Function ascii_forge::math::vec2
source · pub fn vec2(x: u16, y: u16) -> Vec2
Expand description
Creates a Vec2 from the given inputs.
Examples found in repository?
examples/space_invaders.rs (line 33)
32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285
pub fn draw_loc(&self) -> Vec2 {
vec2(self.loc.0.floor() as u16, self.loc.1.floor() as u16)
}
pub fn draw(&self, window: &mut Window) {
render!(window, [
self.draw_loc() => self.element
])
}
pub fn alive(&self, window: &Window) -> bool {
self.loc.1 >= 2.0 && self.loc.1 < (window.size().y - 2) as f32
}
}
pub struct Player<E: Render> {
loc: Vec2,
element: E,
input: i32,
}
impl<E: Render> Player<E> {
pub fn new(window: &Window, element: E) -> Self {
Self {
loc: vec2(window.size().x / 2, window.size().y - 3),
input: 0,
element,
}
}
pub fn draw(&self, window: &mut Window) {
render!(window, [
self.loc => self.element
])
}
pub fn update(&mut self, window: &mut Window) {
if window.key(KeyEvent::new_with_kind(
KeyCode::Right,
KeyModifiers::NONE,
KeyEventKind::Press,
)) {
self.input = 1;
} else if window.key(KeyEvent::new_with_kind(
KeyCode::Right,
KeyModifiers::NONE,
KeyEventKind::Release,
)) {
self.input = self.input.min(0);
}
if window.key(KeyEvent::new_with_kind(
KeyCode::Left,
KeyModifiers::NONE,
KeyEventKind::Press,
)) {
self.input = -1;
} else if window.key(KeyEvent::new_with_kind(
KeyCode::Left,
KeyModifiers::NONE,
KeyEventKind::Release,
)) {
self.input = self.input.max(0);
}
self.loc.x = (self.loc.x as i32 + self.input).clamp(0, window.size().x as i32) as u16;
}
pub fn hit<R: Render>(&mut self, projectiles: &[Projectile<R>]) -> bool {
projectiles.iter().any(|x| x.draw_loc() == self.loc)
}
}
pub struct Enemy<E: Render> {
loc: Vec2,
right: bool,
element: E,
score: u32,
}
impl<E: Render> Enemy<E> {
pub fn new(loc: Vec2, element: E, score: u32) -> Self {
Self {
loc,
right: true,
element,
score,
}
}
pub fn draw(&mut self, window: &mut Window) {
render!(
window, [
self.loc => self.element
]
);
}
pub fn hit<R: Render>(&mut self, projectiles: &[Projectile<R>]) -> bool {
projectiles.iter().any(|x| {
let loc = x.draw_loc();
loc.y == self.loc.y && ((loc.x)..=(loc.x + 2)).contains(&self.loc.x)
})
}
pub fn enemy_move(&mut self, window: &Window) -> bool {
if self.loc.y >= window.size().y - 4 {
true
} else {
match self.right {
true => {
self.loc.x += 1;
if self.loc.x >= window.size().x {
self.right = false;
self.loc.y += 1;
}
}
false => {
self.loc.x -= 1;
if self.loc.x == 0 {
self.right = true;
self.loc.y += 1;
}
}
}
false
}
}
}
pub fn main() -> io::Result<()> {
// Create the window, and ask the engine to catch a panic
let mut window = Window::init()?;
handle_panics();
// Run the application
// Store the result so restore happens no matter what.
let result = app(&mut window);
// Restore the previous screen on the terminal
// Since a print statement will come after this, we want to restore the window.
window.restore()?;
// Now check if error
let result = result?;
// Print Exit Message
println!("{}", result);
Ok(())
}
pub fn app(window: &mut Window) -> io::Result<String> {
let mut score = 0;
let mut player = Player::new(window, 'W'.green());
let mut projectiles = vec![];
let mut enemies = vec![];
let mut delta = Duration::ZERO;
let mut spawner = Duration::from_millis(800);
let mut move_timer = Duration::from_millis(200);
let mut shoot_timer = Duration::from_millis(500);
let info_text = Buffer::sized_element("Press C-q to quit");
// Main Game Loop
loop {
let start = SystemTime::now();
// update the window, without blocking the screen
window.update(Duration::from_secs_f64(1.0 / 60.0))?;
if window.code(KeyCode::Char(' ')) {
projectiles.push(Projectile::new(
vec2(player.loc.x - 1, player.loc.y - 1),
-0.3,
"|||".green(),
))
}
// Render and update projectiles
projectiles.retain(|x| x.alive(window));
projectiles.iter_mut().for_each(|x| {
x.update();
x.draw(window);
});
// Render and update the player.
player.update(window);
player.draw(window);
match spawner.checked_sub(delta) {
Some(s) => spawner = s,
None => {
enemies.push(Enemy::new(vec2(0, 3), 'M'.red(), 10));
spawner = Duration::from_secs(2);
}
}
match move_timer.checked_sub(delta) {
Some(m) => move_timer = m,
None => {
if enemies.iter_mut().any(|x| x.enemy_move(window)) {
return Ok(format!("Game Over\nScore was: {}", score));
}
move_timer = Duration::from_millis(200);
}
}
if player.hit(&projectiles) {
return Ok(format!("Game Over\nScore was: {}", score));
}
match shoot_timer.checked_sub(delta) {
Some(s) => shoot_timer = s,
None => {
enemies.iter_mut().for_each(|x| {
projectiles.push(Projectile::new(vec2(x.loc.x, x.loc.y + 1), 0.3, "|".red()))
});
shoot_timer = Duration::from_millis(500);
}
}
enemies.retain_mut(|x| {
if x.hit(&projectiles) {
score += x.score;
false
} else {
true
}
});
enemies.iter_mut().for_each(|x| x.draw(window));
render!(
window, [
vec2(0, 0) => format!("Score: {}", score),
vec2(window.size().x - info_text.size().x, 0) => info_text
]
);
if window.key(KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL)) {
break;
}
delta = SystemTime::now().duration_since(start).unwrap();
}
Ok("Game Exited".to_string())
}
More examples
examples/confirmation.rs (line 8)
4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
pub fn confirmation() -> io::Result<bool> {
let mut window = Window::init_inline(1)?;
loop {
render!(window, [vec2(0, 0) => "Are You Sure? (`Y` / `N`)"]);
if window.code(KeyCode::Char('y')) || window.code(KeyCode::Char('Y')) {
return Ok(true);
}
if window.code(KeyCode::Char('n')) || window.code(KeyCode::Char('N')) {
return Ok(false);
}
// Update the window
window.update(Duration::from_millis(1000))?;
}
}
examples/event_visualizer.rs (line 24)
5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35
fn main() -> Result<(), Box<dyn Error>> {
let mut event = Event::FocusGained;
let mut window = Window::init()?;
if !window.supports().keyboard() {
window.restore()?;
eprintln!("This game does not support this terminal.\nIf Curious, look up terminals that support the kitty keyboard protocol");
return Err("Terminal Unsupported".into());
}
loop {
window.update(Duration::ZERO)?;
if let Some(new_event) = window.event() {
event = new_event.clone();
}
render!(
window, [
vec2(0, 20) => "To Quit, Press Ctrl + C".red(),
vec2(0, 0) => format!("{:#?}", event).replace('\t', " "),
]
);
if window.key(KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL)) {
break;
}
}
Ok(())
}
examples/simple.rs (line 19)
5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32
fn main() -> io::Result<()> {
// Will init the window for you, handling all required procedures.
let mut window = Window::init()?;
// Ask the system to handle panics for us.
handle_panics();
loop {
// Ask the window to draw, handle events, and fix sizing issues.
// Duration is the time for which to poll events before re-rendering.
window.update(Duration::from_millis(200))?;
// Render elements to the window
render!(window, [
vec2(0, 0) => "Hello World!",
vec2(0, 1) => "Press `Enter` to exit!".red(),
]);
// Check if the Enter Key was pressed, and exit the app if it was.
if window.code(KeyCode::Enter) {
break;
}
}
// Restore the window, enabling the window to function normally again
// If nothing will be run after this, once the window is dropped, this will be run implicitly.
window.restore()
}
examples/inline.rs (line 34)
7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46
fn progress_bar() -> io::Result<()> {
let mut window = Window::init_inline(2)?;
let timer = SystemTime::now();
let duration = Duration::from_secs(3);
// The Inline Render Loop
loop {
// Render's the Window and captures events
window.update(Duration::ZERO)?;
let amount_done = SystemTime::now().duration_since(timer).unwrap();
let percent = amount_done.as_secs_f64() / duration.as_secs_f64();
if percent >= 1.0 {
break;
}
let x = (window.size().x as f64 * percent).round() as u16;
// Create the progress bar text
let text_green = "|".repeat(x as usize).green();
let text_red = "|".repeat((window.size().x - x) as usize).red();
// Render the Progress Bar
render!(window, [
vec2(0, 1) => text_green,
vec2(x, 1) => text_red,
vec2(0, 0) => "Progress"
]);
// End the loop if key is pressed early
if window.key(KeyEvent::new(KeyCode::Char('c'), KeyModifiers::CONTROL)) {
break;
}
}
window.restore()
}