Struct Rect

Source
pub struct Rect {
    pub pos: Vec2D,
    pub size: Vec2D,
    pub fill_char: ColChar,
}
Expand description

A rectangle primitive which implements CanDraw, and so can be drawn to Canvases

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§pos: Vec2D

The position of the top-left corner of the Rect

§size: Vec2D

The size of the Rect, extending from pos

§fill_char: ColChar

The ColChar used to fill the rectangle

Implementations§

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impl Rect

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pub const fn new(pos: Vec2D, size: Vec2D, fill_char: ColChar) -> Self

Create a new Rect using a position and size

Examples found in repository?
examples/multi-movement.rs (line 18)
14fn main() {
15    let mut view = View::new(50, 12, ColChar::BACKGROUND).with_wrapping_mode(WrappingMode::Wrap);
16
17    let mut blocks: Vec<Rect> = (0..=5)
18        .map(|offset| Rect::new(Vec2D::new(0, offset * 2), BLOCK_SIZE, FILL_CHAR))
19        .collect();
20
21    let mut i = 0;
22    loop {
23        if blocks.iter().all(|b| b.pos.x % view.width as i64 == 0) {
24            thread::sleep(Duration::from_secs(2));
25        };
26
27        i += 1;
28        for (j, block) in (0u32..).zip(blocks.iter_mut()) {
29            if i % 2_u32.pow(j) == 0 {
30                block.pos.x += 1;
31            }
32        }
33
34        view.clear();
35        for block in &blocks {
36            view.draw(block);
37        }
38        let _ = view.display_render();
39
40        thread::sleep(Duration::from_secs_f32(1.0 / 60.0));
41    }
42}
More examples
Hide additional examples
examples/complex-scene.rs (lines 23-27)
15fn main() {
16    let mut view = View::new(60, 10, BACKGROUND_CHAR);
17
18    let mut pixel = Pixel::new(Vec2D::new(5, 9), FILL_CHAR);
19
20    let mut line = Line::new(Vec2D::new(2, 8), Vec2D::new(28, 7), FILL_CHAR);
21    let mut line1_direction = -1;
22
23    let rect = Rect::new(
24        Vec2D { x: 11, y: 1 },
25        Vec2D { x: 9, y: 3 },
26        ColChar::SOLID.with_rgb(200, 30, 0),
27    );
28
29    let test_image = r"
30  ______
31 /|_||_\`.__
32(   _    _ _\
33=`-(_)--(_)-'   ";
34    let mut sprite = Sprite::new(
35        Vec2D::new(30, 1),
36        test_image,
37        Modifier::from_rgb(20, 200, 0),
38    );
39
40    let mut draw_elapsed = Duration::default();
41    let mut render_elapsed = Duration::default();
42    fps_gameloop!(
43        {
44            pixel.pos.x += 2;
45            // loop the position back to the other side. This can be done with `WrappingMode::Wrap` but it won't change the element's actual position, so the pixel position being printed would continue to increase without looping
46            pixel.pos %= view.size();
47
48            line.pos1.y += line1_direction;
49            line.pos0.y = 10 - line.pos1.y;
50            if line.pos1.y > 7 {
51                line1_direction = -1;
52            } else if line.pos1.y < 3 {
53                line1_direction = 1;
54            }
55
56            sprite.pos.x += 1;
57        },
58        {
59            view.clear();
60
61            let now = Instant::now();
62            view.wrapping_mode = WrappingMode::Panic;
63            view.draw(&pixel);
64            view.draw(&line);
65            view.draw(&rect);
66            view.wrapping_mode = WrappingMode::Wrap;
67            view.draw(&sprite);
68            draw_elapsed = now.elapsed();
69
70            let now = Instant::now();
71            let _ = view.display_render();
72            render_elapsed = now.elapsed();
73        },
74        FPS,
75        |total_elapsed: Duration, _frame_skip| {
76            println!(
77                "Drawing: {:.2?} microseconds | Rendering: {:.2?} microseconds| Total: {:.2?}",
78                draw_elapsed.as_micros(),
79                render_elapsed.as_micros(),
80                total_elapsed.as_micros()
81            );
82            println!("Pixel position: {}", pixel.pos);
83        }
84    );
85}
Source

pub fn new_from_to( top_left: Vec2D, bottom_right: Vec2D, fill_char: ColChar, ) -> Self

Create a new Rect using two positions

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pub fn bottom_right(&self) -> Vec2D

Return the coordinates of the bottom right point

Trait Implementations§

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impl CanCollide for Rect

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fn collides_with_pos(&self, pos: Vec2D) -> bool

Returns true if the collider intersects the passed position
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impl CanDraw for Rect

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fn draw_to(&self, canvas: &mut impl Canvas)

Draw the element to a struct that implements CanDraw

Auto Trait Implementations§

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impl Freeze for Rect

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impl RefUnwindSafe for Rect

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impl Send for Rect

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impl Sync for Rect

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impl Unpin for Rect

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impl UnwindSafe for Rect

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.