- 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 = falsefeatures = ["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 frompub spritesheet: usize,/// The current region of the spritesheet to be renderedpub region: Rect,}#[derive(Component, Debug)]#[storage(VecStorage)]pub struct MovementAnimation {// The current frame in the animation of the direction this entity is moving inpub 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 listeduse 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 directionfn 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 spritesheetfn 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 resourcelet 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 arraylet player_spritesheet = 0;// Second texture in the textures arraylet 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 movementlet mut movement_command = None;// Handle eventsfor 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;// Updatei = (i + 1) % 255;dispatcher.dispatch(&mut world.res);world.maintain();// Renderrenderer::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 rendererpub 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) coordinatelet 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(())}