extern crate sdl2; use std::path::Path; use sdl2::event::Event; use sdl2::keyboard::Keycode; use sdl2::rect::Rect; use sdl2::rect::Point; use std::time::Duration; fn main() -> Result<(), String> { let sdl_context = sdl2::init()?; let video_subsystem = sdl_context.video()?; let window = video_subsystem.window("SDL2", 640, 480) .position_centered().build().map_err(|e| e.to_string())?; let mut canvas = window.into_canvas() .accelerated().build().map_err(|e| e.to_string())?; let texture_creator = canvas.texture_creator(); canvas.set_draw_color(sdl2::pixels::Color::RGBA(0,0,0,255)); let mut timer = sdl_context.timer()?; let mut event_pump = sdl_context.event_pump()?; // animation sheet and extras are available from // https://opengameart.org/content/a-platformer-in-the-forest let temp_surface = sdl2::surface::Surface::load_bmp(Path::new("assets/characters.bmp"))?; let texture = texture_creator.create_texture_from_surface(&temp_surface) .map_err(|e| e.to_string())?; let frames_per_anim = 4; let sprite_tile_size = (32,32); // Baby - walk animation let mut source_rect_0 = Rect::new(0, 0, sprite_tile_size.0, sprite_tile_size.0); let mut dest_rect_0 = Rect::new(0, 0, sprite_tile_size.0*4, sprite_tile_size.0*4); dest_rect_0.center_on(Point::new(-64,120)); // King - walk animation let mut source_rect_1 = Rect::new(0, 32, sprite_tile_size.0, sprite_tile_size.0); let mut dest_rect_1 = Rect::new(0, 32, sprite_tile_size.0*4, sprite_tile_size.0*4); dest_rect_1.center_on(Point::new(0,240)); // Soldier - walk animation let mut source_rect_2 = Rect::new(0, 64, sprite_tile_size.0, sprite_tile_size.0); let mut dest_rect_2 = Rect::new(0, 64, sprite_tile_size.0*4, sprite_tile_size.0*4); dest_rect_2.center_on(Point::new(440,360)); let mut running = true; while running { for event in event_pump.poll_iter() { match event { Event::Quit {..} | Event::KeyDown {keycode: Some(Keycode::Escape), ..} => { running = false; }, _ => {} } } let ticks = timer.ticks() as i32; // set the current frame for time source_rect_0.set_x(32 * ((ticks / 100) % frames_per_anim)); dest_rect_0.set_x(1 * ((ticks / 14) % 768) - 128); source_rect_1.set_x(32 * ((ticks / 100) % frames_per_anim)); dest_rect_1.set_x((1 * ((ticks / 12) % 768) - 672) * -1); source_rect_2.set_x(32 * ((ticks / 100) % frames_per_anim)); dest_rect_2.set_x(1 * ((ticks / 10) % 768) - 128); canvas.clear(); // copy the frame to the canvas canvas.copy_ex(&texture, Some(source_rect_0), Some(dest_rect_0), 0.0, None, false, false)?; canvas.copy_ex(&texture, Some(source_rect_1), Some(dest_rect_1), 0.0, None, true, false)?; canvas.copy_ex(&texture, Some(source_rect_2), Some(dest_rect_2), 0.0, None, false, false)?; canvas.present(); std::thread::sleep(Duration::from_millis(100)); } Ok(()) }