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use sfml::graphics::RenderTarget;
use sfml::graphics::Sprite as SfmlSprite;
use window::Window;
use texture::Texture;
pub struct Sprite<'a> {
sprite: SfmlSprite<'a>,
}
impl<'a> Sprite<'a> {
pub fn new() -> Self {
Sprite {
sprite: SfmlSprite::new().unwrap(),
}
}
pub fn x(&mut self, x: f32) -> &mut Self {
let y = self.sprite.get_position().y;
self.sprite.set_position2f(x, y);
self
}
pub fn y(&mut self, y: f32) -> &mut Self {
let x = self.sprite.get_position().x;
self.sprite.set_position2f(x, y);
self
}
pub fn texture(&mut self, texture: &'a Texture) -> &mut Self {
self.sprite.set_texture(texture.to_sfml_texture(), true);
self
}
pub fn to_sfml_sprite(&mut self) -> &mut SfmlSprite<'a> {
&mut self.sprite
}
pub fn draw(&mut self, window: &mut Window) {
window.to_sfml_window().draw(&mut self.sprite);
}
pub fn go(&mut self, x: f32, y: f32) -> &mut Self {
let (px, py) = self.pos();
self.set((px + x, py + y));
self
}
pub fn rotate(&mut self, a: f32) -> &mut Self {
self.sprite.rotate(a);
self
}
pub fn step(&mut self, size: f32) -> &mut Self {
let angle = size.to_radians();
self.go(angle.cos() * size, angle.sin() * size);
self
}
pub fn length_to(&self, (x, y): (f32, f32)) -> f32 {
let pos = self.sprite.get_position();
let dx = x - pos.x;
let dy = y - pos.y;
(dx * dx + dy * dy).sqrt()
}
pub fn set(&mut self, (x, y): (f32, f32)) -> &mut Self {
self.x(x);
self.y(y)
}
pub fn pos(&self) -> (f32, f32) {
let pos = self.sprite.get_position();
(pos.x, pos.y)
}
}