Add documentation and bump version number

This commit is contained in:
Yash Karandikar 2022-03-29 13:32:09 -05:00
parent b1c40979df
commit 9899ea9d9e
3 changed files with 96 additions and 7 deletions

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@ -1,6 +1,6 @@
[package]
name = "cat-box"
version = "0.1.2"
version = "0.1.3"
edition = "2018"
license = "MIT"
description = "Work in progress game engine, inspired by arcade"

View file

@ -1,6 +1,6 @@
# cat-box
Work in progress game engine, inspired by [arcade](arcade.academy/).
Work in progress game engine, inspired by [arcade](https://arcade.academy/).
```rs
use cat_box::{Event, Game, Keycode, Sprite};
@ -8,10 +8,10 @@ use cat_box::{Event, Game, Keycode, Sprite};
fn main() {
let game = Game::new("cat-box demo", 1000, 800);
let mut i = 0.0;
let mut i = 0u8;
let mut s = Sprite::new("duck.png", 500, 400).unwrap();
game.run(|ctx, event_pump| {
i = (i + 1.0) % 360.0;
i = (i + 1) % 255;
ctx.set_background_colour(i as u8, 64, 255);
let (start_x, start_y) = s.position();

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@ -1,4 +1,4 @@
//! Work in progress game engine, inspired by [arcade](arcade.academy/).
//! Work in progress game engine, inspired by [arcade](https://arcade.academy/).
//!
//! ```no_run
//! use cat_box::{Event, Game, Keycode, Sprite};
@ -6,10 +6,10 @@
//! fn main() {
//! let game = Game::new("cat_box demo", 1000, 800);
//!
//! let mut i = 0.0;
//! let mut i = 0;
//! let mut s = Sprite::new("duck.png", 500, 400).unwrap();
//! game.run(|ctx, event_pump| {
//! i = (i + 1.0) % 360.0;
//! i = (i + 1) % 255;
//! ctx.set_background_colour(i as u8, 64, 255);
//!
//! let (start_x, start_y) = s.position();
@ -241,23 +241,51 @@ impl Sprite {
}
}
/// Manages a collection of [`Sprite`]s.
///
/// Technically, this is a thin wrapper around a simple [`Vec`] of sprites,
/// although with some convenience methods.
pub struct SpriteCollection {
v: Vec<Sprite>,
}
impl SpriteCollection {
/// Creates a new [`SpriteCollection`].
///
/// See [`Vec::new()`] for more information.
/// ```
/// # use cat_box::*;
/// let sprites = SpriteCollection::new();
/// ```
pub fn new() -> Self {
Self {
v: Vec::new()
}
}
/// Creates a new [`SpriteCollection`] with the specified capacity.
///
/// The collection will be able to hold exactly `capacity` items without reallocating.
/// ```
/// # use cat_box::*;
/// let sprites = SpriteCollection::with_capacity(10);
/// ```
pub fn with_capacity(cap: usize) -> Self {
Self {
v: Vec::with_capacity(cap)
}
}
/// Draw all the sprites in this collection to the window.
/// This should only be called inside the main event loop.
/// ```no_run
/// # use cat_box::*;
/// # let mut sprites = SpriteCollection::new();
/// # let mut game = Game::new("asjdfhalksjdf", 1, 1);
/// # game.run(|ctx, _| {
/// sprites.draw(ctx);
/// # });
/// ```
pub fn draw(&mut self, ctx: &mut Context) -> Result<()> {
for s in self.v.iter_mut() {
s.draw(ctx)?;
@ -266,38 +294,99 @@ impl SpriteCollection {
Ok(())
}
/// Add a new [`Sprite`] to the end of this collection.
/// ```
/// # use cat_box::*;
/// let mut sprites = SpriteCollection::new();
/// let s = Sprite::new("duck.png", 500, 400).unwrap();
/// sprites.push(s);
/// ```
pub fn push(&mut self, s: Sprite) {
self.v.push(s);
}
/// Inserts an element at position `index` within the collection.
/// Shifts all elements after it to the right.
/// ```
/// # use cat_box::*;
/// let mut sprites = SpriteCollection::new();
/// let s = Sprite::new("duck.png", 500, 400).unwrap();
/// sprites.insert(s, 0);
/// ```
pub fn insert(&mut self, s: Sprite, index: usize) {
self.v.insert(index, s);
}
/// Removes and returns the last element, or `None` if the collection is empty.
/// ```
/// # use cat_box::*;
/// let mut sprites = SpriteCollection::new();
/// let s = sprites.pop();
/// ```
pub fn pop(&mut self) -> Option<Sprite> {
self.v.pop()
}
/// Removes and returns the element at `index`.
/// Shifts all elements after it to the left.
/// This method will panic if the index is out of bounds.
/// ```
/// # use cat_box::*;
/// let mut sprites = SpriteCollection::new();
/// # let s = Sprite::new("duck.png", 500, 400).unwrap();
/// # sprites.push(s);
/// sprites.remove(0);
/// ```
pub fn remove(&mut self, index: usize) -> Sprite {
self.v.remove(index)
}
/// Return an iterator over the sprites in this collection.
/// Use this to modify the sprites themselves, for example to set their position or angle.
pub fn iter(&mut self) -> IterMut<'_, Sprite> {
self.v.iter_mut()
}
/// Clears the collection, without touching the allocated capacity.
/// ```
/// # use cat_box::*;
/// let mut sprites = SpriteCollection::new();
/// # let s = Sprite::new("duck.png", 500, 400).unwrap();
/// # sprites.push(s);
/// sprites.clear();
/// ```
pub fn clear(&mut self) {
self.v.clear();
}
/// Move all the elements of `other` into `Self`.
/// ```
/// # use cat_box::*;
/// let mut sprites = SpriteCollection::new();
/// let mut sprites2 = SpriteCollection::new();
/// # let s = Sprite::new("duck.png", 500, 400).unwrap();
/// # let s2 = Sprite::new("duck.png", 400, 500).unwrap();
/// # sprites.push(s);
/// # sprites2.push(s2);
/// sprites.concat(sprites2);
/// ```
pub fn concat(&mut self, mut other: SpriteCollection) {
self.v.append(&mut *other);
}
/// Returns the length of this vector.
pub fn len(&self) -> usize {
self.v.len()
}
/// Get a reference to the element at `index`, or `None` if it doesn't exist.
/// ```
/// # use cat_box::*;
/// let mut sprites = SpriteCollection::new();
/// # let s = Sprite::new("duck.png", 500, 400).unwrap();
/// # sprites.push(s);
/// let s = sprites.get(0);
/// ```
pub fn get(&self, index: usize) -> Option<&Sprite> {
self.v.get(index)
}