Made wall smoothness adjustable
[kaka/rust-sdl-test.git] / src / core / game.rs
... / ...
CommitLineData
1use ActiveState;
2use AppState;
3use common::{Point, Radians};
4use core::app::StateChange;
5use core::controller::Controller;
6use core::controller::ControllerManager;
7use core::level::{Level, LevelGenerator};
8use core::render::Renderer;
9use point;
10use sdl2::event::Event;
11use sdl2::joystick::PowerLevel;
12use sdl2::keyboard::Keycode;
13use sdl2::rect::Rect;
14use sprites::SpriteManager;
15use std::cell::RefCell;
16use std::rc::Rc;
17use time::Duration;
18
19////////// GAMESTATE ///////////////////////////////////////////////////////////
20
21#[derive(Default)]
22pub struct GameState {
23 world: World,
24 lvlgen: LevelGenerator,
25}
26
27impl 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
37impl 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(ActiveState::new((800, 600)))))
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)]
96pub struct World {
97 level: Level,
98 objects: Objects,
99}
100
101impl 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
139type Objects = Vec<Box<dyn Object>>;
140
141pub 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)]
147pub enum ObjectState { Alive, Dead }
148use self::ObjectState::*;
149
150
151pub trait Physical {}
152pub trait Drawable {}
153
154////////// CHARACTER ///////////////////////////////////////////////////////////
155
156pub struct Character {
157 ctrl: Rc<RefCell<Controller>>,
158 pos: Point<f64>,
159 vel: Point<f64>,
160}
161
162impl 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
172impl 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.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
177 let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.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
256fn 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
263pub struct Boll {
264 pos: Point<f64>,
265 vel: Point<f64>,
266 bounces: u8,
267}
268
269impl 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 let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
275 let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
276 if lvl.grid.cells[x][y] {
277 if self.bounces == 0 {
278 return Dead
279 }
280 self.vel *= -0.25;
281 self.pos += self.vel;
282 self.bounces -= 1;
283 use rand::distributions::{Distribution, Normal};
284 let mut rng = rand::thread_rng();
285 let a = Radians(self.vel.to_radians().0 + Normal::new(0.0, 0.75).sample(&mut rng));
286 objects.push(Box::new(Boll {
287 vel: Point::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length(),
288 ..*self
289 }));
290 }
291
292 Alive
293 }
294
295 fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
296 let block = _sprites.get("block");
297 let size = 4 + self.bounces * 6;
298 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));
299 // renderer.canvas().set_draw_color((0, self.bounces * 100, 255));
300 // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();
301 }
302}