use crate::common::{Color, Direction, Rect}; use crate::player::skin::{PlayerAnimationState, PlayerAppearanceState, PlayerSkin}; #[derive(Clone)] pub struct BasicPlayerSkin { texture_name: String, color: Color, state: PlayerAnimationState, appearance: PlayerAppearanceState, direction: Direction, tick: u16, } impl BasicPlayerSkin { pub fn new(texture_name: String) -> BasicPlayerSkin { BasicPlayerSkin { texture_name, color: Color::new(1.0, 1.0, 1.0, 1.0), state: PlayerAnimationState::Idle, appearance: PlayerAppearanceState::Default, direction: Direction::Left, tick: 0, } } } impl PlayerSkin for BasicPlayerSkin { fn animation_frame_for(&self, state: PlayerAnimationState, direction: Direction, tick: u16) -> Rect { let frame_id = match self.state { PlayerAnimationState::Idle => 0u16, PlayerAnimationState::Walking => { const WALK_INDEXES: [u16; 4] = [1, 0, 2, 0]; WALK_INDEXES[(tick as usize / 5) % 4] } PlayerAnimationState::WalkingUp => { const WALK_UP_INDEXES: [u16; 4] = [4, 3, 5, 3]; WALK_UP_INDEXES[(tick as usize / 5) % 4] } PlayerAnimationState::LookingUp => 3, PlayerAnimationState::Examining => 7, PlayerAnimationState::Sitting => 8, PlayerAnimationState::Collapsed => 9, PlayerAnimationState::Jumping => 2, PlayerAnimationState::Falling => 1, PlayerAnimationState::FallingLookingUp => 4, PlayerAnimationState::FallingLookingDown => 6, PlayerAnimationState::FallingUpsideDown => 10, }; let y_offset = if direction == Direction::Left { 0 } else { 16 } + match self.appearance { PlayerAppearanceState::Default => 0, PlayerAppearanceState::MimigaMask => 32, PlayerAppearanceState::Custom(i) => (i as u16).saturating_mul(16), }; Rect::new_size(frame_id * 16, y_offset, 16, 16) } fn animation_frame(&self) -> Rect { self.animation_frame_for(self.state, self.direction, self.tick) } fn tick(&mut self) { if self.state == PlayerAnimationState::Walking || self.state == PlayerAnimationState::WalkingUp { self.tick = self.tick.wrapping_add(1); } } fn set_state(&mut self, state: PlayerAnimationState) { if self.state != state { self.state = state; self.tick = 0; } } fn get_state(&self) -> PlayerAnimationState { self.state } fn set_appearance(&mut self, appearance: PlayerAppearanceState) { self.appearance = appearance; } fn get_appearance(&mut self) -> PlayerAppearanceState { self.appearance } fn set_color(&mut self, color: Color) { self.color = color; } fn get_color(&self) -> Color { self.color } fn set_direction(&mut self, direction: Direction) { self.direction = direction; } fn get_direction(&self) -> Direction { self.direction } fn get_skin_texture_name(&self) -> &str { self.texture_name.as_str() } fn get_mask_texture_name(&self) -> &str { "" } }