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extern crate sdl2;
extern crate tempfile;
mod state;
mod player;
mod constants;
mod gates;
mod music;
use state::Positioned;
use state::Drawable;
use state::Bullet;
use std::io::Write;
enum FResult {
Win,
Loss,
Nothing,
Exit,
}
struct Textures<'a> {
player: sdl2::render::Texture<'a>,
enemy: sdl2::render::Texture<'a>,
pbullet: sdl2::render::Texture<'a>,
ebullet: sdl2::render::Texture<'a>,
}
fn frame<T: state::Enemy<U>, U: state::Bullet>(canvas: &mut sdl2::render::WindowCanvas, state: &mut state::State<T, U>, events: &mut sdl2::event::EventPollIterator, textures: &Textures) -> FResult {
let mut new_bullets = Vec::new();
let count = state.count;
for enemy in state.enemies.iter_mut() {
new_bullets.append(&mut enemy.act(count));
}
for bullet in state.bullets.iter_mut() {
bullet.act();
}
for bullet in state.player_bullets.iter_mut() {
bullet.act();
}
match state.player.act(events) {
Err(_) => {
return FResult::Exit;
}
Ok(_) => { }
}
if count % state.player.fire_rate as u64 == 0 {
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 FResult::Loss;
}
for enemy in state.enemies.iter_mut() {
for bullet in state.player_bullets.iter_mut() {
if enemy.overlaps(bullet) {
enemy.injure(state::PBullet::damage());
bullet.delete();
}
}
}
state.enemies.retain(|enemy| state::Enemy::health(enemy) > 0.);
if state.enemies.len() == 0 {
return FResult::Win;
}
state.bullets.retain(|bullet| !U::outside(bullet));
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, &textures.pbullet);
}
for enemy in state.enemies.iter() {
enemy.draw(canvas, &textures.enemy);
}
state.player.draw(canvas, &textures.player);
for bullet in state.bullets.iter() {
bullet.draw(canvas, &textures.ebullet);
}
canvas.set_draw_color(sdl2::pixels::Color::RGB(255, 0, 0));
canvas.draw_rect(sdl2::rect::Rect::new(0, 0, (state.enemies[0].health() * constants::X_DIM as f64).round() as u32, 20)).unwrap();
state.count += 1;
FResult::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 generic_message(canvas: &mut sdl2::render::WindowCanvas, event_pump: &mut sdl2::EventPump, image: &[u8]) -> Result<(), ()> {
let surface = get_surface(image);
let texture_creator = canvas.texture_creator();
let texture = texture_creator.create_texture_from_surface(surface).unwrap();
canvas.copy(&texture, None, None).unwrap();
canvas.present();
for event in event_pump.wait_iter() {
match event {
sdl2::event::Event::Quit {..} => {
return Err(());
},
sdl2::event::Event::KeyDown { keycode: Some(sdl2::keyboard::Keycode::Return), .. } => {
return Ok(());
}
_ => { }
}
}
Ok(())
}
fn introduction(canvas: &mut sdl2::render::WindowCanvas, event_pump: &mut sdl2::EventPump) -> Result<(), ()> {
return generic_message(canvas, event_pump, include_bytes!("assets/introduction.png"));
}
fn loss(canvas: &mut sdl2::render::WindowCanvas, event_pump: &mut sdl2::EventPump) -> Result<(), ()> {
return generic_message(canvas, event_pump, include_bytes!("assets/loss.png"));
}
fn victory(canvas: &mut sdl2::render::WindowCanvas, event_pump: &mut sdl2::EventPump) -> Result<(), ()> {
return generic_message(canvas, event_pump, include_bytes!("assets/victory.png"));
}
fn main() {
let mut player = music::new();
match player.play() {
Ok(_) => { }
Err(e) => {
println!("{}", e);
}
}
let sdl_context = sdl2::init().unwrap();
let video_subsystem = sdl_context.video().unwrap();
let window = video_subsystem.window("rust-sdl2 demo", constants::X_DIM, constants::Y_DIM).position_centered().build().unwrap();
let mut canvas = window.into_canvas().build().unwrap();
let mut event_pump = sdl_context.event_pump().unwrap();
match introduction(&mut canvas, &mut event_pump) {
Ok(_) => { }
Err(_) => {
return;
}
}
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 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();
let ebullet_texture = texture_creator.create_texture_from_surface(ebullet_surface).unwrap();
let pbullet_texture = texture_creator.create_texture_from_surface(pbullet_surface).unwrap();
let surfaces = Textures { player: player_texture, enemy: enemy_texture, pbullet: pbullet_texture, ebullet: ebullet_texture };
'running: loop {
let start = std::time::Instant::now();
canvas.set_draw_color(sdl2::pixels::Color::RGB(255, 255, 255));
canvas.clear();
match frame(&mut canvas, &mut state, &mut event_pump.poll_iter(), &surfaces) {
FResult::Loss => {
let _ = loss(&mut canvas, &mut event_pump);
break;
}
FResult::Win => {
let _ = victory(&mut canvas, &mut event_pump);
break;
}
FResult::Exit => {
break;
}
FResult::Nothing => {
canvas.present();
}
}
/* Make sure this iteration took a whole frame */
match frame_duration.checked_sub(start.elapsed()) {
Some(t) => std::thread::sleep(t),
None => (),
}
}
}
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