fix: Fix compilation and make tick and drawable traits
This commit is contained in:
@@ -27,9 +27,3 @@ impl<T: Drawable> Drawable for &T {
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(*self).draw();
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}
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}
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// impl<T: Drawable, I: Iterator<Item = T>> Drawable for I {
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// fn draw(&self) {
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// self.for_each(|item| item.draw());
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// }
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// }
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-30
@@ -1,30 +0,0 @@
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use crate::{draw::Drawable, enemy::Enemy, gun::Bullet, player::Player};
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pub enum Entity {
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Player(Player),
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Enemies(Enemy),
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Bullet(Bullet),
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Custom(Box<dyn Drawable>),
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}
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impl core::fmt::Debug for Entity {
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fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
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match self {
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Entity::Player(player) => write!(f, "Entity::Player({:?})", player),
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Entity::Enemies(enemy) => write!(f, "Entity::Enemies({:?})", enemy),
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Entity::Bullet(bullet) => write!(f, "Entity::Bullet({:?})", bullet),
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Entity::Custom(_) => write!(f, "Entity::Custom(...)"),
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}
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}
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}
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impl Drawable for Entity {
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fn draw(&self) {
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match self {
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Entity::Player(player) => player.draw(),
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Entity::Enemies(enemy) => enemy.draw(),
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Entity::Bullet(bullet) => bullet.draw(),
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Entity::Custom(drawable) => drawable.draw(),
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}
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}
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}
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+10
-1
@@ -1,4 +1,6 @@
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use macroquad::prelude::*;
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use crate::draw::Drawable;
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/// The basic enemy data
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/// This condaions just he enemy position
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/// and the enemy class
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@@ -21,7 +23,14 @@ impl Enemy {
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velocity,
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}
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}
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pub fn draw(&self) {
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fn draw(&self) {
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draw_circle(self.pos.x, self.pos.y, 16.0, RED);
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}
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}
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impl Drawable for Enemy {
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fn draw(&self) {
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self.draw();
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}
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}
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@@ -0,0 +1,89 @@
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use crate::{draw::Drawable, enemy::Enemy, gun::Bullet, player::Player, tick::Tick};
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pub trait EntityTrait {
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fn as_tick(&mut self) -> &mut dyn Tick;
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fn as_draw(&self) -> &dyn Drawable;
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}
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impl<T: Tick + Drawable> EntityTrait for T {
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fn as_tick(&mut self) -> &mut dyn Tick {
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self
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}
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fn as_draw(&self) -> &dyn Drawable {
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self
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}
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}
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impl Drawable for Box<dyn EntityTrait> {
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fn draw(&self) {
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self.as_draw().draw();
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}
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}
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impl Tick for Box<dyn EntityTrait> {
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fn tick(&mut self) {
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self.as_tick().tick();
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}
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}
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// impl EntityTrait for Entity {
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// fn as_tick(&mut self) -> &mut dyn Tick {
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// match self {
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// Entity::Player(player) => player,
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// Entity::Enemies(enemy) => enemy,
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// Entity::Bullet(bullet) => bullet,
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// Entity::Custom(entity) => entity.as_tick(),
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// }
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// }
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//
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// fn as_draw(&self) -> &dyn Drawable {
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// match self {
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// Entity::Player(player) => player,
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// Entity::Enemies(enemy) => enemy,
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// Entity::Bullet(bullet) => bullet,
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// Entity::Custom(entity) => entity.as_draw(),
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// }
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// }
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// }
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pub enum Entity {
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Player(Player),
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Enemies(Enemy),
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Bullet(Bullet),
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Custom(Box<dyn EntityTrait>),
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}
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impl core::fmt::Debug for Entity {
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fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
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match self {
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Entity::Player(player) => write!(f, "Entity::Player({:?})", player),
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Entity::Enemies(enemy) => write!(f, "Entity::Enemies({:?})", enemy),
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Entity::Bullet(bullet) => write!(f, "Entity::Bullet({:?})", bullet),
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Entity::Custom(_) => write!(f, "Entity::Custom(...)"),
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}
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}
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}
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impl Drawable for Entity {
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fn draw(&self) {
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match self {
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Entity::Player(player) => player.draw(),
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Entity::Enemies(enemy) => enemy.draw(),
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Entity::Bullet(bullet) => bullet.draw(),
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Entity::Custom(drawable) => drawable.draw(),
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}
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}
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}
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impl Tick for Entity {
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fn tick(&mut self) {
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match self {
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Entity::Player(player) => player.tick(),
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// Entity::Enemies(enemy) => enemy.tick(),
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// Entity::Bullet(bullet) => bullet.tick(),
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Entity::Custom(tick) => tick.tick(),
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_ => (),
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}
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}
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}
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+13
-6
@@ -16,21 +16,28 @@ impl Bullet {
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}
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}
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pub enum GunType {
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ShotGun,
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Pistol,
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Sniper,
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}
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/// This is basically an abstraction of a bullet_factory lets say
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pub struct Gun {
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pub damage: u32,
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pub direction: Vec2,
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pub bullets: Vec<Bullet>,
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pub type_: GunType,
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}
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impl Gun {
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pub fn shoot(&mut self, pos: Vec2) {
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let bullet = Bullet {
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pub fn shoot(&mut self, pos: Vec2) -> Bullet {
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Bullet {
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movement: Movement {
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pos,
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direction: self.direction,
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type_: MovementType::Speed(5.0),
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},
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damage: 10,
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};
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self.bullets.push(bullet);
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damage: self.damage,
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}
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}
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}
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+4
-2
@@ -1,11 +1,14 @@
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#![allow(dead_code)]
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use draw::Drawable as _;
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use tick::Tick as _;
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use macroquad::prelude::*;
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mod enemy;
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mod gun;
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mod player;
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mod world;
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mod movement;
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mod ecs;
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mod entity;
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mod tick;
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mod draw;
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fn window_conf() -> Conf {
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@@ -26,7 +29,6 @@ async fn main() {
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let mut world = world::World::new();
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loop {
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world.handle_inputs();
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world.tick();
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world.draw();
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+20
-3
@@ -1,8 +1,19 @@
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use macroquad::prelude::*;
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use crate::tick::Tick;
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#[derive(Debug, Clone, Copy)]
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pub enum MovementType {
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Speed(f32),
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Acceleration(Vec2),
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Acceleration(f32),
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}
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impl MovementType {
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const FAST: Self = Self::Speed(5.0);
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const MEDIUM: Self = Self::Speed(3.0);
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const SLOW: Self = Self::Speed(1.0);
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const STOP: Self = Self::Speed(0.0);
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const FASTER: Self = Self::Acceleration(1.0);
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const SLOWER: Self = Self::Acceleration(-1.0);
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}
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#[derive(Debug, Clone, Copy)]
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@@ -13,19 +24,25 @@ pub struct Movement {
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}
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impl Movement {
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pub fn tick(&mut self) {
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fn tick(&mut self) {
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match self.type_ {
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MovementType::Speed(speed) => {
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self.pos += self.direction * speed;
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}
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MovementType::Acceleration(acceleration) => {
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self.direction += acceleration;
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self.direction = self.direction.normalize();
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self.pos += self.direction;
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}
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}
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}
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pub fn pos(&self) -> Vec2 {
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self.pos
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}
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}
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impl Tick for Movement {
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fn tick(&mut self) {
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self.tick();
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}
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}
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+21
-6
@@ -1,5 +1,7 @@
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use macroquad::prelude::*;
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use crate::{draw::Drawable, tick::Tick};
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#[derive(Debug, Default, Clone)]
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pub struct Player {
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pub pos: Vec2,
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@@ -9,7 +11,7 @@ pub struct Player {
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}
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impl Player {
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pub fn new(pos: Vec2, velocity: Vec2) -> Self {
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pub fn new(pos: Vec2) -> Self {
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let mouse_pos = mouse_position();
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let pointing = vec2(mouse_pos.0, mouse_pos.1);
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let direction = (pos - pointing).normalize();
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@@ -17,23 +19,36 @@ impl Player {
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pos,
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pointing,
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direction,
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velocity,
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velocity: vec2(0.0, 0.0),
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}
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}
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pub fn handle_inputs(&mut self) {
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fn handle_inputs(&mut self) {
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let mouse_pos = mouse_position();
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self.pointing = vec2(mouse_pos.0, mouse_pos.1);
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self.direction = (self.pos - self.pointing).normalize();
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self.direction = (self.pointing - self.pos).normalize();
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let distance = self.pos.distance(self.pointing);
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self.velocity = self.direction * distance / 15f32;
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}
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pub fn draw(&self) {
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fn draw(&self) {
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draw_circle(self.pos.x, self.pos.y, 16.0, BLUE);
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}
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pub fn tick(&mut self) {
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fn tick(&mut self) {
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self.pos += self.velocity;
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}
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}
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impl Drawable for Player {
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fn draw(&self) {
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self.draw();
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}
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}
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impl Tick for Player {
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fn tick(&mut self) {
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self.handle_inputs();
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self.tick();
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}
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}
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+23
@@ -0,0 +1,23 @@
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pub trait Tick {
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fn tick(&mut self);
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}
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impl<T: Tick> Tick for Box<T> {
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fn tick(&mut self) {
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self.as_mut().tick();
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}
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}
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impl<T: Tick> Tick for Vec<T> {
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fn tick(&mut self) {
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self.iter_mut().for_each(|item| item.tick());
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}
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}
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impl<T: Tick> Tick for Option<T> {
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fn tick(&mut self) {
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if let Some(item) = self {
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item.tick();
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}
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}
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}
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+34
-37
@@ -1,10 +1,10 @@
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use macroquad::miniquad::window::screen_size;
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use macroquad::prelude::*;
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use miniquad::window::screen_size;
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use crate::ecs::Entity;
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use crate::enemy::Enemy;
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use crate::gun::Bullet;
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use crate::draw::Drawable;
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use crate::entity::Entity;
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use crate::player::Player;
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use crate::tick::Tick;
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/// The world struct
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/// This contains the player, the enemies, and the center of the world
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@@ -15,49 +15,46 @@ pub struct World {
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size: Vec2,
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tick: u64,
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entities: Vec<Entity>,
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frame_time: f32, // The rolling average frame time for the last 5 frames
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}
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impl World {
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pub fn new() -> Self {
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let (x, y) = screen_size();
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let center = vec2(x / 2., y / 2.);
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let size = screen_size();
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let size = vec2(size.0, size.1);
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let center = size / 2.0;
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Self {
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player: Player::new(center),
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center,
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size,
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..Default::default()
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}
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pub fn handle_inputs(&mut self) {
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self.player.handle_inputs();
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}
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pub fn spawn_enemy(&mut self) {
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let enemy = Enemy {
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pos: random_vec2_in_bounds(self.size),
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health: 100,
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velocity: vec2(0., 0.),
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};
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self.enemies.push(enemy);
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}
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pub fn tick(&mut self) {
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self.tick += 1;
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fn tick(&mut self) {
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self.player.tick();
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let enemies_count = self.enemies.len();
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if enemies_count < 10 && (macroquad::time::get_time() / (2 * enemies_count) as f64) > 1.0 {
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self.spawn_enemy();
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}
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for enemy in self.enemies.iter_mut() {
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enemy.velocity = (self.player.pos - enemy.pos).normalize();
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enemy.pos += enemy.velocity;
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}
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for bullet in self.bullets.iter_mut() {
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// bullet.tick();
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}
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if self.tick % 12 == 0 {
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// self.bullets.push(Bullet::shoot(self.player.pos));
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self.entities.tick();
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}
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// fn next_frame(&mut self) {
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// let current_frame_time = get_frame_time();
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// if self.frame_time == 0.0 {
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// self.frame_time = current_frame_time;
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// } else {
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// self.frame_time = (self.frame_time * 4.0 + current_frame_time) / 5.0;
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// }
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// }
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}
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impl Drawable for World {
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fn draw(&self) {
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self.player.draw();
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self.entities.draw();
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}
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}
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fn random_vec2_in_bounds(bounds: Vec2) -> Vec2 {
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vec2(
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rand::gen_range(0.0, bounds.x),
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rand::gen_range(0.0, bounds.y),
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)
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impl Tick for World {
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fn tick(&mut self) {
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self.tick()
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}
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}
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Reference in New Issue
Block a user