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use super::constants;
use super::state;
pub struct Player {
pub x: i32,
pub y: i32,
left_p: bool,
right_p: bool,
up_p: bool,
down_p: bool,
shift_p: bool,
y_d: i32,
x_d: i32,
pub fire_rate: u32,
}
impl Player {
pub fn new() -> Player {
Player {
x: 400,
y: 500,
x_d: 0,
y_d: 0,
down_p: false,
left_p: false,
right_p: false,
up_p: false,
fire_rate: 15,
shift_p: false,
}
}
pub fn act(&mut self, events: &mut sdl2::event::EventPollIterator) -> Result<(), ()> {
for event in events {
match event {
sdl2::event::Event::Quit { .. } => {
return Err(());
}
sdl2::event::Event::KeyDown {
keycode: Some(sdl2::keyboard::Keycode::Down),
..
} => {
self.down_p = true;
self.y_d = -1;
}
sdl2::event::Event::KeyUp {
keycode: Some(sdl2::keyboard::Keycode::Down),
..
} => {
self.down_p = false;
}
sdl2::event::Event::KeyDown {
keycode: Some(sdl2::keyboard::Keycode::Up),
..
} => {
self.up_p = true;
self.y_d = 1;
}
sdl2::event::Event::KeyUp {
keycode: Some(sdl2::keyboard::Keycode::Up),
..
} => {
self.up_p = false;
}
sdl2::event::Event::KeyDown {
keycode: Some(sdl2::keyboard::Keycode::Left),
..
} => {
self.left_p = true;
self.x_d = -1;
}
sdl2::event::Event::KeyUp {
keycode: Some(sdl2::keyboard::Keycode::Left),
..
} => {
self.left_p = false;
}
sdl2::event::Event::KeyDown {
keycode: Some(sdl2::keyboard::Keycode::Right),
..
} => {
self.right_p = true;
self.x_d = 1;
}
sdl2::event::Event::KeyUp {
keycode: Some(sdl2::keyboard::Keycode::Right),
..
} => {
self.right_p = false;
}
sdl2::event::Event::KeyDown {
keycode: Some(sdl2::keyboard::Keycode::LShift),
..
}
| sdl2::event::Event::KeyDown {
keycode: Some(sdl2::keyboard::Keycode::RShift),
..
} => {
self.shift_p = true;
}
sdl2::event::Event::KeyUp {
keycode: Some(sdl2::keyboard::Keycode::LShift),
..
}
| sdl2::event::Event::KeyUp {
keycode: Some(sdl2::keyboard::Keycode::RShift),
..
} => {
self.shift_p = false;
}
_ => {}
}
}
if self.left_p {
if !self.right_p {
self.x_d = -1;
}
} else if self.right_p {
self.x_d = 1;
} else {
self.x_d = 0;
}
if self.up_p {
if !self.down_p {
self.y_d = -1;
}
} else if self.down_p {
self.y_d = 1;
} else {
self.y_d = 0;
}
/* Don't go off the side */
if self.x_d < 0 && self.x <= 0 || self.x >= constants::X_DIM as i32 && self.x_d > 0 {
self.x_d = 0;
}
if self.y <= 0 && self.y_d < 0 || self.y >= constants::Y_DIM as i32 && self.y_d > 0 {
self.y_d = 0;
}
self.x += if self.shift_p { self.x_d } else { self.x_d * 3 };
self.y += if self.shift_p { self.y_d } else { self.y_d * 3 };
Ok(())
}
}
impl state::Positioned for Player {
fn x(&self) -> i32 {
self.x
}
fn y(&self) -> i32 {
self.y
}
fn radius() -> i32 {
3
}
}
impl state::Drawable for Player {
fn center() -> (u32, u32) {
(33, 21)
}
}
|