pub fn load_from(file: File, ctx: &mut ggez::Context) -> GameResult<Self> {
        use tiled::ObjectShape;

        let reader = BufReader::new(file);
        let map = tiled::parse(reader).expect("Error reading map file!");

        // Load tilesets
        let tilesets = map.tilesets
            .iter()
            .map(|set| {
                let set_source = &set.images[0];
                let image = Image::new(ctx, format!("/{}", set_source.source))
                    .expect("Error reading tileset image!");
                LoadedTileset {
                    batch: Level::build_batch(&map, image.clone(), &set, &set_source),
                }
            })
            .collect();

        // Get objects
        let collision_rects = map.object_groups
            .iter()
            .filter(|group| group.name == "collision")
            .flat_map(|group| &group.objects)
            .filter_map(|object| match object.shape {
                ObjectShape::Rect { width, height } => Some(Aabb2::new(
                    Point2::new(object.x / 16.0, object.y / 16.0),
                    Point2::new((object.x + width) / 16.0, (object.y + height) / 16.0),
                )),
                _ => None,
            })
            .collect();

        let player_spawn = util::take(Level::find_object_points(&map, "objects", "player_spawn"))
            .unwrap_or_else(|| Point2::new(0.0, 0.0));

        let guard_spawns = Level::find_objects_by_type(&map, "objects", "guard_spawn");

        let mut guards = Vec::with_capacity(guard_spawns.len());

        for spawn in guard_spawns {
            guards.push(GuardInfo {
                spawn: Point2::new(spawn.x / 16.0, spawn.y / 16.0),
            });
        }

        let guard_turn_around = Level::find_objects_by_type(&map, "objects", "turn_around")
            .iter()
            .filter_map(|object| match object.shape {
                ObjectShape::Rect { width, height } => Some(Aabb2::new(
                    Point2::new(object.x / 16.0, object.y / 16.0),
                    Point2::new((object.x + width) / 16.0, (object.y + height) / 16.0),
                )),
                _ => None,
            })
            .collect::<Vec<Aabb2<f32>>>();

        let mut guard_jump_boxes: Vec<_> =
            Level::find_objects_by_type(&map, "objects", "jump_left")
                .into_iter()
                .map(|o| (false, o))
                .collect();

        guard_jump_boxes.append(
            &mut Level::find_objects_by_type(&map, "objects", "jump_right")
                .into_iter()
                .map(|o| (false, o))
                .collect(),
        );

        let guard_jump_boxes = guard_jump_boxes
            .into_iter()
            .filter_map(|(is_right, object)| match object.shape {
                ObjectShape::Rect { width, height } => Some({
                    let aabb = Aabb2::new(
                        Point2::new(object.x / 16.0, object.y / 16.0),
                        Point2::new((object.x + width) / 16.0, (object.y + height) / 16.0),
                    );
                    if is_right {
                        GuardJumpBox::Right(aabb)
                    } else {
                        GuardJumpBox::Left(aabb)
                    }
                }),
                _ => None,
            })
            .collect::<Vec<GuardJumpBox>>();

        let easel_rect = util::take(Level::find_objects(&map, "objects", "easel"))
            .and_then(|object| match object.shape {
                ObjectShape::Rect { width, height } => Some(Aabb2::new(
                    Point2::new(object.x / 16.0, object.y / 16.0),
                    Point2::new((object.x + width) / 16.0, (object.y + height) / 16.0),
                )),
                _ => None,
            })
            .expect("Level requires an object named `easel` in the `objects` layer!");

        Ok(Level {
            tilesets,
            collision_rects,
            easel_rect,
            player_spawn,
            guards,
            guard_jump_boxes,
            guard_turn_around,
        })
    }
/// Loads a level from a tiled map
///
/// ## Panicking
///
/// Panics if an object named `easel` is not found in the object layer named `objects`
Loads a level from a tiled map
Loads a level from a tiled map
pub fn load_from(file: File, ctx: &mut ggez::Context) -> GameResult<Self> {
        use tiled::ObjectShape;
        let reader = BufReader::new(file);
        let map = tiled::parse(reader).expect("Error reading map file!");
        // Load tilesets
        let tilesets = map.tilesets
            .iter()
            .map(|set| {
                let set_source = &set.images[0];
                let image = Image::new(ctx, format!("/{}", set_source.source))
                    .expect("Error reading tileset image!");
                LoadedTileset {
                    batch: Level::build_batch(&map, image.clone(), &set, &set_source),
                }
            })
            .collect();
        // Get objects
        let collision_rects = map.object_groups
            .iter()
            .filter(|group| group.name == "collision")
            .flat_map(|group| &group.objects)
            .filter_map(|object| match object.shape {
                ObjectShape::Rect { width, height } => Some(Aabb2::new(
                    Point2::new(object.x / 16.0, object.y / 16.0),
                    Point2::new((object.x + width) / 16.0, (object.y + height) / 16.0),
                )),
                _ => None,
            })
            .collect();
        let player_spawn = util::take(Level::find_object_points(&map, "objects", "player_spawn"))
            .unwrap_or_else(|| Point2::new(0.0, 0.0));
        let guard_spawns = Level::find_objects_by_type(&map, "objects", "guard_spawn");
        let mut guards = Vec::with_capacity(guard_spawns.len());
        for spawn in guard_spawns {
            guards.push(GuardInfo {
                spawn: Point2::new(spawn.x / 16.0, spawn.y / 16.0),
            });
        }
        let guard_turn_around = Level::find_objects_by_type(&map, "objects", "turn_around")
            .iter()
            .filter_map(|object| match object.shape {
                ObjectShape::Rect { width, height } => Some(Aabb2::new(
                    Point2::new(object.x / 16.0, object.y / 16.0),
                    Point2::new((object.x + width) / 16.0, (object.y + height) / 16.0),
                )),
                _ => None,
            })
            .collect::<Vec<Aabb2<f32>>>();
        let mut guard_jump_boxes: Vec<_> =
            Level::find_objects_by_type(&map, "objects", "jump_left")
                .into_iter()
                .map(|o| (false, o))
                .collect();
        guard_jump_boxes.append(
            &mut Level::find_objects_by_type(&map, "objects", "jump_right")
                .into_iter()
                .map(|o| (false, o))
                .collect(),
        );
        let guard_jump_boxes = guard_jump_boxes
            .into_iter()
            .filter_map(|(is_right, object)| match object.shape {
                ObjectShape::Rect { width, height } => Some({
                    let aabb = Aabb2::new(
                        Point2::new(object.x / 16.0, object.y / 16.0),
                        Point2::new((object.x + width) / 16.0, (object.y + height) / 16.0),
                    );
                    if is_right {
                        GuardJumpBox::Right(aabb)
                    } else {
                        GuardJumpBox::Left(aabb)
                    }
                }),
                _ => None,
            })
            .collect::<Vec<GuardJumpBox>>();
        let easel_rect = util::take(Level::find_objects(&map, "objects", "easel"))
            .and_then(|object| match object.shape {
                ObjectShape::Rect { width, height } => Some(Aabb2::new(
                    Point2::new(object.x / 16.0, object.y / 16.0),
                    Point2::new((object.x + width) / 16.0, (object.y + height) / 16.0),
                )),
                _ => None,
            })
            .expect("Level requires an object named `easel` in the `objects` layer!");
        Ok(Level {
            tilesets,
            collision_rects,
            easel_rect,
            player_spawn,
            guards,
            guard_jump_boxes,
            guard_turn_around,
        })
    }
pub fn load_from ( file : File , ctx : & mut ggez :: Context ) -> GameResult < Self > { use tiled :: ObjectShape ; let reader = BufReader :: new ( file ) ; let map = tiled :: parse ( reader ) . expect ( " " ) ; // Load tilesets let tilesets = map . tilesets . iter ( ) . map ( | set | { let set_source = & set . images [ 0 ] ; let image = Image :: new ( ctx , format ! ( " " set_source source ) ) . expect ( " " ) ; LoadedTileset { batch : Level :: build_batch ( & map , image . clone ( ) , & set , & set_source ) , } } ) . collect ( ) ; // Get objects let collision_rects = map . object_groups . iter ( ) . filter ( | group | group . name == " " ) . flat_map ( | group | & group . objects ) . filter_map ( | object | match object . shape { ObjectShape :: Rect { width , height } => Some ( Aabb2 :: new ( Point2 :: new ( object . x / 16.0 , object . y / 16.0 ) , Point2 :: new ( ( object . x + width ) / 16.0 , ( object . y + height ) / 16.0 ) , ) ) , _ => None , } ) . collect ( ) ; let player_spawn = util :: take ( Level :: find_object_points ( & map , " " , " " ) ) . unwrap_or_else ( | | Point2 :: new ( 0.0 , 0.0 ) ) ; let guard_spawns = Level :: find_objects_by_type ( & map , " " , " " ) ; let mut guards = Vec :: with_capacity ( guard_spawns . len ( ) ) ; for spawn in guard_spawns { guards . push ( GuardInfo { spawn : Point2 :: new ( spawn . x / 16.0 , spawn . y / 16.0 ) , } ) ; } let guard_turn_around = Level :: find_objects_by_type ( & map , " " , " " ) . iter ( ) . filter_map ( | object | match object . shape { ObjectShape :: Rect { width , height } => Some ( Aabb2 :: new ( Point2 :: new ( object . x / 16.0 , object . y / 16.0 ) , Point2 :: new ( ( object . x + width ) / 16.0 , ( object . y + height ) / 16.0 ) , ) ) , _ => None , } ) . collect :: < Vec < Aabb2 < f32 > > > ( ) ; let mut guard_jump_boxes : Vec < _ > = Level :: find_objects_by_type ( & map , " " , " " ) . into_iter ( ) . map ( | o | ( false , o ) ) . collect ( ) ; guard_jump_boxes . append ( & mut Level :: find_objects_by_type ( & map , " " , " " ) . into_iter ( ) . map ( | o | ( false , o ) ) . collect ( ) , ) ; let guard_jump_boxes = guard_jump_boxes . into_iter ( ) . filter_map ( | ( is_right , object ) | match object . shape { ObjectShape :: Rect { width , height } => Some ( { let aabb = Aabb2 :: new ( Point2 :: new ( object . x / 16.0 , object . y / 16.0 ) , Point2 :: new ( ( object . x + width ) / 16.0 , ( object . y + height ) / 16.0 ) , ) ; if is_right { GuardJumpBox :: Right ( aabb ) } else { GuardJumpBox :: Left ( aabb ) } } ) , _ => None , } ) . collect :: < Vec < GuardJumpBox > > ( ) ; let easel_rect = util :: take ( Level :: find_objects ( & map , " " , " " ) ) . and_then ( | object | match object . shape { ObjectShape :: Rect { width , height } => Some ( Aabb2 :: new ( Point2 :: new ( object . x / 16.0 , object . y / 16.0 ) , Point2 :: new ( ( object . x + width ) / 16.0 , ( object . y + height ) / 16.0 ) , ) ) , _ => None , } ) . expect ( " " ) ; Ok ( Level { tilesets , collision_rects , easel_rect , player_spawn , guards , guard_jump_boxes , guard_turn_around , } ) }
Loads a level from a tiled map
Loads a level from a tiled map
file
File
ctx
&mut ggez::Context
file
File
ctx
&mut ggez::Context
panicking
Panics if an object named `easel` is not found in the object layer named `objects`
Panics if an object named ` easel ` is not found in the object layer named ` objects `