| 1 | use teststate::TestState; |
| 2 | use AppState; |
| 3 | use common::{Point, Radians}; |
| 4 | use core::app::StateChange; |
| 5 | use core::controller::Controller; |
| 6 | use core::controller::ControllerManager; |
| 7 | use core::level::{Level, LevelGenerator, Wall, IntersectResult::Intersection}; |
| 8 | use core::render::Renderer; |
| 9 | use point; |
| 10 | use sdl2::event::Event; |
| 11 | use sdl2::joystick::PowerLevel; |
| 12 | use sdl2::keyboard::Keycode; |
| 13 | use sdl2::rect::Rect; |
| 14 | use sprites::SpriteManager; |
| 15 | use std::cell::RefCell; |
| 16 | use std::rc::Rc; |
| 17 | use time::Duration; |
| 18 | |
| 19 | ////////// GAMESTATE /////////////////////////////////////////////////////////// |
| 20 | |
| 21 | #[derive(Default)] |
| 22 | pub struct GameState { |
| 23 | world: World, |
| 24 | lvlgen: LevelGenerator, |
| 25 | } |
| 26 | |
| 27 | impl GameState { |
| 28 | pub fn new() -> Self { |
| 29 | let lvlgen = LevelGenerator::new(0); |
| 30 | GameState { |
| 31 | world: World::new(lvlgen.generate()), |
| 32 | lvlgen, |
| 33 | } |
| 34 | } |
| 35 | } |
| 36 | |
| 37 | impl AppState for GameState { |
| 38 | fn enter(&mut self, ctrl_man: &ControllerManager) { |
| 39 | for (_k, v) in ctrl_man.controllers.iter() { |
| 40 | self.world.add(Box::new(Character::new(v.clone()))); |
| 41 | } |
| 42 | } |
| 43 | |
| 44 | fn leave(&mut self) {} |
| 45 | |
| 46 | fn update(&mut self, dt: Duration) -> Option<StateChange> { |
| 47 | self.world.update(dt); |
| 48 | None |
| 49 | } |
| 50 | |
| 51 | fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) { |
| 52 | self.world.render(renderer, sprites); |
| 53 | } |
| 54 | |
| 55 | fn handle_event(&mut self, event: Event) -> Option<StateChange> { |
| 56 | match event { |
| 57 | Event::KeyDown { keycode: Some(Keycode::Escape), .. } => { |
| 58 | return Some(StateChange::Pop) |
| 59 | } |
| 60 | Event::KeyDown { keycode: Some(Keycode::Return), .. } => { |
| 61 | return Some(StateChange::Push(Box::new(TestState::new()))) |
| 62 | } |
| 63 | Event::KeyDown { keycode: Some(Keycode::Space), .. } => { |
| 64 | self.lvlgen.seed = std::time::UNIX_EPOCH.elapsed().unwrap().as_secs() as u32; |
| 65 | self.world.level = self.lvlgen.generate(); |
| 66 | } |
| 67 | Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => { |
| 68 | self.lvlgen.iterations += 1; |
| 69 | self.world.level = self.lvlgen.generate(); |
| 70 | } |
| 71 | Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => { |
| 72 | if self.lvlgen.iterations > 0 { |
| 73 | self.lvlgen.iterations -= 1; |
| 74 | self.world.level = self.lvlgen.generate(); |
| 75 | } |
| 76 | } |
| 77 | Event::KeyDown { keycode: Some(Keycode::KpMultiply), .. } => { |
| 78 | self.lvlgen.wall_smooth_radius += 1; |
| 79 | self.world.level = self.lvlgen.generate(); |
| 80 | } |
| 81 | Event::KeyDown { keycode: Some(Keycode::KpDivide), .. } => { |
| 82 | if self.lvlgen.wall_smooth_radius > 0 { |
| 83 | self.lvlgen.wall_smooth_radius -= 1; |
| 84 | self.world.level = self.lvlgen.generate(); |
| 85 | } |
| 86 | } |
| 87 | _ => {} |
| 88 | } |
| 89 | None |
| 90 | } |
| 91 | } |
| 92 | |
| 93 | ////////// WORLD /////////////////////////////////////////////////////////////// |
| 94 | |
| 95 | #[derive(Default)] |
| 96 | pub struct World { |
| 97 | level: Level, |
| 98 | objects: Objects, |
| 99 | } |
| 100 | |
| 101 | impl World { |
| 102 | pub fn new(level: Level) -> Self { |
| 103 | World { |
| 104 | level, |
| 105 | ..Default::default() |
| 106 | } |
| 107 | } |
| 108 | |
| 109 | pub fn update(&mut self, dt: Duration) { |
| 110 | let mut breeding_ground = vec!(); |
| 111 | |
| 112 | for i in (0..self.objects.len()).rev() { |
| 113 | if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead { |
| 114 | self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array |
| 115 | } |
| 116 | } |
| 117 | |
| 118 | for o in breeding_ground { |
| 119 | self.add(o); |
| 120 | } |
| 121 | |
| 122 | println!("\x1b[Kobject count: {}\x1b[1A", self.objects.len()); // clear line, print, move cursor up |
| 123 | } |
| 124 | |
| 125 | pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) { |
| 126 | self.level.render(renderer, sprites); |
| 127 | for o in &mut self.objects { |
| 128 | o.render(renderer, sprites); |
| 129 | } |
| 130 | } |
| 131 | |
| 132 | pub fn add(&mut self, object: Box<dyn Object>) { |
| 133 | self.objects.push(object); |
| 134 | } |
| 135 | } |
| 136 | |
| 137 | ////////// OBJECT ////////////////////////////////////////////////////////////// |
| 138 | |
| 139 | type Objects = Vec<Box<dyn Object>>; |
| 140 | |
| 141 | pub trait Object { |
| 142 | fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState; |
| 143 | fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {} |
| 144 | } |
| 145 | |
| 146 | #[derive(PartialEq)] |
| 147 | pub enum ObjectState { Alive, Dead } |
| 148 | use self::ObjectState::*; |
| 149 | |
| 150 | |
| 151 | pub trait Physical {} |
| 152 | pub trait Drawable {} |
| 153 | |
| 154 | ////////// CHARACTER /////////////////////////////////////////////////////////// |
| 155 | |
| 156 | pub struct Character { |
| 157 | ctrl: Rc<RefCell<Controller>>, |
| 158 | pos: Point<f64>, |
| 159 | vel: Point<f64>, |
| 160 | } |
| 161 | |
| 162 | impl Character { |
| 163 | pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self { |
| 164 | Character { |
| 165 | ctrl, |
| 166 | pos: point!(300.0, 300.0), |
| 167 | vel: point!(0.0, 0.0), |
| 168 | } |
| 169 | } |
| 170 | } |
| 171 | |
| 172 | impl Object for Character { |
| 173 | fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState { |
| 174 | let ctrl = self.ctrl.borrow(); |
| 175 | |
| 176 | let x = (self.pos.x / lvl.grid.scale.width as f64).min(lvl.grid.size.width as f64 - 1.0).max(0.0) as usize; |
| 177 | let y = (self.pos.y / lvl.grid.scale.height as f64).min(lvl.grid.size.height as f64 - 1.0).max(0.0) as usize; |
| 178 | self.vel += lvl.gravity; |
| 179 | if lvl.grid.cells[x][y] { |
| 180 | if self.vel.y > 0.0 && !(ctrl.mov.down() && ctrl.jump.is_pressed) { |
| 181 | self.vel.y = 0.0; |
| 182 | self.vel.x *= 0.9; |
| 183 | self.pos.y -= 1.0; |
| 184 | } |
| 185 | |
| 186 | if !ctrl.mov.down() { |
| 187 | if ctrl.jump.is_pressed && !ctrl.jump.was_pressed { |
| 188 | self.vel.y = -5.0; |
| 189 | } |
| 190 | } |
| 191 | } |
| 192 | self.pos += self.vel; |
| 193 | |
| 194 | if ctrl.shoot.is_pressed { |
| 195 | use rand::distributions::{Distribution, Normal}; |
| 196 | let normal = Normal::new(0.0, 0.1); |
| 197 | let direction = if ctrl.aim.to_point().length() > 0.1 { ctrl.aim.to_point() } else { ctrl.mov.to_point() }; |
| 198 | for _i in 0..100 { |
| 199 | objects.push(Box::new(Boll { |
| 200 | pos: self.pos, |
| 201 | vel: direction * (10.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel, |
| 202 | bounces: 2, |
| 203 | })); |
| 204 | } |
| 205 | ctrl.rumble(1.0, dt); |
| 206 | self.vel -= direction * 0.1; |
| 207 | } |
| 208 | |
| 209 | if ctrl.start.is_pressed && !ctrl.start.was_pressed { |
| 210 | match ctrl.device.power_level() { |
| 211 | Ok(PowerLevel::Unknown) => { println!("power level unknown"); } |
| 212 | Ok(PowerLevel::Empty) => { println!("power level empty"); } |
| 213 | Ok(PowerLevel::Low) => { println!("power level low"); } |
| 214 | Ok(PowerLevel::Medium) => { println!("power level medium"); } |
| 215 | Ok(PowerLevel::Full) => { println!("power level full"); } |
| 216 | Ok(PowerLevel::Wired) => { println!("power level wired"); } |
| 217 | Err(_) => {} |
| 218 | }; |
| 219 | } |
| 220 | |
| 221 | match ctrl.mov.x { |
| 222 | v if v < -0.9 && self.vel.x > -5.0 => { self.vel.x -= 0.5 } |
| 223 | v if v > 0.9 && self.vel.x < 5.0 => { self.vel.x += 0.5 } |
| 224 | _ => {} |
| 225 | } |
| 226 | |
| 227 | Alive |
| 228 | } |
| 229 | |
| 230 | fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) { |
| 231 | let block = sprites.get("mario"); |
| 232 | let size = 32; |
| 233 | renderer.blit(block, None, Rect::new(self.pos.x as i32 - size as i32 / 2, self.pos.y as i32 - size as i32, size, size)); |
| 234 | |
| 235 | let ctrl = &self.ctrl.borrow(); |
| 236 | let l = 300.0; |
| 237 | let pos = (self.pos.x as i32, self.pos.y as i32); |
| 238 | // // axis values |
| 239 | // let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into(); |
| 240 | // renderer.draw_line(pos, p, (0, 255, 0)); |
| 241 | // draw_cross(renderer, p); |
| 242 | // values limited to unit vector |
| 243 | let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into(); |
| 244 | renderer.draw_line(pos, p, (255, 0, 0)); |
| 245 | draw_cross(renderer, p); |
| 246 | let p = (self.pos + ctrl.mov.to_point() * l).to_i32().into(); |
| 247 | renderer.draw_line(pos, p, (0, 255, 0)); |
| 248 | draw_cross(renderer, p); |
| 249 | // // circle values |
| 250 | // let p = (self.pos + Point::from(ctrl.aim.a) * l).to_i32().into(); |
| 251 | // renderer.draw_line(pos, p, (0, 0, 255)); |
| 252 | // draw_cross(renderer, p); |
| 253 | } |
| 254 | } |
| 255 | |
| 256 | fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) { |
| 257 | renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap(); |
| 258 | renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap(); |
| 259 | } |
| 260 | |
| 261 | ////////// BOLL //////////////////////////////////////////////////////////////// |
| 262 | |
| 263 | pub struct Boll { |
| 264 | pos: Point<f64>, |
| 265 | vel: Point<f64>, |
| 266 | bounces: u8, |
| 267 | } |
| 268 | |
| 269 | impl Object for Boll { |
| 270 | fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState { |
| 271 | self.vel += lvl.gravity; |
| 272 | self.pos += self.vel; |
| 273 | |
| 274 | if let Intersection(wall, pos) = lvl.intersect_walls(self.pos - self.vel, self.pos) { |
| 275 | if self.bounces == 0 { |
| 276 | return Dead |
| 277 | } |
| 278 | self.bounces -= 1; |
| 279 | let mut a = wall.normal().mirror(self.vel.to_radians()); // TODO interpolera normalen mellan närliggande väggdelar? bollarna studsar väldigt "kantigt" nu |
| 280 | self.pos = pos; |
| 281 | self.vel = Point::from(a) * self.vel.length() * 0.35; |
| 282 | self.pos += self.vel; // TODO det här kan få bollen att åka igenom en närliggande vägg utan att kollisionstestas, men behövs just nu för att inte kollidera med samma vägg bakifrån |
| 283 | |
| 284 | // create another boll |
| 285 | use rand::distributions::{Distribution, Normal}; |
| 286 | let mut rng = rand::thread_rng(); |
| 287 | a.0 += Normal::new(0.0, 0.1).sample(&mut rng); // TODO slumpen kan ge en vinkel som är under tangenten. vinkel-metoder på väggen istället kanske? |
| 288 | use rand::Rng; |
| 289 | objects.push(Box::new(Boll { |
| 290 | vel: Point::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length() * rng.gen_range(0.25, 1.0), |
| 291 | ..*self |
| 292 | })); |
| 293 | } |
| 294 | |
| 295 | Alive |
| 296 | } |
| 297 | |
| 298 | fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) { |
| 299 | let block = _sprites.get("block"); |
| 300 | let size = 4 + self.bounces * 6; |
| 301 | renderer.blit(block, None, Rect::new(self.pos.x as i32 - size as i32 / 2, self.pos.y as i32 - size as i32 / 2, size as u32, size as u32)); |
| 302 | // renderer.canvas().set_draw_color((0, self.bounces * 100, 255)); |
| 303 | // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap(); |
| 304 | } |
| 305 | } |