- File Changes
- .gitignore
- Cargo.toml
- src/animator.rs
- src/components.rs
- src/keyboard.rs
- src/main.rs
- src/physics.rs
- src/renderer.rs
- assets/bardo.png
- assets/darkdimension.png
- assets/reaper.png
- assets
-
src
- animator.rs
- components.rs
- keyboard.rs
- main.rs
- physics.rs
- renderer.rs
- .gitignore
- Cargo.toml
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/target
**/*.rs.bk
[package]
name = "game-tutorial"
version = "0.1.0"
authors = ["Sunjay Varma <[email protected]>"]
edition = "2018"
[dependencies]
specs = "0.14"
specs-derive = "0.4"
[dependencies.sdl2]
version = "0.32.1"
default-features = false
features = ["image"]
use specs::prelude::*;
use crate::components::*;
pub struct Animator;
impl<'a> System<'a> for Animator {
type SystemData = (
WriteStorage<'a, MovementAnimation>,
WriteStorage<'a, Sprite>,
ReadStorage<'a, Velocity>,
);
fn run(&mut self, mut data: Self::SystemData) {
use self::Direction::*;
//TODO: This code can be made nicer and more idiomatic using more pattern matching.
// Look up "rust irrefutable patterns" and use them here.
for (anim, sprite, vel) in (&mut data.0, &mut data.1, &data.2).join() {
if vel.speed == 0 {
continue;
}
let frames = match vel.direction {
Left => &anim.left_frames,
Right => &anim.right_frames,
Up => &anim.up_frames,
Down => &anim.down_frames,
};
anim.current_frame = (anim.current_frame + 1) % frames.len();
*sprite = frames[anim.current_frame].clone();
}
}
}
use specs::prelude::*;
use specs_derive::Component;
use sdl2::rect::{Point, Rect};
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum Direction {
Up,
Down,
Left,
Right,
}
#[derive(Component, Debug, Default)]
#[storage(NullStorage)]
pub struct KeyboardControlled;
/// The current position of a given entity
#[derive(Component, Debug)]
#[storage(VecStorage)]
pub struct Position(pub Point);
/// The current speed and direction of a given entity
#[derive(Component, Debug)]
#[storage(VecStorage)]
pub struct Velocity {
pub speed: i32,
pub direction: Direction,
}
#[derive(Component, Debug, Clone)]
#[storage(VecStorage)]
pub struct Sprite {
/// The specific spritesheet to render from
pub spritesheet: usize,
/// The current region of the spritesheet to be rendered
pub region: Rect,
}
#[derive(Component, Debug)]
#[storage(VecStorage)]
pub struct MovementAnimation {
// The current frame in the animation of the direction this entity is moving in
pub current_frame: usize,
pub up_frames: Vec<Sprite>,
pub down_frames: Vec<Sprite>,
pub left_frames: Vec<Sprite>,
pub right_frames: Vec<Sprite>,
}
use specs::prelude::*;
use crate::components::*;
use super::MovementCommand;
const PLAYER_MOVEMENT_SPEED: i32 = 20;
pub struct Keyboard;
impl<'a> System<'a> for Keyboard {
type SystemData = (
ReadExpect<'a, Option<MovementCommand>>,
ReadStorage<'a, KeyboardControlled>,
WriteStorage<'a, Velocity>,
);
fn run(&mut self, mut data: Self::SystemData) {
//TODO: This code can be made nicer and more idiomatic using more pattern matching.
// Look up "rust irrefutable patterns" and use them here.
let movement_command = match &*data.0 {
Some(movement_command) => movement_command,
None => return, // no change
};
for (_, vel) in (&data.1, &mut data.2).join() {
match movement_command {
&MovementCommand::Move(direction) => {
vel.speed = PLAYER_MOVEMENT_SPEED;
vel.direction = direction;
},
MovementCommand::Stop => vel.speed = 0,
}
}
}
}
mod components;
mod physics;
mod animator;
mod keyboard;
mod renderer;
use sdl2::event::Event;
use sdl2::keyboard::Keycode;
use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect};
// "self" imports the "image" module itself as well as everything else we listed
use sdl2::image::{self, LoadTexture, InitFlag};
use specs::prelude::*;
use std::time::Duration;
use crate::components::*;
pub enum MovementCommand {
Stop,
Move(Direction),
}
/// Returns the row of the spritesheet corresponding to the given direction
fn direction_spritesheet_row(direction: Direction) -> i32 {
use self::Direction::*;
match direction {
Up => 3,
Down => 0,
Left => 1,
Right => 2,
}
}
/// Create animation frames for the standard character spritesheet
fn character_animation_frames(spritesheet: usize, top_left_frame: Rect, direction: Direction) -> Vec<Sprite> {
// All assumptions about the spritesheets are now encapsulated in this function instead of in
// the design of our entire system. We can always replace this function, but replacing the
// entire system is harder.
let (frame_width, frame_height) = top_left_frame.size();
let y_offset = top_left_frame.y() + frame_height as i32 * direction_spritesheet_row(direction);
let mut frames = Vec::new();
for i in 0..3 {
frames.push(Sprite {
spritesheet,
region: Rect::new(
top_left_frame.x() + frame_width as i32 * i,
y_offset,
frame_width,
frame_height,
),
})
}
frames
}
fn initialize_player(world: &mut World, player_spritesheet: usize) {
let player_top_left_frame = Rect::new(0, 0, 26, 36);
let player_animation = MovementAnimation {
current_frame: 0,
up_frames: character_animation_frames(player_spritesheet, player_top_left_frame, Direction::Up),
down_frames: character_animation_frames(player_spritesheet, player_top_left_frame, Direction::Down),
left_frames: character_animation_frames(player_spritesheet, player_top_left_frame, Direction::Left),
right_frames: character_animation_frames(player_spritesheet, player_top_left_frame, Direction::Right),
};
world.create_entity()
.with(KeyboardControlled)
.with(Position(Point::new(0, 0)))
.with(Velocity {speed: 0, direction: Direction::Right})
.with(player_animation.right_frames[0].clone())
.with(player_animation)
.build();
}
fn initialize_enemy(world: &mut World, enemy_spritesheet: usize, position: Point) {
let enemy_top_left_frame = Rect::new(0, 0, 32, 36);
let enemy_animation = MovementAnimation {
current_frame: 0,
up_frames: character_animation_frames(enemy_spritesheet, enemy_top_left_frame, Direction::Up),
down_frames: character_animation_frames(enemy_spritesheet, enemy_top_left_frame, Direction::Down),
left_frames: character_animation_frames(enemy_spritesheet, enemy_top_left_frame, Direction::Left),
right_frames: character_animation_frames(enemy_spritesheet, enemy_top_left_frame, Direction::Right),
};
world.create_entity()
.with(Position(position))
.with(Velocity {speed: 0, direction: Direction::Right})
.with(enemy_animation.right_frames[0].clone())
.with(enemy_animation)
.build();
}
fn main() -> Result<(), String> {
let sdl_context = sdl2::init()?;
let video_subsystem = sdl_context.video()?;
// Leading "_" tells Rust that this is an unused variable that we don't care about. It has to
// stay unused because if we don't have any variable at all then Rust will treat it as a
// temporary value and drop it right away!
let _image_context = image::init(InitFlag::PNG | InitFlag::JPG)?;
let window = video_subsystem.window("game tutorial", 800, 600)
.position_centered()
.build()
.expect("could not initialize video subsystem");
let mut canvas = window.into_canvas().build()
.expect("could not make a canvas");
let texture_creator = canvas.texture_creator();
let mut dispatcher = DispatcherBuilder::new()
.with(keyboard::Keyboard, "Keyboard", &[])
.with(physics::Physics, "Physics", &["Keyboard"])
.with(animator::Animator, "Animator", &["Keyboard"])
.build();
let mut world = World::new();
dispatcher.setup(&mut world.res);
renderer::SystemData::setup(&mut world.res);
// Initialize resource
let movement_command: Option<MovementCommand> = None;
world.add_resource(movement_command);
let textures = [
texture_creator.load_texture("assets/bardo.png")?,
texture_creator.load_texture("assets/reaper.png")?,
];
// First texture in textures array
let player_spritesheet = 0;
// Second texture in the textures array
let enemy_spritesheet = 1;
initialize_player(&mut world, player_spritesheet);
initialize_enemy(&mut world, enemy_spritesheet, Point::new(-150, -150));
initialize_enemy(&mut world, enemy_spritesheet, Point::new(150, -190));
initialize_enemy(&mut world, enemy_spritesheet, Point::new(-150, 170));
let mut event_pump = sdl_context.event_pump()?;
let mut i = 0;
'running: loop {
// None - no change, Some(MovementCommand) - perform movement
let mut movement_command = None;
// Handle events
for event in event_pump.poll_iter() {
match event {
Event::Quit {..} |
Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
break 'running;
},
Event::KeyDown { keycode: Some(Keycode::Left), repeat: false, .. } => {
movement_command = Some(MovementCommand::Move(Direction::Left));
},
Event::KeyDown { keycode: Some(Keycode::Right), repeat: false, .. } => {
movement_command = Some(MovementCommand::Move(Direction::Right));
},
Event::KeyDown { keycode: Some(Keycode::Up), repeat: false, .. } => {
movement_command = Some(MovementCommand::Move(Direction::Up));
},
Event::KeyDown { keycode: Some(Keycode::Down), repeat: false, .. } => {
movement_command = Some(MovementCommand::Move(Direction::Down));
},
Event::KeyUp { keycode: Some(Keycode::Left), repeat: false, .. } |
Event::KeyUp { keycode: Some(Keycode::Right), repeat: false, .. } |
Event::KeyUp { keycode: Some(Keycode::Up), repeat: false, .. } |
Event::KeyUp { keycode: Some(Keycode::Down), repeat: false, .. } => {
movement_command = Some(MovementCommand::Stop);
},
_ => {}
}
}
*world.write_resource() = movement_command;
// Update
i = (i + 1) % 255;
dispatcher.dispatch(&mut world.res);
world.maintain();
// Render
renderer::render(&mut canvas, Color::RGB(i, 64, 255 - i), &textures, world.system_data())?;
// Time management!
::std::thread::sleep(Duration::new(0, 1_000_000_000u32 / 20));
}
Ok(())
}
use specs::prelude::*;
use crate::components::*;
pub struct Physics;
impl<'a> System<'a> for Physics {
type SystemData = (WriteStorage<'a, Position>, ReadStorage<'a, Velocity>);
fn run(&mut self, mut data: Self::SystemData) {
use self::Direction::*;
//TODO: This code can be made nicer and more idiomatic using more pattern matching.
// Look up "rust irrefutable patterns" and use them here.
for (pos, vel) in (&mut data.0, &data.1).join() {
match vel.direction {
Left => {
pos.0 = pos.0.offset(-vel.speed, 0);
},
Right => {
pos.0 = pos.0.offset(vel.speed, 0);
},
Up => {
pos.0 = pos.0.offset(0, -vel.speed);
},
Down => {
pos.0 = pos.0.offset(0, vel.speed);
},
}
}
}
}
use specs::prelude::*;
use sdl2::rect::{Point, Rect};
use sdl2::pixels::Color;
use sdl2::render::{WindowCanvas, Texture};
use crate::components::*;
// Type alias for the data needed by the renderer
pub type SystemData<'a> = (
ReadStorage<'a, Position>,
ReadStorage<'a, Sprite>,
);
pub fn render(
canvas: &mut WindowCanvas,
background: Color,
textures: &[Texture],
data: SystemData,
) -> Result<(), String> {
canvas.set_draw_color(background);
canvas.clear();
let (width, height) = canvas.output_size()?;
for (pos, sprite) in (&data.0, &data.1).join() {
let current_frame = sprite.region;
// Treat the center of the screen as the (0, 0) coordinate
let screen_position = pos.0 + Point::new(width as i32 / 2, height as i32 / 2);
let screen_rect = Rect::from_center(screen_position, current_frame.width(), current_frame.height());
canvas.copy(&textures[sprite.spritesheet], current_frame, screen_rect)?;
}
canvas.present();
Ok(())
}