Struct gemini_engine::elements::ascii::Sprite
source · #[non_exhaustive]pub struct Sprite {
pub pos: Vec2D,
pub texture: String,
pub modifier: Modifier,
}Expand description
The Sprite takes a multi-line string as a parameter, and can be used to put ASCII art, text and other such things on the View
Fields (Non-exhaustive)§
This struct is marked as non-exhaustive
Non-exhaustive structs could have additional fields added in future. Therefore, non-exhaustive structs cannot be constructed in external crates using the traditional
Struct { .. } syntax; cannot be matched against without a wildcard ..; and struct update syntax will not work.pos: Vec2D§texture: StringThe ACII texture (pun intended) displayed by the Sprite
modifier: ModifierA raw Modifier, determining the appearance of the Sprite
Implementations§
source§impl Sprite
impl Sprite
sourcepub fn new(pos: Vec2D, texture: &str, modifier: Modifier) -> Self
pub fn new(pos: Vec2D, texture: &str, modifier: Modifier) -> Self
Create a new Sprite struct. All newlines at the beginning of the texture will be removed
Examples found in repository?
examples/complex-scene.rs (lines 32-36)
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fn main() {
let mut view = View::new(60, 10, BACKGROUND_CHAR);
view.coord_numbers_in_render = true;
let mut pixel = Pixel::new(Vec2D::from((5u8, 9u8)), FILL_CHAR);
let mut line = Line::new(Vec2D::new(2, 8), Vec2D::new(28, 7), FILL_CHAR);
let mut line1_direction = -1;
let rect = Rect::new(
Vec2D { x: 11, y: 1 },
Vec2D { x: 9, y: 3 },
ColChar::SOLID.with_rgb(200, 30, 0),
);
let test_image = r"
______
/|_||_\`.__
( _ _ _\
=`-(_)--(_)-' ";
let mut sprite = Sprite::new(
Vec2D::new(30, 1),
test_image,
Modifier::from_rgb(20, 200, 0),
);
let mut blit_elapsed = Duration::default();
let mut render_elapsed = Duration::default();
fps_gameloop!(
{
pixel.pos.x += 2;
// loop the position back to the other side. This can be done with `Wrapping::Wrap` but it won't change the element's actual position, so the pixel position being printed would continue to increase without looping
pixel.pos %= view.size();
line.pos1.y += line1_direction;
line.pos0.y = 10 - line.pos1.y;
if line.pos1.y > 7 {
line1_direction = -1;
} else if line.pos1.y < 3 {
line1_direction = 1;
}
sprite.pos.x += 1;
},
{
view.clear();
let now = Instant::now();
view.blit(&pixel, Wrapping::Panic);
view.blit(&line, Wrapping::Panic);
view.blit(&rect, Wrapping::Panic);
view.blit(&sprite, Wrapping::Wrap);
blit_elapsed = now.elapsed();
let now = Instant::now();
view.display_render().unwrap();
render_elapsed = now.elapsed();
},
FPS,
|total_elapsed: Duration, _frame_skip| {
println!(
"Blitting: {:.2?} microseconds | Rendering: {:.2?} microseconds| Total: {:.2?}",
blit_elapsed.as_micros(),
render_elapsed.as_micros(),
total_elapsed.as_micros()
);
println!("Pixel position: {}", pixel.pos);
}
);
}pub fn draw(pos: Vec2D, texture: &str, modifier: Modifier) -> Vec<Pixel>
Trait Implementations§
source§impl ViewElement for Sprite
impl ViewElement for Sprite
source§fn active_pixels(&self) -> Vec<Pixel>
fn active_pixels(&self) -> Vec<Pixel>
Return a vector of the element’s
Pixels - A ColChar. If your whole object is a solid colour, consider using utils::points_to_pixels() which will add the same ColChar to every point and can then be used as this function’s outputsource§fn active_points(&self) -> Vec<Vec2D>
fn active_points(&self) -> Vec<Vec2D>
Return the positions the
ViewElement occupies, essentially active_pixels() without the ColChars. This has a default setting that extracts the Vec2Ds from active_pixels but you can set it to something else to make it fasterAuto Trait Implementations§
impl RefUnwindSafe for Sprite
impl Send for Sprite
impl Sync for Sprite
impl Unpin for Sprite
impl UnwindSafe for Sprite
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more