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Sign up| extern crate sdl2; | |
| use std::path::Path; | |
| use sdl2::event::Event; | |
| use sdl2::keyboard::Keycode; | |
| use sdl2::rect::Rect; | |
| use sdl2::rect::Point; | |
| use std::time::Duration; | |
| fn main() -> Result<(), String> { | |
| let sdl_context = sdl2::init()?; | |
| let video_subsystem = sdl_context.video()?; | |
| let window = video_subsystem.window("SDL2", 640, 480) | |
| .position_centered().build().map_err(|e| e.to_string())?; | |
| let mut canvas = window.into_canvas() | |
| .accelerated().build().map_err(|e| e.to_string())?; | |
| let texture_creator = canvas.texture_creator(); | |
| canvas.set_draw_color(sdl2::pixels::Color::RGBA(0,0,0,255)); | |
| let mut timer = sdl_context.timer()?; | |
| let mut event_pump = sdl_context.event_pump()?; | |
| // animation sheet and extras are available from | |
| // https://opengameart.org/content/a-platformer-in-the-forest | |
| let temp_surface = sdl2::surface::Surface::load_bmp(Path::new("assets/characters.bmp"))?; | |
| let texture = texture_creator.create_texture_from_surface(&temp_surface) | |
| .map_err(|e| e.to_string())?; | |
| let frames_per_anim = 4; | |
| let sprite_tile_size = (32,32); | |
| // Baby - walk animation | |
| let mut source_rect_0 = Rect::new(0, 0, sprite_tile_size.0, sprite_tile_size.0); | |
| let mut dest_rect_0 = Rect::new(0, 0, sprite_tile_size.0*4, sprite_tile_size.0*4); | |
| dest_rect_0.center_on(Point::new(-64,120)); | |
| // King - walk animation | |
| let mut source_rect_1 = Rect::new(0, 32, sprite_tile_size.0, sprite_tile_size.0); | |
| let mut dest_rect_1 = Rect::new(0, 32, sprite_tile_size.0*4, sprite_tile_size.0*4); | |
| dest_rect_1.center_on(Point::new(0,240)); | |
| // Soldier - walk animation | |
| let mut source_rect_2 = Rect::new(0, 64, sprite_tile_size.0, sprite_tile_size.0); | |
| let mut dest_rect_2 = Rect::new(0, 64, sprite_tile_size.0*4, sprite_tile_size.0*4); | |
| dest_rect_2.center_on(Point::new(440,360)); | |
| let mut running = true; | |
| while running { | |
| for event in event_pump.poll_iter() { | |
| match event { | |
| Event::Quit {..} | Event::KeyDown {keycode: Some(Keycode::Escape), ..} => { | |
| running = false; | |
| }, | |
| _ => {} | |
| } | |
| } | |
| let ticks = timer.ticks() as i32; | |
| // set the current frame for time | |
| source_rect_0.set_x(32 * ((ticks / 100) % frames_per_anim)); | |
| dest_rect_0.set_x(1 * ((ticks / 14) % 768) - 128); | |
| source_rect_1.set_x(32 * ((ticks / 100) % frames_per_anim)); | |
| dest_rect_1.set_x((1 * ((ticks / 12) % 768) - 672) * -1); | |
| source_rect_2.set_x(32 * ((ticks / 100) % frames_per_anim)); | |
| dest_rect_2.set_x(1 * ((ticks / 10) % 768) - 128); | |
| canvas.clear(); | |
| // copy the frame to the canvas | |
| canvas.copy_ex(&texture, Some(source_rect_0), Some(dest_rect_0), 0.0, None, false, false)?; | |
| canvas.copy_ex(&texture, Some(source_rect_1), Some(dest_rect_1), 0.0, None, true, false)?; | |
| canvas.copy_ex(&texture, Some(source_rect_2), Some(dest_rect_2), 0.0, None, false, false)?; | |
| canvas.present(); | |
| std::thread::sleep(Duration::from_millis(100)); | |
| } | |
| Ok(()) | |
| } |