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-rw-r--r--src/main.rs24
1 files changed, 18 insertions, 6 deletions
diff --git a/src/main.rs b/src/main.rs
index 76b7a5b..5c62576 100644
--- a/src/main.rs
+++ b/src/main.rs
@@ -13,6 +13,13 @@ enum Result {
Nothing,
}
+struct Surfaces<'a> {
+ player: sdl2::surface::Surface<'a>,
+ enemy: sdl2::surface::Surface<'a>,
+ pbullet: sdl2::surface::Surface<'a>,
+ ebullet: sdl2::surface::Surface<'a>,
+}
+
fn spawn(count: u64) -> Vec<state::Enemy> {
if count == 0 {
vec![state::Enemy::new()]
@@ -21,7 +28,7 @@ fn spawn(count: u64) -> Vec<state::Enemy> {
}
}
-fn frame(canvas: &mut sdl2::render::WindowCanvas, state: &mut state::State, events: &mut sdl2::event::EventPollIterator) -> Result {
+fn frame(canvas: &mut sdl2::render::WindowCanvas, state: &mut state::State, events: &mut sdl2::event::EventPollIterator, surfaces: &Surfaces) -> Result {
let mut new_bullets = Vec::new();
let count = state.count;
for enemy in state.enemies.iter_mut() {
@@ -57,15 +64,15 @@ fn frame(canvas: &mut sdl2::render::WindowCanvas, state: &mut state::State, even
state.bullets.append(&mut new_bullets);
state.player_bullets.retain(|bullet| !state::PBullet::outside(bullet));
for bullet in state.player_bullets.iter() {
- bullet.draw(canvas);
+ bullet.draw(canvas, &surfaces.pbullet);
}
for enemy in state.enemies.iter() {
- enemy.draw(canvas);
+ enemy.draw(canvas, &surfaces.enemy);
}
for bullet in state.bullets.iter() {
- bullet.draw(canvas);
+ bullet.draw(canvas, &surfaces.ebullet);
}
- state.player.draw(canvas);
+ state.player.draw(canvas, &surfaces.player);
state.count += 1;
Result::Nothing
}
@@ -86,6 +93,11 @@ fn main() {
let mut frame_count = 0;
let mut state = state::State::new();
let mut won = false;
+ let player_surface = sdl2::image::LoadSurface::from_file("assets/stallman.png").unwrap();
+ let enemy_surface = sdl2::image::LoadSurface::from_file("assets/gates.png").unwrap();
+ let ebullet_surface = sdl2::image::LoadSurface::from_file("assets/binary_blob.png").unwrap();
+ let pbullet_surface = sdl2::image::LoadSurface::from_file("assets/player_pepp.png").unwrap();
+ let surfaces = Surfaces { player: player_surface, enemy: enemy_surface, pbullet: pbullet_surface, ebullet: ebullet_surface };
'running: loop {
if won {
for event in event_pump.poll_iter() {
@@ -99,7 +111,7 @@ fn main() {
} else {
canvas.set_draw_color(sdl2::pixels::Color::RGB(255, 255, 255));
canvas.clear();
- match frame(&mut canvas, &mut state, &mut event_pump.poll_iter()) {
+ match frame(&mut canvas, &mut state, &mut event_pump.poll_iter(), &surfaces) {
Result::Loss => {
break;
}