mirror of
https://github.com/encounter/rust-sdl2.git
synced 2026-03-30 11:37:10 -07:00
121 lines
3.5 KiB
Rust
121 lines
3.5 KiB
Rust
extern crate sdl2;
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use std::path::Path;
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use sdl2::event::Event;
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use sdl2::keyboard::Keycode;
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use sdl2::rect::Point;
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use sdl2::rect::Rect;
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use std::time::Duration;
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fn main() -> Result<(), String> {
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let sdl_context = sdl2::init()?;
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let video_subsystem = sdl_context.video()?;
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let window = video_subsystem
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.window("SDL2", 640, 480)
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.position_centered()
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.build()
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.map_err(|e| e.to_string())?;
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let mut canvas = window
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.into_canvas()
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.accelerated()
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.build()
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.map_err(|e| e.to_string())?;
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let texture_creator = canvas.texture_creator();
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canvas.set_draw_color(sdl2::pixels::Color::RGBA(0, 0, 0, 255));
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let timer = sdl_context.timer()?;
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let mut event_pump = sdl_context.event_pump()?;
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// animation sheet and extras are available from
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// https://opengameart.org/content/a-platformer-in-the-forest
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let temp_surface = sdl2::surface::Surface::load_bmp(Path::new("assets/characters.bmp"))?;
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let texture = texture_creator
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.create_texture_from_surface(&temp_surface)
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.map_err(|e| e.to_string())?;
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let frames_per_anim = 4;
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let sprite_tile_size = (32, 32);
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// Baby - walk animation
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let mut source_rect_0 = Rect::new(0, 0, sprite_tile_size.0, sprite_tile_size.0);
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let mut dest_rect_0 = Rect::new(0, 0, sprite_tile_size.0 * 4, sprite_tile_size.0 * 4);
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dest_rect_0.center_on(Point::new(-64, 120));
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// King - walk animation
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let mut source_rect_1 = Rect::new(0, 32, sprite_tile_size.0, sprite_tile_size.0);
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let mut dest_rect_1 = Rect::new(0, 32, sprite_tile_size.0 * 4, sprite_tile_size.0 * 4);
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dest_rect_1.center_on(Point::new(0, 240));
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// Soldier - walk animation
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let mut source_rect_2 = Rect::new(0, 64, sprite_tile_size.0, sprite_tile_size.0);
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let mut dest_rect_2 = Rect::new(0, 64, sprite_tile_size.0 * 4, sprite_tile_size.0 * 4);
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dest_rect_2.center_on(Point::new(440, 360));
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let mut running = true;
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while running {
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for event in event_pump.poll_iter() {
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match event {
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Event::Quit { .. }
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| Event::KeyDown {
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keycode: Some(Keycode::Escape),
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..
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} => {
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running = false;
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}
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_ => {}
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}
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}
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let ticks = timer.ticks() as i32;
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// set the current frame for time
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source_rect_0.set_x(32 * ((ticks / 100) % frames_per_anim));
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dest_rect_0.set_x(1 * ((ticks / 14) % 768) - 128);
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source_rect_1.set_x(32 * ((ticks / 100) % frames_per_anim));
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dest_rect_1.set_x((1 * ((ticks / 12) % 768) - 672) * -1);
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source_rect_2.set_x(32 * ((ticks / 100) % frames_per_anim));
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dest_rect_2.set_x(1 * ((ticks / 10) % 768) - 128);
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canvas.clear();
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// copy the frame to the canvas
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canvas.copy_ex(
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&texture,
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Some(source_rect_0),
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Some(dest_rect_0),
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0.0,
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None,
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false,
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false,
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)?;
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canvas.copy_ex(
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&texture,
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Some(source_rect_1),
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Some(dest_rect_1),
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0.0,
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None,
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true,
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false,
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)?;
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canvas.copy_ex(
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&texture,
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Some(source_rect_2),
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Some(dest_rect_2),
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0.0,
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None,
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false,
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false,
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)?;
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canvas.present();
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std::thread::sleep(Duration::from_millis(100));
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}
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Ok(())
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}
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