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| author | Raymond Hogenson <rhogenson@posteo.net> | 2018-08-20 09:10:49 -0400 |
|---|---|---|
| committer | Raymond Hogenson <rhogenson@posteo.net> | 2018-08-20 09:10:49 -0400 |
| commit | 2d0f2d8ce0dffcacb34aa6ce1388d1b46e1005ad (patch) | |
| tree | 4ca51b9788d678444b9e22509ccd4bdcaad5ee2d /src/main.rs | |
| parent | edb8bd8c4db2df1dee62cbd23f6ca3111a75c67e (diff) | |
| download | stallman-shooter-2d0f2d8ce0dffcacb34aa6ce1388d1b46e1005ad.tar.zst | |
Move assets directly into the binary
Wow rust has a built-in operation for moving binary assets into a file!
That's so cool! Rust is the best language in the world! Does C++ have
this?
Diffstat (limited to 'src/main.rs')
| -rw-r--r-- | src/main.rs | 37 |
1 files changed, 32 insertions, 5 deletions
diff --git a/src/main.rs b/src/main.rs index 9089daf..55066a2 100644 --- a/src/main.rs +++ b/src/main.rs @@ -1,4 +1,5 @@ extern crate sdl2; +extern crate tempfile; mod state; mod player; @@ -8,6 +9,7 @@ mod gates; use state::Positioned; use state::Drawable; use state::Bullet; +use std::io::Write; enum Result { Win, @@ -36,7 +38,7 @@ fn frame<T: state::Enemy<U>, U: state::Bullet>(canvas: &mut sdl2::render::Window } state.player.act(events); if count % state.player.fire_rate as u64 == 0 { - state.player_bullets.push(state::PBullet::new(state.player.x, 0., state.player.y, -3.)); + state.player_bullets.push(state::PBullet::new(state.player.x, 0., state.player.y, -3.5)); } if state.bullets.iter().any(|bullet| state.player.overlaps(bullet)) || new_bullets.iter().any(|bullet| state.player.overlaps(bullet)) { return Result::Loss; @@ -73,6 +75,31 @@ fn frame<T: state::Enemy<U>, U: state::Bullet>(canvas: &mut sdl2::render::Window Result::Nothing } +/* Why tf do I not need a lifetime here? */ +fn get_surface(bytes: &[u8]) -> sdl2::surface::Surface { + /* Wow what a risky function */ + let mut f = tempfile::NamedTempFile::new().unwrap(); + f.write(bytes).unwrap(); + f.flush().unwrap(); + sdl2::image::LoadSurface::from_file(f.path()).unwrap() +} + +fn get_player_surface() -> sdl2::surface::Surface<'static> { + get_surface(include_bytes!("assets/stallman.png")) +} + +fn get_enemy_surface() -> sdl2::surface::Surface<'static> { + get_surface(include_bytes!("assets/gates.png")) +} + +fn get_ebullet_surface() -> sdl2::surface::Surface<'static> { + get_surface(include_bytes!("assets/binary_blob.png")) +} + +fn get_pbullet_surface() -> sdl2::surface::Surface<'static> { + get_surface(include_bytes!("assets/player_pepp.png")) +} + fn main() { let sdl_context = sdl2::init().unwrap(); let video_subsystem = sdl_context.video().unwrap(); @@ -87,10 +114,10 @@ fn main() { let frame_duration = std::time::Duration::new(0, 1_000_000_000u32 / 60); let mut state: state::State<gates::Gates, gates::GatesBullet> = state::State::new(); let mut won = false; - let player_surface: sdl2::surface::Surface = sdl2::image::LoadSurface::from_file("assets/stallman.png").unwrap(); - let enemy_surface: sdl2::surface::Surface = sdl2::image::LoadSurface::from_file("assets/gates.png").unwrap(); - let ebullet_surface: sdl2::surface::Surface = sdl2::image::LoadSurface::from_file("assets/binary_blob.png").unwrap(); - let pbullet_surface: sdl2::surface::Surface = sdl2::image::LoadSurface::from_file("assets/player_pepp.png").unwrap(); + let player_surface = get_player_surface(); + let enemy_surface = get_enemy_surface(); + let ebullet_surface = get_ebullet_surface(); + let pbullet_surface = get_pbullet_surface(); let texture_creator = canvas.texture_creator(); let player_texture = texture_creator.create_texture_from_surface(player_surface).unwrap(); let enemy_texture = texture_creator.create_texture_from_surface(enemy_surface).unwrap(); |
