extern crate sdl2;
extern crate time;
-use std::collections::hash_map::RandomState;
-use std::collections::HashMap;
use std::f32::consts::PI;
use rand::Rng;
use sdl2::event::Event;
use sdl2::EventPump;
use sdl2::gfx::primitives::DrawRenderer;
-use sdl2::image::LoadTexture;
use sdl2::keyboard::Keycode;
use sdl2::pixels::Color;
use sdl2::rect::Rect;
use sdl2::render::BlendMode;
use sdl2::render::Canvas;
-use sdl2::render::Texture;
-use sdl2::render::TextureCreator;
use sdl2::video::Window;
-use sdl2::video::WindowContext;
use time::PreciseTime;
-use boll::{Boll, SquareBoll, CircleBoll};
+use boll::{Boll, CircleBoll, SquareBoll};
use common::Point2D;
+use sprites::SpriteManager;
+use sdl2::video::WindowContext;
+use sdl2::render::TextureCreator;
#[macro_use] mod common;
mod boll;
+mod sprites;
const SCREEN_WIDTH: u32 = 1280;
const SCREEN_HEIGHT: u32 = (SCREEN_WIDTH as f64 * (1440.0 / 2560.0)) as u32;
(canvas, event_pump)
}
-fn load_textures(texture_creator: &TextureCreator<WindowContext>) -> HashMap<&str, Texture, RandomState> {
- let mut textures = HashMap::new();
- textures.insert("block", texture_creator.load_texture("res/block.bmp").unwrap());
- textures.insert("mario", texture_creator.load_texture("res/mario-trans.png").unwrap());
- textures
+fn load_sprites(texture_creator: &TextureCreator<WindowContext>) -> SpriteManager {
+ let mut texman = SpriteManager::new(texture_creator);
+ texman.load("block", "res/block.bmp");
+ texman.load("mario", "res/mario-trans.png");
+ texman
}
fn main() {
let mut boll_size = 1;
let texture_creator = canvas.texture_creator();
- let textures = load_textures(&texture_creator);
+ let sprites = load_sprites(&texture_creator);
let mut mario_angle = 0.0;
'running: loop {
let size = 32;
let offset = point!((SCREEN_WIDTH as i32 - (blocks + 1) * size) / 2, (SCREEN_HEIGHT as i32 - (blocks + 1) * size) / 2);
for i in 0..blocks {
- canvas.copy(&(textures.get("block").unwrap()), None, Rect::new((i) * size + offset.x, (0) * size + offset.y, size as u32, size as u32)).unwrap();
- canvas.copy(&(textures.get("block").unwrap()), None, Rect::new((blocks - i) * size + offset.x, (blocks) * size + offset.y, size as u32, size as u32)).unwrap();
- canvas.copy(&(textures.get("block").unwrap()), None, Rect::new((0) * size + offset.x, (blocks - i) * size + offset.y, size as u32, size as u32)).unwrap();
- canvas.copy(&(textures.get("block").unwrap()), None, Rect::new((blocks) * size + offset.x, (i) * size + offset.y, size as u32, size as u32)).unwrap();
+ canvas.copy(sprites.get("block"), None, Rect::new((i) * size + offset.x, (0) * size + offset.y, size as u32, size as u32)).unwrap();
+ canvas.copy(sprites.get("block"), None, Rect::new((blocks - i) * size + offset.x, (blocks) * size + offset.y, size as u32, size as u32)).unwrap();
+ canvas.copy(sprites.get("block"), None, Rect::new((0) * size + offset.x, (blocks - i) * size + offset.y, size as u32, size as u32)).unwrap();
+ canvas.copy(sprites.get("block"), None, Rect::new((blocks) * size + offset.x, (i) * size + offset.y, size as u32, size as u32)).unwrap();
}
}
{
let radius = 110.0 + size as f32 * 0.5;
let angle = (mario_angle as f32 - 90.0) * PI / 180.0;
let offset2 = point!((angle.cos() * radius) as i32, (angle.sin() * radius) as i32);
- canvas.copy_ex(&(textures.get("mario").unwrap()), None, Rect::new(offset.x + offset2.x, offset.y + offset2.y, size as u32, size as u32), mario_angle, sdl2::rect::Point::new(size / 2, size / 2), false, false).unwrap();
+ canvas.copy_ex(sprites.get("mario"), None, Rect::new(offset.x + offset2.x, offset.y + offset2.y, size as u32, size as u32), mario_angle, sdl2::rect::Point::new(size / 2, size / 2), false, false).unwrap();
mario_angle += 1.0;
if mario_angle >= 360.0 { mario_angle -= 360.0 }
}