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/// Sprites are the images that make up a game
use bevy::prelude::{Component, Quat, Transform, Vec2, Vec3};
use crate::physics::Collider;
/// A [`Sprite`] is the basic abstraction for something that can be seen and interacted with.
/// Players, obstacles, etc. are all sprites.
#[derive(Clone, Component, Debug, PartialEq)]
pub struct Sprite {
/// READONLY: A way to identify a sprite. This must be unique, or else the game will crash.
pub label: String,
/// READONLY: File used for this sprite's image
pub filepath: PathBuf,
/// READONLY: File used for this sprite's collider. Note that this file will not exist if the
/// sprite does not have a collider, but if you set the `collider` field to a collider and then
/// call the `write_collider` method, the file will be written for you!
pub collider_filepath: PathBuf,
/// SYNCED: Where you are in 2D game space. Positive x is right. Positive y is up. (0.0, 0.0) is the
/// center of the screen.
pub translation: Vec2,
/// SYNCED: Depth of the sprite. 0.0 (back) to 999.0 (front)
pub layer: f32,
/// SYNCED: Direction you face in radians. See constants UP, DOWN, LEFT, RIGHT
pub rotation: f32,
/// SYNCED: 1.0 is the normal 100%
pub scale: f32,
/// Whether or not to calculate collisions
pub collision: bool,
/// The actual collider for this sprite
pub collider: Collider,
/// If set to `true`, then the collider shown for this sprite will be regenerated (see also
/// [`Engine.show_colliders`](crate::prelude::Engine)). Normally you shouldn't touch this, but
/// if you manually replace a `Sprite`'s [`Collider`] in a game logic function, then you need to
/// set this to true.
pub collider_dirty: bool,
}
/// Reads the collider file and creates the collider
fn read_collider_from_file(filepath: &Path) -> Collider {
match File::open(filepath) {
Ok(fh) => match ron::de::from_reader::<_, Collider>(fh) {
Ok(collider) => collider,
Err(e) => {
eprintln!("failed deserializing collider from file: {}", e);
Collider::NoCollider
}
},
Err(e) => {
eprintln!("failed to open collider file: {}", e);
Collider::NoCollider
}
}
}
impl Sprite {
/// `label` should be a unique string (it will be used as a key in the hashmap
/// [`Engine::sprites`](crate::prelude::Engine)). `file_or_preset` should either be a
/// [`SpritePreset`] variant, or a relative path to an image file inside the `assets/`
/// directory. If a collider definition exists in a file with the same name as the image file,
/// but with the `.collider` extension, then the collider will be loaded automatically. To
/// create a collider file you can either run the `collider` example, or
/// programmatically create a [`Collider`], set the sprite's `.collider` field to it, and call
/// the sprite's `.write_collider()` method. All presets have collider files already.
pub fn new<S: Into<String>, P: Into<PathBuf>>(label: S, file_or_preset: P) -> Self {
let label = label.into();
let filepath = file_or_preset.into();
let mut collider_filepath = filepath.clone();
collider_filepath.set_extension("collider");
let actual_collider_filepath = PathBuf::from("assets").join(&collider_filepath);
let collider = if actual_collider_filepath.exists() {
read_collider_from_file(actual_collider_filepath.as_path())
} else {
eprintln!(
"warning: could not find collider file {} -- consider creating one with the `collider` example.",
actual_collider_filepath.to_string_lossy()
);
Collider::NoCollider
};
Self {
label,
filepath,
collider_filepath,
translation: Vec2::default(),
layer: f32::default(),
rotation: f32::default(),
scale: 1.0,
collision: false,
collider,
collider_dirty: true,
}
}
/// Do the math to convert from Rusty Engine translation+rotation+scale+layer to Bevy's Transform
#[doc(hidden)]
pub fn bevy_transform(&self) -> Transform {
let mut transform = Transform::from_translation(self.translation.extend(self.layer));
transform.rotation = Quat::from_axis_angle(Vec3::Z, self.rotation);
transform.scale = Vec3::splat(self.scale);
transform
}
/// Attempt to take the current collider and write it to collider_filepath. If there isn't a
/// collider, or writing fails, then `false` is returned. Otherwise `true` is returned.
pub fn write_collider(&self) -> bool {
if self.collider == Collider::NoCollider {
return false;
}
// Bevy's asset system is relative from the assets/ subdirectory, so we must be too
let filepath = PathBuf::from("assets").join(self.collider_filepath.clone());
let mut fh = match File::create(filepath) {
Ok(fh) => fh,
Err(e) => {
eprintln!("failed creating collider file: {}", e);
return false;
}
};
let collider_ron = match ron::ser::to_string_pretty(&self.collider, Default::default()) {
Ok(r) => r,
Err(e) => {
eprintln!("failed converting collider to ron: {}", e);
return false;
}
};
match fh.write_all(collider_ron.as_bytes()) {
Ok(_) => true,
Err(e) => {
eprintln!("failed writing collider file: {}", e);
false
}
}
}
/// Add a collider point. `p` is a `Vec2` in worldspace (usually the mouse coordinate). See the
/// `collider` example.
pub fn add_collider_point(&mut self, mut p: Vec2) {
self.collider_dirty = true;
// If there isn't a collider, we better switch to one
if self.collider == Collider::NoCollider {
self.collider = Collider::Poly(Vec::new());
}
// Add the current point to the collider
if let Collider::Poly(points) = &mut self.collider {
// untranslate (make p relative to the sprite's position)
p -= self.translation;
// unscale (make p the same scale as the sprite)
p *= 1.0 / self.scale;
// unrotate (make p the same rotation as the sprite)
let mut p2 = Vec2::ZERO;
let sin = (-self.rotation).sin();
let cos = (-self.rotation).cos();
p2.x = p.x * cos - p.y * sin;
p2.y = p.x * sin + p.y * cos;
points.push(p2);
}
}
/// Change the last collider point. `p` is a `Vec2` in worldspace (usually the mouse
/// coordinate). See the `collider` example.
pub fn change_last_collider_point(&mut self, mut p: Vec2) {
self.collider_dirty = true;
// If there isn't a collider, create one with a "last point" to change
if self.collider == Collider::NoCollider {
self.collider = Collider::Poly(vec![Vec2::ZERO]);
}
// Add the current point to the collider
if let Collider::Poly(points) = &mut self.collider {
// If the collider exists, but doesn't have any points, add a "last point" to modify.
if points.is_empty() {
points.push(Vec2::ZERO);
}
// untranslate (make p relative to the sprite's origin instead of the world's origin)
p -= self.translation;
// unscale (make p the same scale as the sprite)
p *= 1.0 / self.scale;
// unrotate (make p the same rotation as the sprite)
let length = points.len();
let p2 = points.get_mut(length - 1).unwrap(); // mutable reference to "last point"
let sin = (-self.rotation).sin();
let cos = (-self.rotation).cos();
p2.x = p.x * cos - p.y * sin;
p2.y = p.x * sin + p.y * cos;
}
}
}
use std::{
array::IntoIter,
fs::File,
io::Write,
path::{Path, PathBuf},
};
/// Sprite presets using the asset pack all have colliders
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
pub enum SpritePreset {
RacingBarrelBlue,
RacingBarrelRed,
RacingBarrierRed,
RacingBarrierWhite,
RacingCarBlack,
RacingCarBlue,
RacingCarGreen,
RacingCarRed,
RacingCarYellow,
RacingConeStraight,
RollingBallBlue,
RollingBallBlueAlt,
RollingBallRed,
RollingBallRedAlt,
RollingBlockCorner,
RollingBlockNarrow,
RollingBlockSmall,
RollingBlockSquare,
RollingHoleEnd,
RollingHoleStart,
}
impl SpritePreset {
/// Retrieve the asset filepath. You probably won't need to call this method, since the methods
/// which create [`Sprite`]s will accept [`SpritePreset`]s and call this method via the
/// `impl From<SpritePreset> for PathBuf` implementation.
pub fn filepath(&self) -> PathBuf {
match self {
SpritePreset::RacingBarrelBlue => "sprite/racing/barrel_blue.png",
SpritePreset::RacingBarrelRed => "sprite/racing/barrel_red.png",
SpritePreset::RacingBarrierRed => "sprite/racing/barrier_red.png",
SpritePreset::RacingBarrierWhite => "sprite/racing/barrier_white.png",
SpritePreset::RacingCarBlack => "sprite/racing/car_black.png",
SpritePreset::RacingCarBlue => "sprite/racing/car_blue.png",
SpritePreset::RacingCarGreen => "sprite/racing/car_green.png",
SpritePreset::RacingCarRed => "sprite/racing/car_red.png",
SpritePreset::RacingCarYellow => "sprite/racing/car_yellow.png",
SpritePreset::RacingConeStraight => "sprite/racing/cone_straight.png",
SpritePreset::RollingBallBlue => "sprite/rolling/ball_blue.png",
SpritePreset::RollingBallBlueAlt => "sprite/rolling/ball_blue_alt.png",
SpritePreset::RollingBallRed => "sprite/rolling/ball_red.png",
SpritePreset::RollingBallRedAlt => "sprite/rolling/ball_red_alt.png",
SpritePreset::RollingBlockCorner => "sprite/rolling/block_corner.png",
SpritePreset::RollingBlockNarrow => "sprite/rolling/block_narrow.png",
SpritePreset::RollingBlockSmall => "sprite/rolling/block_small.png",
SpritePreset::RollingBlockSquare => "sprite/rolling/block_square.png",
SpritePreset::RollingHoleEnd => "sprite/rolling/hole_end.png",
SpritePreset::RollingHoleStart => "sprite/rolling/hole_start.png",
}
.into()
}
/// An iterator that iterates through presets. Mostly useful for things like level builders
/// when you want to be able to rotate something through each preset.
pub fn variant_iter() -> IntoIter<SpritePreset, 20> {
static SPRITE_PRESETS: [SpritePreset; 20] = [
SpritePreset::RacingBarrelBlue,
SpritePreset::RacingBarrelRed,
SpritePreset::RacingBarrierRed,
SpritePreset::RacingBarrierWhite,
SpritePreset::RacingCarBlack,
SpritePreset::RacingCarBlue,
SpritePreset::RacingCarGreen,
SpritePreset::RacingCarRed,
SpritePreset::RacingCarYellow,
SpritePreset::RacingConeStraight,
SpritePreset::RollingBallBlueAlt,
SpritePreset::RollingBallBlue,
SpritePreset::RollingBallRedAlt,
SpritePreset::RollingBallRed,
SpritePreset::RollingBlockCorner,
SpritePreset::RollingBlockNarrow,
SpritePreset::RollingBlockSmall,
SpritePreset::RollingBlockSquare,
SpritePreset::RollingHoleEnd,
SpritePreset::RollingHoleStart,
];
SPRITE_PRESETS.into_iter()
}
/// The core logic of both `next` and `prev`
fn shifted_by(&self, amount: isize) -> SpritePreset {
let len = SpritePreset::variant_iter().len();
let index = SpritePreset::variant_iter()
.enumerate()
.find(|(_, a)| *a == *self)
.unwrap()
.0;
let mut new_index_isize = index as isize + amount;
while new_index_isize < 0 {
new_index_isize += len as isize;
}
let new_index = (new_index_isize as usize) % len;
SpritePreset::variant_iter().nth(new_index).unwrap()
}
/// Just get the next sprite preset in the list, without dealing with an iterator
pub fn next(&self) -> SpritePreset {
self.shifted_by(-1)
}
/// Just get the previous sprite preset in the list, without dealing with an iterator
pub fn prev(&self) -> SpritePreset {
self.shifted_by(1)
}
}
impl From<SpritePreset> for PathBuf {
fn from(sprite_preset: SpritePreset) -> Self {
sprite_preset.filepath()
}
}