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use tetra::graphics::{self, Color, DrawParams, Texture};
use tetra::input::{self, MouseButton};
use tetra::math::Vec2;
use tetra::{Context, ContextBuilder, State};
struct GameState {
texture: Texture,
position: Vec2<f32>,
scale: Vec2<f32>,
rotation: f32,
}
impl GameState {
fn new(ctx: &mut Context) -> tetra::Result<GameState> {
Ok(GameState {
texture: Texture::new(ctx, "./examples/resources/player.png")?,
position: Vec2::new(32.0, 32.0),
scale: Vec2::new(2.0, 2.0),
rotation: 0.0,
})
}
}
impl State for GameState {
fn update(&mut self, ctx: &mut Context) -> tetra::Result {
self.position = input::get_mouse_position(ctx).round();
if input::is_mouse_button_down(ctx, MouseButton::Left) {
self.scale = Vec2::new(4.0, 4.0);
self.rotation += 0.1;
} else {
self.scale = Vec2::new(2.0, 2.0);
self.rotation = 0.0;
}
Ok(())
}
fn draw(&mut self, ctx: &mut Context, _dt: f64) -> tetra::Result {
graphics::clear(ctx, Color::rgb(0.769, 0.812, 0.631));
graphics::draw(
ctx,
&self.texture,
DrawParams::new()
.position(self.position)
.origin(Vec2::new(8.0, 8.0))
.scale(self.scale)
.rotation(self.rotation),
);
Ok(())
}
}
fn main() -> tetra::Result {
ContextBuilder::new("Mouse Input", 640, 480)
.quit_on_escape(true)
.build()?
.run(GameState::new)
}
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