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spritebatch.rs
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spritebatch.rs
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//! An example of how to use a `SpriteBatch`.
//!
//! You really want to run this one in release mode.
use ggez;
use ggez::event;
use ggez::graphics;
use ggez::nalgebra::{Point2, Vector2};
use ggez::timer;
use ggez::{Context, GameResult};
use std::env;
use std::path;
struct MainState {
spritebatch: graphics::spritebatch::SpriteBatch,
}
impl MainState {
fn new(ctx: &mut Context) -> GameResult<MainState> {
let image = graphics::Image::new(ctx, "/tile.png").unwrap();
let batch = graphics::spritebatch::SpriteBatch::new(image);
let s = MainState { spritebatch: batch };
Ok(s)
}
}
impl event::EventHandler for MainState {
fn update(&mut self, ctx: &mut Context) -> GameResult {
if timer::ticks(ctx) % 100 == 0 {
println!("Delta frame time: {:?} ", timer::delta(ctx));
println!("Average FPS: {}", timer::fps(ctx));
}
Ok(())
}
fn draw(&mut self, ctx: &mut Context) -> GameResult {
graphics::clear(ctx, graphics::BLACK);
let time = (timer::duration_to_f64(timer::time_since_start(ctx)) * 1000.0) as u32;
let cycle = 10_000;
for x in 0..150 {
for y in 0..150 {
let x = x as f32;
let y = y as f32;
let p = graphics::DrawParam::new()
.dest(Point2::new(x * 10.0, y * 10.0))
.scale(Vector2::new(
((time % cycle * 2) as f32 / cycle as f32 * 6.28)
.cos()
.abs()
* 0.0625,
((time % cycle * 2) as f32 / cycle as f32 * 6.28)
.cos()
.abs()
* 0.0625,
))
.rotation(-2.0 * ((time % cycle) as f32 / cycle as f32 * 6.28));
self.spritebatch.add(p);
}
}
let param = graphics::DrawParam::new()
.dest(Point2::new(
((time % cycle) as f32 / cycle as f32 * 6.28).cos() * 50.0 - 350.0,
((time % cycle) as f32 / cycle as f32 * 6.28).sin() * 50.0 - 450.0,
))
.scale(Vector2::new(
((time % cycle) as f32 / cycle as f32 * 6.28).sin().abs() * 2.0 + 1.0,
((time % cycle) as f32 / cycle as f32 * 6.28).sin().abs() * 2.0 + 1.0,
))
.rotation((time % cycle) as f32 / cycle as f32 * 6.28)
.offset(Point2::new(750.0, 750.0));
graphics::draw(ctx, &self.spritebatch, param)?;
self.spritebatch.clear();
graphics::present(ctx)?;
Ok(())
}
}
// Creating a gamestate depends on having an SDL context to load resources.
// Creating a context depends on loading a config file.
// Loading a config file depends on having FS (or we can just fake our way around it
// by creating an FS and then throwing it away; the costs are not huge.)
pub fn main() -> GameResult {
if cfg!(debug_assertions) && env::var("yes_i_really_want_debug_mode").is_err() {
eprintln!(
"Note: Release mode will improve performance greatly.\n \
e.g. use `cargo run --example spritebatch --release`"
);
}
let resource_dir = if let Ok(manifest_dir) = env::var("CARGO_MANIFEST_DIR") {
let mut path = path::PathBuf::from(manifest_dir);
path.push("resources");
path
} else {
path::PathBuf::from("./resources")
};
let cb = ggez::ContextBuilder::new("spritebatch", "ggez").add_resource_path(resource_dir);
let (ctx, event_loop) = &mut cb.build()?;
let state = &mut MainState::new(ctx)?;
event::run(ctx, event_loop, state)
}