Compare commits
5 Commits
683d27f357
...
33befbc561
| Author | SHA1 | Date | |
|---|---|---|---|
| 33befbc561 | |||
| 465e09b903 | |||
| 05be8ca622 | |||
| dd4271b4ce | |||
| 430f3d6dbf |
14
Cargo.lock
generated
14
Cargo.lock
generated
@@ -2,13 +2,6 @@
|
||||
# It is not intended for manual editing.
|
||||
version = 3
|
||||
|
||||
[[package]]
|
||||
name = "Test_SDL"
|
||||
version = "0.1.0"
|
||||
dependencies = [
|
||||
"sdl2",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "bitflags"
|
||||
version = "1.3.2"
|
||||
@@ -56,6 +49,13 @@ dependencies = [
|
||||
"version-compare",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "test_sdl"
|
||||
version = "0.1.0"
|
||||
dependencies = [
|
||||
"sdl2",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "version-compare"
|
||||
version = "0.1.0"
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
[package]
|
||||
name = "Test_SDL"
|
||||
name = "test_sdl"
|
||||
version = "0.1.0"
|
||||
edition = "2021"
|
||||
|
||||
|
||||
31
ReadMe.md
Normal file
31
ReadMe.md
Normal file
@@ -0,0 +1,31 @@
|
||||
# test_sdl
|
||||
|
||||
It is just a playground for me to test SDL2 features
|
||||
|
||||
## Run it
|
||||
|
||||
You need to download Rust
|
||||
|
||||
Then you clone this repository
|
||||
|
||||
And laucnh it with :
|
||||
|
||||
```Bash
|
||||
cargo build --release
|
||||
|
||||
cargo run --release
|
||||
```
|
||||
|
||||
## Controls
|
||||
|
||||
W,A,S,D and Arrow Keys are for moving around the ball.
|
||||
|
||||
Left Click teleports the ball to the cursors location.
|
||||
|
||||
Right Click cancels any velocity of the ball.
|
||||
|
||||
Tab toggles a debug mode where you can see the actual vector applied to the ball wich is render as a cube to see its hitbox (maybe even more in the futur)
|
||||
|
||||
Spacebar doubles the acceleration (to use with moderation)
|
||||
|
||||
Bonus: Maintain the left click and moving(s) key(s) at the same time and it will store some momentum wich you can use when you release the click. Enjoy :)
|
||||
358
src/main.rs
358
src/main.rs
@@ -1,150 +1,284 @@
|
||||
use sdl2::pixels::Color;
|
||||
use sdl2::event::Event;
|
||||
use sdl2::keyboard::Keycode;
|
||||
use sdl2::keyboard::Scancode;
|
||||
use std::time::Duration;
|
||||
use sdl2::rect::Point;
|
||||
use sdl2::rect::Rect;
|
||||
|
||||
const WINDOW_HEIGHT:i32 = 600;
|
||||
const WINDOW_WIDTH:i32 = 800;
|
||||
const BLOC_SPEED:f32 = 3.0;
|
||||
const MAX_SPEED:f32 = 20.0;
|
||||
const WINDOW_HEIGHT:i32 = 800;
|
||||
const WINDOW_WIDTH:i32 = 500;
|
||||
const BALL_SPEED:f32 = 3.0;
|
||||
const MAX_SPEED:f32 = 60.0;
|
||||
const DEBUG_FX_SIZE_RATIO:i32 = 2;
|
||||
const BOUNCE_RATIO:f32 = 60.0;
|
||||
|
||||
const DEFAULT_BALL_WIDTH:i32 = 20;
|
||||
const DEFAULT_START_BALL_LOCATION_X:i32 = WINDOW_WIDTH / 2 - DEFAULT_BALL_WIDTH / 2;
|
||||
const DEFAULT_START_BALL_LOCATION_Y:i32 = (WINDOW_HEIGHT / 5) * 4 - DEFAULT_BALL_WIDTH / 2;
|
||||
|
||||
pub struct Game{
|
||||
main_bloc:Entity,
|
||||
}
|
||||
main_ball:Entity,
|
||||
draw_debug:bool,
|
||||
ball_released:bool,
|
||||
}
|
||||
impl Game{
|
||||
pub fn render(&mut self,ctx:&mut sdl2::render::Canvas<sdl2::video::Window>){
|
||||
ctx.set_draw_color(Color::RGB(0x6D, 0x6D, 0x64));
|
||||
let main_ball_color:Color = Color::RGB(0xFA, 0xFD, 0xF6);
|
||||
let main_ball_outline:Color = Color::RGB(0x17, 0x2A, 0x33);
|
||||
let background_color:Color = Color::RGB(0x6A,0x9A,0x1D);
|
||||
ctx.set_draw_color(background_color);
|
||||
ctx.clear();
|
||||
|
||||
//Rendering main_bloc
|
||||
ctx.set_draw_color(Color::RGB(0x33, 0x33, 0x33));
|
||||
ctx.fill_rect(self.main_bloc.shape).expect("Could not fill the rectangle");
|
||||
//ctx.set_draw_color(Color::RGB(0xFF, 0xFF, 0xFF));
|
||||
//ctx.draw_rect(self.main_bloc.shape).expect("Could not outline the rectangle");
|
||||
let center:Point = Point::new(self.main_ball.shape.x + (self.main_ball.shape.width() / 2) as i32,self.main_ball.shape.y + (self.main_ball.shape.width() / 2) as i32);
|
||||
if self.draw_debug {
|
||||
ctx.set_draw_color(main_ball_color);
|
||||
ctx.fill_rect(self.main_ball.shape).expect("Could not fill the rectangle");
|
||||
ctx.set_draw_color(main_ball_outline);
|
||||
ctx.draw_rect(self.main_ball.shape).expect("Could not ouline the rectangle");
|
||||
let apex:Point = Point::new(center.x + (self.main_ball.velocity.x * DEBUG_FX_SIZE_RATIO) as i32,center.y + (self.main_ball.velocity.y * DEBUG_FX_SIZE_RATIO) as i32);
|
||||
ctx.draw_line(center,apex).expect("Could not render the Debug FX");
|
||||
}else{
|
||||
fill_circle(ctx, center.x, center.y,self.main_ball.shape.width() as i32 / 2, main_ball_color);
|
||||
draw_circle(ctx,center.x,center.y,self.main_ball.shape.width() as i32 / 2, main_ball_outline);
|
||||
draw_circle(ctx,center.x,center.y,self.main_ball.shape.width() as i32 / 2 + 1, main_ball_outline);
|
||||
}
|
||||
}
|
||||
pub fn up(&mut self){
|
||||
// 'w' or the up arrow has been pressed
|
||||
//println!("DEBUG: Up is pressed");
|
||||
self.main_bloc.velocity.y -= BLOC_SPEED as i32;
|
||||
if self.main_bloc.velocity.y < -MAX_SPEED as i32{
|
||||
self.main_bloc.velocity.y = -MAX_SPEED as i32;
|
||||
self.main_ball.velocity.y -= BALL_SPEED as i32;
|
||||
if self.main_ball.velocity.y < -MAX_SPEED as i32{
|
||||
self.main_ball.velocity.y = -MAX_SPEED as i32;
|
||||
}
|
||||
}
|
||||
pub fn down(&mut self){
|
||||
// 's' or the down arrow has been pressed
|
||||
//println!("DEBUG: Down is pressed");
|
||||
self.main_bloc.velocity.y += BLOC_SPEED as i32;
|
||||
if self.main_bloc.velocity.y > MAX_SPEED as i32{
|
||||
self.main_bloc.velocity.y = MAX_SPEED as i32;
|
||||
self.main_ball.velocity.y += BALL_SPEED as i32;
|
||||
if self.main_ball.velocity.y > MAX_SPEED as i32{
|
||||
self.main_ball.velocity.y = MAX_SPEED as i32;
|
||||
}
|
||||
}
|
||||
pub fn left(&mut self){
|
||||
// 'a' or the left arrow has been pressed
|
||||
//println!("DEBUG: Left is pressed");
|
||||
self.main_bloc.velocity.x -= BLOC_SPEED as i32;
|
||||
if self.main_bloc.velocity.x < -MAX_SPEED as i32{
|
||||
self.main_bloc.velocity.x = -MAX_SPEED as i32;
|
||||
self.main_ball.velocity.x -= BALL_SPEED as i32;
|
||||
if self.main_ball.velocity.x < -MAX_SPEED as i32{
|
||||
self.main_ball.velocity.x = -MAX_SPEED as i32;
|
||||
}
|
||||
}
|
||||
pub fn right(&mut self){
|
||||
// 'd' or the right arrow has been pressed
|
||||
//println!("DEBUG: Right is pressed");
|
||||
self.main_bloc.velocity.x += BLOC_SPEED as i32;
|
||||
if self.main_bloc.velocity.y > MAX_SPEED as i32{
|
||||
self.main_bloc.velocity.y = MAX_SPEED as i32;
|
||||
self.main_ball.velocity.x += BALL_SPEED as i32;
|
||||
if self.main_ball.velocity.y > MAX_SPEED as i32{
|
||||
self.main_ball.velocity.y = MAX_SPEED as i32;
|
||||
}
|
||||
}
|
||||
pub fn toggle_debug(&mut self){
|
||||
self.draw_debug = !self.draw_debug;
|
||||
}
|
||||
pub fn release(&mut self){
|
||||
if self.ball_released{
|
||||
self.main_ball.shape.set_x(DEFAULT_START_BALL_LOCATION_X);
|
||||
self.main_ball.shape.set_y(DEFAULT_START_BALL_LOCATION_Y);
|
||||
}
|
||||
self.ball_released = !self.ball_released;
|
||||
}
|
||||
pub fn left_click(&mut self,mouse_position:Point){
|
||||
// moves the bloc at the cursor position
|
||||
self.main_ball.shape.set_x(mouse_position.x - (self.main_ball.shape.width() / 2) as i32);
|
||||
self.main_ball.shape.set_y(mouse_position.y - (self.main_ball.shape.height() / 2) as i32);
|
||||
}
|
||||
pub fn right_click(&mut self,_mouse_position:Point){
|
||||
// Removes any vectors
|
||||
self.main_ball.velocity = Point::new(0,0);
|
||||
}
|
||||
pub fn update(&mut self){
|
||||
let mut posx = self.main_bloc.shape.x;
|
||||
let mut posy = self.main_bloc.shape.y;
|
||||
posx += self.main_bloc.velocity.x;
|
||||
posy += self.main_bloc.velocity.y;
|
||||
let bloc_width:i32 = self.main_bloc.shape.width() as i32;
|
||||
let bloc_height:i32 = self.main_bloc.shape.height() as i32;
|
||||
let bloc = &mut self.main_ball;
|
||||
let mut posx = bloc.shape.x;
|
||||
let mut posy = bloc.shape.y;
|
||||
let width = bloc.shape.width() as i32;
|
||||
let height = bloc.shape.height() as i32;
|
||||
|
||||
if posx + bloc_width > WINDOW_WIDTH{
|
||||
posx = WINDOW_WIDTH - bloc_width as i32;
|
||||
self.main_bloc.velocity.x = 0;
|
||||
}else{
|
||||
if posx < 0{
|
||||
posx = 0;
|
||||
self.main_bloc.velocity.x = 0;
|
||||
}
|
||||
if posy + height >= WINDOW_HEIGHT{
|
||||
//we hit rock bottom
|
||||
posy = WINDOW_HEIGHT - height;
|
||||
bloc.velocity.y = -(bloc.velocity.y as f32 / 100.0 * BOUNCE_RATIO) as i32;
|
||||
}
|
||||
if posy + bloc_height > WINDOW_HEIGHT{
|
||||
posy = WINDOW_HEIGHT - bloc_height as i32;
|
||||
self.main_bloc.velocity.y = 0;
|
||||
}else{
|
||||
if posy < 0{
|
||||
posy = 0;
|
||||
self.main_bloc.velocity.y = 0;
|
||||
}
|
||||
if posy <= 0{
|
||||
//we hit top
|
||||
posy = 0;
|
||||
bloc.velocity.y = -(bloc.velocity.y as f32 / 100.0 * BOUNCE_RATIO) as i32;
|
||||
}
|
||||
if posx + width >= WINDOW_WIDTH{
|
||||
//we hit right
|
||||
posx = WINDOW_WIDTH - width;
|
||||
bloc.velocity.x = -(bloc.velocity.x as f32 / 100.0 * BOUNCE_RATIO) as i32;
|
||||
}
|
||||
if posx <= 0{
|
||||
//we hit left
|
||||
posx = 0;
|
||||
bloc.velocity.x = -(bloc.velocity.x as f32 / 100.0 * BOUNCE_RATIO) as i32;
|
||||
}
|
||||
|
||||
if self.main_bloc.velocity.x > 0{
|
||||
if self.main_bloc.velocity.x < BLOC_SPEED as i32{
|
||||
self.main_bloc.velocity.x = 0;
|
||||
}else{
|
||||
self.main_bloc.velocity.x -= (BLOC_SPEED / 2.0) as i32;
|
||||
}
|
||||
}else{
|
||||
if self.main_bloc.velocity.x > -BLOC_SPEED as i32{
|
||||
self.main_bloc.velocity.x = 0;
|
||||
}else{
|
||||
self.main_bloc.velocity.x += (BLOC_SPEED / 2.0) as i32;
|
||||
}
|
||||
if bloc.velocity.x > MAX_SPEED as i32{
|
||||
bloc.velocity.x = MAX_SPEED as i32;
|
||||
}
|
||||
if bloc.velocity.x < -MAX_SPEED as i32{
|
||||
bloc.velocity.x = -MAX_SPEED as i32;
|
||||
}
|
||||
if bloc.velocity.y > MAX_SPEED as i32{
|
||||
bloc.velocity.y = MAX_SPEED as i32;
|
||||
}
|
||||
if bloc.velocity.y < -MAX_SPEED as i32{
|
||||
bloc.velocity.y = -MAX_SPEED as i32;
|
||||
}
|
||||
|
||||
if self.main_bloc.velocity.y > 0{
|
||||
if self.main_bloc.velocity.y < BLOC_SPEED as i32{
|
||||
self.main_bloc.velocity.y = 0;
|
||||
}else{
|
||||
self.main_bloc.velocity.y -= (BLOC_SPEED / 2.0) as i32;
|
||||
}
|
||||
}else{
|
||||
if self.main_bloc.velocity.y > -BLOC_SPEED as i32{
|
||||
self.main_bloc.velocity.y = 0;
|
||||
}else{
|
||||
self.main_bloc.velocity.y += (BLOC_SPEED / 2.0) as i32;
|
||||
}
|
||||
if self.ball_released {
|
||||
posx += bloc.velocity.x;
|
||||
posy += bloc.velocity.y;
|
||||
}
|
||||
|
||||
self.main_bloc.shape.set_x(posx);
|
||||
self.main_bloc.shape.set_y(posy);
|
||||
bloc.shape.set_x(posx);
|
||||
bloc.shape.set_y(posy);
|
||||
|
||||
}
|
||||
}
|
||||
//https://stackoverflow.com/questions/65723827/sdl2-function-to-draw-a-filled-circle ## Translated to Rust
|
||||
pub fn fill_circle(ctx:&mut sdl2::render::Canvas<sdl2::video::Window>, x:i32, y:i32, radius:i32, color:Color)
|
||||
{
|
||||
ctx.set_draw_color(color);
|
||||
let diameter = radius * 2;
|
||||
for w in 0..diameter{
|
||||
for h in 0..diameter{
|
||||
let dx = radius - w; // horizontal offset
|
||||
let dy = radius - h; // vertical offset
|
||||
if (dx*dx + dy*dy) <= (radius * radius)
|
||||
{
|
||||
ctx.draw_point(Point::new(x + dx, y + dy)).expect("Trouble rendering the circle");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// https://stackoverflow.com/questions/38334081/howto-draw-circles-arcs-and-vector-graphics-in-sdl ## Translated to Rust
|
||||
pub fn draw_circle(ctx:&mut sdl2::render::Canvas<sdl2::video::Window>, centre_x:i32, centre_y:i32, radius:i32, color:Color)
|
||||
{
|
||||
ctx.set_draw_color(color);
|
||||
let diameter = radius * 2;
|
||||
let mut x:i32 = radius - 1;
|
||||
let mut y:i32 = 0;
|
||||
let mut tx:i32 = 1;
|
||||
let mut ty:i32 = 1;
|
||||
let mut error:i32 = tx - diameter;
|
||||
|
||||
while x >= y
|
||||
{
|
||||
// Each of the following renders an octant of the circle
|
||||
ctx.draw_point(Point::new(centre_x + x, centre_y - y)).expect("Trouble rendering the circle");
|
||||
ctx.draw_point(Point::new(centre_x + x, centre_y + y)).expect("Trouble rendering the circle");
|
||||
ctx.draw_point(Point::new(centre_x - x, centre_y - y)).expect("Trouble rendering the circle");
|
||||
ctx.draw_point(Point::new(centre_x - x, centre_y + y)).expect("Trouble rendering the circle");
|
||||
ctx.draw_point(Point::new(centre_x + y, centre_y - x)).expect("Trouble rendering the circle");
|
||||
ctx.draw_point(Point::new(centre_x + y, centre_y + x)).expect("Trouble rendering the circle");
|
||||
ctx.draw_point(Point::new(centre_x - y, centre_y - x)).expect("Trouble rendering the circle");
|
||||
ctx.draw_point(Point::new(centre_x - y, centre_y + x)).expect("Trouble rendering the circle");
|
||||
|
||||
if error <= 0{
|
||||
y+= 1;
|
||||
error += ty;
|
||||
ty += 2;
|
||||
}
|
||||
if error > 0{
|
||||
x -= 1;
|
||||
tx += 2;
|
||||
error += tx - diameter;
|
||||
}
|
||||
}
|
||||
}
|
||||
pub struct Entity{
|
||||
shape:Rect,
|
||||
velocity:Point,
|
||||
}
|
||||
|
||||
fn is_up_pressed(e: &sdl2::EventPump) -> bool {
|
||||
e.keyboard_state().is_scancode_pressed(Scancode::W) || e.keyboard_state().is_scancode_pressed(Scancode::Up)
|
||||
}
|
||||
fn is_down_pressed(e: &sdl2::EventPump)-> bool{
|
||||
e.keyboard_state().is_scancode_pressed(Scancode::S) || e.keyboard_state().is_scancode_pressed(Scancode::Down)
|
||||
}
|
||||
fn is_left_pressed(e: &sdl2::EventPump)-> bool{
|
||||
e.keyboard_state().is_scancode_pressed(Scancode::A) || e.keyboard_state().is_scancode_pressed(Scancode::Left)
|
||||
}
|
||||
fn is_right_pressed(e: &sdl2::EventPump)-> bool{
|
||||
e.keyboard_state().is_scancode_pressed(Scancode::D) || e.keyboard_state().is_scancode_pressed(Scancode::Right)
|
||||
}
|
||||
fn is_tab_pressed(e: &sdl2::EventPump)-> bool{
|
||||
e.keyboard_state().is_scancode_pressed(Scancode::Tab)
|
||||
}
|
||||
fn is_space_pressed(e: &sdl2::EventPump)-> bool{
|
||||
e.keyboard_state().is_scancode_pressed(Scancode::Space)
|
||||
}
|
||||
fn check_mouse_left_pressed(e: &sdl2::EventPump) -> Point{
|
||||
if e.mouse_state().left(){
|
||||
return Point::new(e.mouse_state().x(),e.mouse_state().y());
|
||||
}else{
|
||||
return Point::new(-1,-1);
|
||||
}
|
||||
}
|
||||
fn check_mouse_right_pressed(e: &sdl2::EventPump) -> Point{
|
||||
if e.mouse_state().right(){
|
||||
return Point::new(e.mouse_state().x(),e.mouse_state().y());
|
||||
}else{
|
||||
return Point::new(-1,-1);
|
||||
}
|
||||
}
|
||||
pub fn main_loop(canvas: &mut sdl2::render::Canvas<sdl2::video::Window>,event_pump:&mut sdl2::EventPump,game:&mut Game){
|
||||
'running: loop {
|
||||
canvas.clear();
|
||||
//let (mut up_state,mut down_state,mut left_state,mut right_state) = (false,false,false,false);
|
||||
let (mut tab_state,mut space_state) = (false,false);
|
||||
let mut quit = false;
|
||||
loop{
|
||||
if is_up_pressed(event_pump){
|
||||
game.up();
|
||||
}
|
||||
if is_down_pressed(event_pump){
|
||||
game.down();
|
||||
}
|
||||
if is_left_pressed(event_pump){
|
||||
game.left();
|
||||
}
|
||||
if is_right_pressed(event_pump){
|
||||
game.right();
|
||||
}
|
||||
if is_tab_pressed(event_pump){
|
||||
if tab_state == false{
|
||||
//Keydown
|
||||
tab_state = true;
|
||||
game.toggle_debug();
|
||||
}
|
||||
}else{
|
||||
if tab_state == true{
|
||||
//keyUp
|
||||
tab_state = false
|
||||
}
|
||||
}
|
||||
if is_space_pressed(event_pump){
|
||||
if space_state == false{
|
||||
//KeyDown
|
||||
space_state = true;
|
||||
game.release();
|
||||
}
|
||||
}else{
|
||||
if space_state == true{
|
||||
//KeyDown
|
||||
space_state = false;
|
||||
}
|
||||
}
|
||||
let mut mouse_position:Point = check_mouse_left_pressed(event_pump);
|
||||
if mouse_position.x >=0 && mouse_position.y >= 0{
|
||||
game.left_click(mouse_position);
|
||||
}
|
||||
mouse_position = check_mouse_right_pressed(event_pump);
|
||||
if mouse_position.x >=0 && mouse_position.y >= 0{
|
||||
game.right_click(mouse_position);
|
||||
}
|
||||
|
||||
for event in event_pump.poll_iter() {
|
||||
match event {
|
||||
Event::Quit {..} |
|
||||
Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
|
||||
break 'running
|
||||
},
|
||||
Event::KeyDown { keycode: Some(Keycode::W), .. } | Event::KeyDown {keycode: Some(Keycode::Up), ..} => {
|
||||
//pressed up
|
||||
game.up();
|
||||
},
|
||||
Event::KeyDown { keycode: Some(Keycode::S), .. } | Event::KeyDown { keycode: Some(Keycode::Down), .. } => {
|
||||
//pressed up
|
||||
game.down();
|
||||
},
|
||||
Event::KeyDown { keycode: Some(Keycode::A), .. } | Event::KeyDown { keycode: Some(Keycode::Left), .. } => {
|
||||
//pressed up
|
||||
game.left();
|
||||
},
|
||||
Event::KeyDown { keycode: Some(Keycode::D), .. } | Event::KeyDown { keycode: Some(Keycode::Right), .. } => {
|
||||
//pressed up
|
||||
game.right();
|
||||
quit = true;
|
||||
break
|
||||
},
|
||||
_ => {}
|
||||
}
|
||||
@@ -157,6 +291,10 @@ pub fn main_loop(canvas: &mut sdl2::render::Canvas<sdl2::video::Window>,event_pu
|
||||
|
||||
canvas.present();
|
||||
::std::thread::sleep(Duration::new(0, 1_000_000_000u32 / 60));
|
||||
|
||||
if quit{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -164,7 +302,7 @@ pub fn main() {
|
||||
let sdl_context = sdl2::init().unwrap();
|
||||
let video_subsystem = sdl_context.video().unwrap();
|
||||
|
||||
let window = video_subsystem.window("Test SDL Rust", WINDOW_WIDTH as u32, WINDOW_HEIGHT as u32)
|
||||
let window = video_subsystem.window("Rusty Golfy", WINDOW_WIDTH as u32, WINDOW_HEIGHT as u32)
|
||||
.position_centered()
|
||||
.build()
|
||||
.unwrap();
|
||||
@@ -174,15 +312,13 @@ pub fn main() {
|
||||
|
||||
canvas.set_draw_color(Color::RGB(0x6D, 0x6D, 0x64));
|
||||
|
||||
let main_bloc_width:i32 = 50;
|
||||
let main_bloc_height:i32 = 50;
|
||||
let main_bloc_position:Point = Point::new(WINDOW_WIDTH / 2 - main_bloc_width / 2,WINDOW_HEIGHT / 2 - main_bloc_height / 2);
|
||||
let main_bloc_rectangle = Rect::new(main_bloc_position.x,main_bloc_position.y, main_bloc_width as u32, main_bloc_height as u32);
|
||||
let main_bloc_velocity = Point::new(0,0);
|
||||
let main_ball_rectangle = Rect::new(
|
||||
DEFAULT_START_BALL_LOCATION_X,DEFAULT_START_BALL_LOCATION_Y, DEFAULT_BALL_WIDTH as u32, DEFAULT_BALL_WIDTH as u32);
|
||||
let main_ball_velocity = Point::new(0,0);
|
||||
let main_entity = Entity{
|
||||
shape:main_bloc_rectangle,
|
||||
velocity:main_bloc_velocity
|
||||
shape:main_ball_rectangle,
|
||||
velocity:main_ball_velocity
|
||||
};
|
||||
let mut game = Game{main_bloc:main_entity};
|
||||
let mut game = Game{main_ball:main_entity,draw_debug:false,ball_released:false};
|
||||
main_loop(&mut canvas,&mut event_pump,&mut game);
|
||||
}
|
||||
Reference in New Issue
Block a user