Expand description

Work in progress game engine, inspired by arcade.

use cat_box::{draw_text, Game, Sprite, SpriteCollection, get_mouse_state, get_keyboard_state};
use sdl2::keyboard::Scancode;

fn main() {
   let game = Game::new("catbox demo", 1000, 800);

    let mut i = 0u8;
    let mut s = Sprite::new("duck.png", 500, 400).unwrap();
    let mut s2 = Sprite::new("duck.png", 400, 500).unwrap();

    let mut coll = SpriteCollection::new();
    for n in 0..10 {
        for o in 0..8 {
            let x = Sprite::new("duck.png", n * 100, o * 100).unwrap();
            coll.push(x);
        }
    }
    game.run(|ctx| {
        i = (i + 1) % 255;
        ctx.set_background_colour(i as u8, 64, 255);

        draw_text(
            ctx,
            format!("i is {}", i),
            "MesloLGS NF Regular.ttf",
            72,
            (300, 300),
            cat_box::TextMode::Shaded {
                foreground: (255, 255, 255),
                background: (0, 0, 0),
            },
        )
        .unwrap();

        let (start_x, start_y) = s.position().into();
        let m = get_mouse_state(ctx);
        let x_diff = m.x - start_x;
        let y_diff = m.y - start_y;

        let angle = (y_diff as f64).atan2(x_diff as f64);
        s.set_angle(angle.to_degrees());

        for spr in coll.iter() {
            let (start_x, start_y) = spr.position().into();
            let m = get_mouse_state(ctx);
            let x_diff = m.x - start_x;
            let y_diff = m.y - start_y;

            let angle = (y_diff as f64).atan2(x_diff as f64);
            spr.set_angle(angle.to_degrees());
        }

        let keys = get_keyboard_state(ctx).keys;

        for key in keys {
            let offset = match key {
                Scancode::Escape => {
                    game.terminate();
                    (0, 0)
                },
                Scancode::W | Scancode::Up => (0, 5),
                Scancode::S | Scancode::Down => (0, -5),
                Scancode::A | Scancode::Left => (-5, 0),
                Scancode::D | Scancode::Right => (5, 0),
                _ => (0, 0),
            };

            s.translate(offset);

            for spr in coll.iter() {
                spr.translate(offset);
            }
        }

        s2.draw(ctx).unwrap();
        s.draw(ctx).unwrap();
        coll.draw(ctx).unwrap();
    })
    .unwrap();
}

Re-exports

pub use sdl2;
pub use sdl2::event::Event;
pub use sdl2::keyboard::Scancode;
pub use sdl2::pixels::Color;

Modules

Basic physics utilities for cat-box.

Types representing directions and locations in 2d and 3d space.

Macros

Utility macro for cloning things into closures.

Structs

Game context.

Wrapper type around SDL’s EventPump. See those docs for more info.

Representation of the game.

Representation of the keyboard state.

Representation of the mouse state.

Representation of a sprite.

Manages a collection of Sprites.

Enums

Set the mode for drawing text.

Functions

Draw text to the screen.

Get the keyboard state.

Get the mouse state.

Type Definitions