746 lines
20 KiB
Rust
746 lines
20 KiB
Rust
//! Work in progress game engine, inspired by [arcade](https://arcade.academy/).
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//!
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//! ```no_run
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//! use cat_box::{draw_text, Game, Sprite, SpriteCollection, get_mouse_state, get_keyboard_state};
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//! use sdl2::keyboard::Scancode;
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//!
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//! fn main() {
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//! let game = Game::new("catbox demo", 1000, 800);
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//!
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//! let mut i = 0u8;
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//! let mut s = Sprite::new("duck.png", 500, 400).unwrap();
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//! let mut s2 = Sprite::new("duck.png", 400, 500).unwrap();
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//!
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//! let mut coll = SpriteCollection::new();
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//! for n in 0..10 {
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//! for o in 0..8 {
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//! let x = Sprite::new("duck.png", n * 100, o * 100).unwrap();
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//! coll.push(x);
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//! }
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//! }
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//! game.run(|ctx| {
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//! i = (i + 1) % 255;
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//! ctx.set_background_colour(i as u8, 64, 255);
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//!
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//! draw_text(
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//! ctx,
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//! format!("i is {}", i),
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//! "MesloLGS NF Regular.ttf",
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//! 72,
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//! (300, 300),
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//! cat_box::TextMode::Shaded {
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//! foreground: (255, 255, 255),
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//! background: (0, 0, 0),
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//! },
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//! )
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//! .unwrap();
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//!
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//! let (start_x, start_y) = s.position();
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//! let m = get_mouse_state(ctx);
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//! let x_diff = m.x - start_x;
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//! let y_diff = m.y - start_y;
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//!
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//! let angle = (y_diff as f64).atan2(x_diff as f64);
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//! s.set_angle(angle.to_degrees());
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//!
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//! for spr in coll.iter() {
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//! let (start_x, start_y) = spr.position();
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//! let m = get_mouse_state(ctx);
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//! let x_diff = m.x - start_x;
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//! let y_diff = m.y - start_y;
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//!
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//! let angle = (y_diff as f64).atan2(x_diff as f64);
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//! spr.set_angle(angle.to_degrees());
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//! }
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//!
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//! let keys = get_keyboard_state(ctx).keys;
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//!
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//! for key in keys {
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//! let offset = match key {
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//! Scancode::Escape => {
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//! game.terminate();
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//! (0, 0)
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//! },
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//! Scancode::W | Scancode::Up => (0, 5),
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//! Scancode::S | Scancode::Down => (0, -5),
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//! Scancode::A | Scancode::Left => (-5, 0),
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//! Scancode::D | Scancode::Right => (5, 0),
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//! _ => (0, 0),
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//! };
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//!
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//! s.translate(offset);
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//!
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//! for spr in coll.iter() {
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//! spr.translate(offset);
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//! }
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//! }
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//!
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//! s2.draw(ctx).unwrap();
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//! s.draw(ctx).unwrap();
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//! coll.draw(ctx).unwrap();
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//! })
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//! .unwrap();
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//! }
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//! ```
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pub mod physics;
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use std::{
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cell::Cell,
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ops::{Deref, DerefMut},
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path::Path,
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slice::IterMut,
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};
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use sdl2::{
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image::ImageRWops,
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keyboard::Scancode,
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mouse::MouseButton,
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rect::Rect,
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render::{Canvas, TextureCreator, TextureValueError},
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rwops::RWops,
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surface::Surface,
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ttf::{FontError, Sdl2TtfContext},
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video::{Window, WindowBuildError, WindowContext},
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EventPump, IntegerOrSdlError,
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};
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#[doc(no_inline)]
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pub use sdl2::event::Event;
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#[doc(no_inline)]
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pub use sdl2::keyboard::Keycode;
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#[doc(no_inline)]
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pub use sdl2::pixels::Color;
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/// Utility macro for cloning things into closures.
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///
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/// Temporary workaround for [Rust RFC 2407](https://github.com/rust-lang/rfcs/issues/2407)
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#[macro_export]
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macro_rules! cloned {
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($thing:ident => $e:expr) => {
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let $thing = $thing.clone();
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$e
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};
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($($thing:ident),* => $e:expr) => {
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$( let $thing = $thing.clone(); )*
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$e
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}
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}
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#[derive(Debug)]
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pub struct CatboxError(String);
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impl From<WindowBuildError> for CatboxError {
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fn from(e: WindowBuildError) -> Self {
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CatboxError(format!("{}", e))
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}
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}
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impl From<String> for CatboxError {
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fn from(e: String) -> Self {
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CatboxError(e)
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}
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}
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impl From<IntegerOrSdlError> for CatboxError {
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fn from(e: IntegerOrSdlError) -> Self {
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CatboxError(format!("{}", e))
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}
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}
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impl From<TextureValueError> for CatboxError {
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fn from(e: TextureValueError) -> Self {
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CatboxError(format!("{}", e))
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}
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}
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impl From<FontError> for CatboxError {
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fn from(e: FontError) -> Self {
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CatboxError(format!("{}", e))
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}
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}
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pub type Result<T> = std::result::Result<T, CatboxError>;
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/// Wrapper type around SDL's [`EventPump`](sdl2::EventPump). See those docs for more info.
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pub struct Events {
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pump: EventPump,
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}
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impl AsRef<EventPump> for Events {
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fn as_ref(&self) -> &EventPump {
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&self.pump
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}
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}
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impl AsMut<EventPump> for Events {
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fn as_mut(&mut self) -> &mut EventPump {
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&mut self.pump
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}
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}
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impl Iterator for Events {
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type Item = Event;
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fn next(&mut self) -> Option<Event> {
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self.pump.poll_event()
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}
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}
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/// Representation of a sprite.
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pub struct Sprite {
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rect: Rect,
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surf: Surface<'static>,
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angle: f64,
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}
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impl Sprite {
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/// Create a new Sprite. The `path` is relative to the current directory while running.
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///
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/// Don't forget to call [`draw()`](Self::draw()) after this.
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/// ```
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/// # use cat_box::*;
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/// let s = Sprite::new("duck.png", 500, 400).unwrap();
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/// ```
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pub fn new<P: AsRef<Path>>(path: P, x: i32, y: i32) -> Result<Self> {
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let ops = RWops::from_file(path, "r")?;
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let surf = ops.load()?;
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let srect = surf.rect();
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let dest_rect: Rect = Rect::from_center((x, y), srect.width(), srect.height());
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Ok(Self {
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rect: dest_rect,
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surf,
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angle: 0.0,
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})
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}
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/// Create a new sprite using a slice of bytes, like what is returned from `include_bytes!`
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///
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/// Don't forget to call [`draw()`](Self::draw()) after this.
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/// ```
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/// # use cat_box::*;
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/// let bytes = include_bytes!("../duck.png");
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/// let s = Sprite::from_bytes(bytes, 500, 400).unwrap();
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/// ```
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pub fn from_bytes<B: AsRef<[u8]>>(bytes: B, x: i32, y: i32) -> Result<Self> {
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let ops = RWops::from_bytes(bytes.as_ref())?;
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let surf = ops.load()?;
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let srect = surf.rect();
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let dest_rect: Rect = Rect::from_center((x, y), srect.width(), srect.height());
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Ok(Self {
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rect: dest_rect,
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surf,
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angle: 0.0,
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})
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}
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/// Draws the sprite to the window. This should only be called inside your main event loop.
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///
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/// ```no_run
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/// # use cat_box::*;
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/// # let mut s = Sprite::new("duck.png", 500, 400).unwrap();
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/// # let game = Game::new("sprite demo", 1000, 1000);
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/// # game.run(|ctx| {
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/// s.draw(ctx);
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/// # });
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/// ```
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pub fn draw(&mut self, ctx: &mut Context) -> Result<()> {
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let (creator, canvas, _) = ctx.inner();
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let text = creator.create_texture_from_surface(&self.surf)?;
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canvas.copy_ex(&text, None, self.rect, self.angle, None, false, false)?;
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Ok(())
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}
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/// Translate the sprite, in the form of (delta x, delta y)
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///
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/// ```
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/// # use cat_box::*;
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/// # let mut s = Sprite::new("duck.png", 500, 400).unwrap();
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/// s.translate((5, 10));
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/// ```
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pub fn translate(&mut self, position: (i32, i32)) {
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let new_x = self.rect.x() + position.0;
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let new_y = self.rect.y() - position.1;
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self.rect.set_x(new_x);
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self.rect.set_y(new_y);
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}
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/// Reposition the center of the sprite in the form of (x, y)
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///
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/// ```
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/// # use cat_box::*;
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/// # let mut s = Sprite::new("duck.png", 500, 400).unwrap();
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/// s.set_position((5, 10));
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/// ```
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pub fn set_position(&mut self, position: (i32, i32)) {
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self.rect.center_on(position);
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}
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/// Set the angle of the sprite, in degrees of clockwise rotation.
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///
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/// ```
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/// # use cat_box::*;
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/// # let mut s = Sprite::new("duck.png", 500, 400).unwrap();
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/// s.set_angle(45.0);
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/// ```
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pub fn set_angle(&mut self, angle: f64) {
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self.angle = angle;
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}
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/// Get the angle of the sprite, in degrees of clockwise rotation.
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///
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/// ```
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/// # use cat_box::*;
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/// # let s = Sprite::new("duck.png", 500, 400).unwrap();
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/// let angle = s.angle();
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/// ```
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pub fn angle(&self) -> f64 {
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self.angle
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}
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/// Get the x and y coordinates of the center of the sprite, in the form of (x, y).
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///
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/// ```
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/// # use cat_box::*;
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/// # let s = Sprite::new("duck.png", 500, 400).unwrap();
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/// let (x, y) = s.position();
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/// ```
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pub fn position(&self) -> (i32, i32) {
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self.rect.center().into()
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}
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}
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/// Manages a collection of [`Sprite`]s.
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///
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/// Technically, this is a thin wrapper around a simple [`Vec`] of sprites,
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/// although with some convenience methods.
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pub struct SpriteCollection {
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v: Vec<Sprite>,
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}
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impl SpriteCollection {
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/// Creates a new [`SpriteCollection`].
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///
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/// See [`Vec::new()`] for more information.
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/// ```
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/// # use cat_box::*;
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/// let sprites = SpriteCollection::new();
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/// ```
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pub fn new() -> Self {
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Self { v: Vec::new() }
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}
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/// Creates a new [`SpriteCollection`] with the specified capacity.
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///
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/// The collection will be able to hold exactly `capacity` items without reallocating.
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/// ```
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/// # use cat_box::*;
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/// let sprites = SpriteCollection::with_capacity(10);
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/// ```
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pub fn with_capacity(cap: usize) -> Self {
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Self {
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v: Vec::with_capacity(cap),
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}
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}
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/// Draw all the sprites in this collection to the window.
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/// This should only be called inside the main event loop.
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/// ```no_run
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/// # use cat_box::*;
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/// # let mut sprites = SpriteCollection::new();
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/// # let mut game = Game::new("asjdfhalksjdf", 1, 1);
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/// # game.run(|ctx| {
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/// sprites.draw(ctx);
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/// # });
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/// ```
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pub fn draw(&mut self, ctx: &mut Context) -> Result<()> {
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for s in self.v.iter_mut() {
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s.draw(ctx)?;
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}
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Ok(())
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}
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/// Add a new [`Sprite`] to the end of this collection.
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/// ```
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/// # use cat_box::*;
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/// let mut sprites = SpriteCollection::new();
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/// let s = Sprite::new("duck.png", 500, 400).unwrap();
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/// sprites.push(s);
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/// ```
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pub fn push(&mut self, s: Sprite) {
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self.v.push(s);
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}
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/// Inserts an element at position `index` within the collection.
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/// Shifts all elements after it to the right.
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/// ```
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/// # use cat_box::*;
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/// let mut sprites = SpriteCollection::new();
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/// let s = Sprite::new("duck.png", 500, 400).unwrap();
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/// sprites.insert(s, 0);
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/// ```
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pub fn insert(&mut self, s: Sprite, index: usize) {
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self.v.insert(index, s);
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}
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/// Removes and returns the last element, or `None` if the collection is empty.
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/// ```
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/// # use cat_box::*;
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/// let mut sprites = SpriteCollection::new();
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/// let s = sprites.pop();
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/// ```
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pub fn pop(&mut self) -> Option<Sprite> {
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self.v.pop()
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}
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/// Removes and returns the element at `index`.
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/// Shifts all elements after it to the left.
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/// This method will panic if the index is out of bounds.
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/// ```
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/// # use cat_box::*;
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/// let mut sprites = SpriteCollection::new();
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/// # let s = Sprite::new("duck.png", 500, 400).unwrap();
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/// # sprites.push(s);
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/// sprites.remove(0);
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/// ```
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pub fn remove(&mut self, index: usize) -> Sprite {
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self.v.remove(index)
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}
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/// Return an iterator over the sprites in this collection.
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/// Use this to modify the sprites themselves, for example to set their position or angle.
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pub fn iter(&mut self) -> IterMut<'_, Sprite> {
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self.v.iter_mut()
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}
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/// Clears the collection, without touching the allocated capacity.
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/// ```
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/// # use cat_box::*;
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/// let mut sprites = SpriteCollection::new();
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/// # let s = Sprite::new("duck.png", 500, 400).unwrap();
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/// # sprites.push(s);
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/// sprites.clear();
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/// ```
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pub fn clear(&mut self) {
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self.v.clear();
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}
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/// Move all the elements of `other` into `Self`.
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/// ```
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/// # use cat_box::*;
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/// let mut sprites = SpriteCollection::new();
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/// let mut sprites2 = SpriteCollection::new();
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/// # let s = Sprite::new("duck.png", 500, 400).unwrap();
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/// # let s2 = Sprite::new("duck.png", 400, 500).unwrap();
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/// # sprites.push(s);
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/// # sprites2.push(s2);
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/// sprites.concat(sprites2);
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/// ```
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pub fn concat(&mut self, mut other: SpriteCollection) {
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self.v.append(&mut *other);
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}
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/// Returns the length of this vector.
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pub fn len(&self) -> usize {
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self.v.len()
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}
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/// Get a reference to the element at `index`, or `None` if it doesn't exist.
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/// ```
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/// # use cat_box::*;
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/// let mut sprites = SpriteCollection::new();
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/// # let s = Sprite::new("duck.png", 500, 400).unwrap();
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/// # sprites.push(s);
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/// let s = sprites.get(0);
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/// ```
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pub fn get(&self, index: usize) -> Option<&Sprite> {
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self.v.get(index)
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}
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/// Return the inner Vec. Only use this method if you know what you're doing.
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pub fn inner(&self) -> &Vec<Sprite> {
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&self.v
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}
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}
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impl Deref for SpriteCollection {
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type Target = Vec<Sprite>;
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fn deref(&self) -> &Self::Target {
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&self.v
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}
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}
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impl DerefMut for SpriteCollection {
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fn deref_mut(&mut self) -> &mut Self::Target {
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&mut self.v
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}
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}
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/// Game context.
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///
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/// In most cases, this should never actually be used; instead, just pass it around to the various cat-box functions such as [`Sprite::draw()`].
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pub struct Context {
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canvas: Canvas<Window>,
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event_pump: EventPump,
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texture_creator: TextureCreator<WindowContext>,
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ttf_subsystem: Sdl2TtfContext,
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}
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impl Context {
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fn new(canvas: Canvas<Window>, pump: EventPump, ttf_subsystem: Sdl2TtfContext) -> Self {
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let creator = canvas.texture_creator();
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Self {
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canvas,
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event_pump: pump,
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texture_creator: creator,
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ttf_subsystem,
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}
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}
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|
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/// Get the inner [`Canvas`](sdl2::render::Canvas) and [`TextureCreator`](sdl2::render::TextureCreator).
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///
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/// Only use this method if you know what you're doing.
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pub fn inner(
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&mut self,
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) -> (
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&TextureCreator<WindowContext>,
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&mut Canvas<Window>,
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&mut EventPump,
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) {
|
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(
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&self.texture_creator,
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&mut self.canvas,
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&mut self.event_pump,
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)
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|
}
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|
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fn update(&mut self) {
|
|
self.canvas.present();
|
|
}
|
|
|
|
fn clear(&mut self) {
|
|
self.canvas.clear();
|
|
}
|
|
|
|
fn check_for_quit(&mut self) -> bool {
|
|
let (_, _, pump) = self.inner();
|
|
|
|
for event in pump.poll_iter() {
|
|
if let Event::Quit { .. } = event {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
false
|
|
}
|
|
|
|
/// Set the background colour. See [`Canvas::set_draw_color()`](sdl2::render::Canvas::set_draw_color()) for more info.
|
|
pub fn set_background_colour(&mut self, r: u8, g: u8, b: u8) {
|
|
self.canvas.set_draw_color(Color::RGB(r, g, b));
|
|
}
|
|
}
|
|
|
|
/// Set the mode for drawing text.
|
|
pub enum TextMode {
|
|
/// Render the text transparently.
|
|
Transparent { colour: (u8, u8, u8) },
|
|
/// Render the text with a foreground and a background colour.
|
|
///
|
|
/// This creates a box around the text.
|
|
Shaded {
|
|
foreground: (u8, u8, u8),
|
|
background: (u8, u8, u8),
|
|
},
|
|
}
|
|
|
|
/// Draw text to the screen.
|
|
///
|
|
/// This loads a font from the current directory, case sensitive.
|
|
///
|
|
/// `pos` refers to the *center* of the rendered text.
|
|
///
|
|
/// Refer to [`TextMode`] for information about colouring.
|
|
///
|
|
/// ``` no_run
|
|
/// # use cat_box::*;
|
|
/// # let game = Game::new("", 100, 100);
|
|
/// # game.run(|ctx| {
|
|
/// let mode = TextMode::Shaded {
|
|
/// foreground: (255, 255, 255),
|
|
/// background: (0, 0, 0)
|
|
/// };
|
|
/// draw_text(ctx, "text to draw", "arial.ttf", 72, (300, 300), mode);
|
|
/// # });
|
|
pub fn draw_text<S: AsRef<str>>(
|
|
ctx: &mut Context,
|
|
text: S,
|
|
font: &str,
|
|
size: u16,
|
|
pos: (i32, i32),
|
|
mode: TextMode,
|
|
) -> Result<()> {
|
|
let font = ctx.ttf_subsystem.load_font(font, size)?;
|
|
let renderer = font.render(text.as_ref());
|
|
|
|
let surf = match mode {
|
|
TextMode::Transparent { colour: (r, g, b) } => renderer.solid(Color::RGB(r, g, b)),
|
|
TextMode::Shaded {
|
|
foreground: (fr, fg, fb),
|
|
background: (br, bg, bb),
|
|
} => renderer.shaded(Color::RGB(fr, fg, fb), Color::RGB(br, bg, bb)),
|
|
}?;
|
|
|
|
drop(font);
|
|
let (creator, canvas, _) = ctx.inner();
|
|
let texture = creator.create_texture_from_surface(&surf)?;
|
|
|
|
let srect = surf.rect();
|
|
let dest_rect: Rect = Rect::from_center(pos, srect.width(), srect.height());
|
|
|
|
canvas.copy_ex(&texture, None, dest_rect, 0.0, None, false, false)?;
|
|
|
|
Ok(())
|
|
}
|
|
|
|
/// Representation of the mouse state.
|
|
pub struct MouseRepr {
|
|
pub buttons: Vec<MouseButton>,
|
|
pub x: i32,
|
|
pub y: i32,
|
|
}
|
|
|
|
/// Representation of the keyboard state.
|
|
pub struct KeyboardRepr {
|
|
pub keys: Vec<Scancode>,
|
|
}
|
|
|
|
/// Get the mouse state.
|
|
/// ```no_run
|
|
/// # use cat_box::*;
|
|
/// # let game = Game::new("catbox-demo", 10, 10);
|
|
/// # game.run(|ctx| {
|
|
/// let m = get_mouse_state(ctx);
|
|
/// println!("({}, {})", m.x, m.y);
|
|
/// # });
|
|
pub fn get_mouse_state(ctx: &mut Context) -> MouseRepr {
|
|
let (_, _, pump) = ctx.inner();
|
|
|
|
let mouse = pump.mouse_state();
|
|
|
|
MouseRepr {
|
|
buttons: mouse.pressed_mouse_buttons().collect(),
|
|
x: mouse.x(),
|
|
y: mouse.y(),
|
|
}
|
|
}
|
|
|
|
/// Get the keyboard state.
|
|
/// ```no_run
|
|
/// # use cat_box::*;
|
|
/// # let game = Game::new("catbox-demo", 10, 10);
|
|
/// # game.run(|ctx| {
|
|
/// let k = get_keyboard_state(ctx);
|
|
/// for code in k.keys {
|
|
/// println!("{}", code);
|
|
/// }
|
|
/// # });
|
|
pub fn get_keyboard_state(ctx: &mut Context) -> KeyboardRepr {
|
|
let (_, _, pump) = ctx.inner();
|
|
|
|
let keyboard = pump.keyboard_state();
|
|
|
|
KeyboardRepr {
|
|
keys: keyboard.pressed_scancodes().collect(),
|
|
}
|
|
}
|
|
|
|
/// Representation of the game.
|
|
pub struct Game {
|
|
/// The title that the window displays.
|
|
pub title: String,
|
|
/// The width of the opened window
|
|
pub width: u32,
|
|
/// The height of the opened window
|
|
pub height: u32,
|
|
stopped: Cell<bool>,
|
|
}
|
|
|
|
impl Game {
|
|
/// Creates a new Game struct.
|
|
///
|
|
/// Make sure to use [`Self::run()`] to actually begin the game logic.
|
|
///
|
|
/// ```
|
|
/// # use cat_box::Game;
|
|
/// Game::new("cool game", 1000, 1000);
|
|
/// ```
|
|
///
|
|
pub fn new(title: &str, width: u32, height: u32) -> Self {
|
|
Self {
|
|
title: title.to_string(),
|
|
width,
|
|
height,
|
|
stopped: Cell::new(false),
|
|
}
|
|
}
|
|
|
|
/// Runs the game. Note: this method blocks, as it uses an infinite loop.
|
|
///
|
|
/// ```no_run
|
|
/// # use cat_box::Game;
|
|
/// # let game = Game::new("Cool game", 1000, 1000);
|
|
/// game.run(|ctx| {
|
|
/// // Game logic goes here
|
|
/// });
|
|
/// ```
|
|
pub fn run<F: FnMut(&mut Context)>(&self, mut func: F) -> Result<()> {
|
|
let sdl_context = sdl2::init()?;
|
|
let video_subsystem = sdl_context.video()?;
|
|
|
|
let window = video_subsystem
|
|
.window(&self.title, self.width, self.height)
|
|
.position_centered()
|
|
// .opengl()
|
|
.vulkan()
|
|
.build()?;
|
|
|
|
let canvas = window.into_canvas().build()?;
|
|
let s = sdl2::ttf::init().unwrap();
|
|
|
|
let event_pump = sdl_context.event_pump()?;
|
|
|
|
let mut ctx = Context::new(canvas, event_pump, s);
|
|
|
|
loop {
|
|
if self.stopped.get() || ctx.check_for_quit() {
|
|
break;
|
|
}
|
|
ctx.clear();
|
|
func(&mut ctx);
|
|
ctx.update();
|
|
}
|
|
|
|
Ok(())
|
|
}
|
|
|
|
/// Stops the game loop. This method should be called inside the closure that you passed to [`Self::run()`].
|
|
/// ```
|
|
/// # use cat_box::Game;
|
|
/// # let game = Game::new("asjdhfkajlsdh", 0, 0);
|
|
/// // ... in the game loop:
|
|
/// game.terminate();
|
|
/// ```
|
|
pub fn terminate(&self) {
|
|
self.stopped.set(true);
|
|
}
|
|
}
|