTickModulator {
tick_count: u32,
ticks_left: u32,
}
impl SpeedModulator {
pub fn new(percent: f32) -> Self {
// TODO: Add tests
// TODO: Look into average precision, binary code modulation strategy
impl TickModulator for SimpleTickModulator {
fn new(percent: f32) -> Self {
let ticks_required: u32 = (1f32 / (1f32 - percent)).round() as u32;
SpeedModulator {
SimpleTickModulator {
tick_count: ticks_required,
ticks_left: ticks_required,
}
}
pub fn next(&mut self) -> bool {
fn next(&mut self) -> bool {
self.ticks_left -= 1;
// Return whether or not we should skip this tick
if self.ticks_left == 0 {
// We've reached the tick to skip, reset the counter
self.ticks_left = self.tick_count;
false
} else {