Adjust the boll collisions
[kaka/rust-sdl-test.git] / src / core / game.rs
... / ...
CommitLineData
1use AppState;
2use common::{Point2D, Radians};
3use core::controller::Controller;
4use core::controller::ControllerManager;
5use core::level::Level;
6use core::render::Renderer;
7use point;
8use sdl2::event::Event;
9use sdl2::joystick::PowerLevel;
10use sdl2::keyboard::Keycode;
11use sdl2::rect::Rect;
12use sprites::SpriteManager;
13use std::cell::RefCell;
14use std::rc::Rc;
15use time::Duration;
16
17////////// GAMESTATE ///////////////////////////////////////////////////////////
18
19#[derive(Default)]
20pub struct GameState {
21 world: World,
22}
23
24impl GameState {
25 pub fn new() -> Self {
26 GameState {
27 world: World::new(),
28 }
29 }
30}
31
32impl AppState for GameState {
33 fn enter(&mut self, ctrl_man: &ControllerManager) {
34 for (_k, v) in ctrl_man.controllers.iter() {
35 self.world.add(Box::new(Character::new(v.clone())));
36 }
37 }
38
39 fn leave(&mut self) {}
40
41 fn update(&mut self, dt: Duration) {
42 self.world.update(dt);
43 }
44
45 fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
46 self.world.render(renderer, sprites);
47 }
48
49 fn handle_event(&mut self, event: Event) {
50 match event {
51 Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
52 self.world.level.regenerate();
53 }
54 Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
55 self.world.level.increase_iteration();
56 }
57 Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
58 self.world.level.decrease_iteration();
59 }
60 Event::KeyDown { keycode: Some(Keycode::KpEnter), .. } => {
61 self.world.level.filter_regions();
62 }
63 _ => {}
64 }
65 }
66}
67
68////////// WORLD ///////////////////////////////////////////////////////////////
69
70#[derive(Default)]
71pub struct World {
72 level: Level,
73 objects: Objects,
74}
75
76impl World {
77 pub fn new() -> Self {
78 World {
79 level: Level::new(point!(0.0, 0.1)),
80 ..Default::default()
81 }
82 }
83
84 pub fn update(&mut self, dt: Duration) {
85 let mut breeding_ground = vec!();
86
87 for i in (0..self.objects.len()).rev() {
88 if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead {
89 self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array
90 }
91 }
92
93 for o in breeding_ground {
94 self.add(o);
95 }
96
97 println!("\x1b[Kobject count: {}\x1b[1A", self.objects.len()); // clear line, print, move cursor up
98 }
99
100 pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
101 self.level.render(renderer, sprites);
102 for o in &mut self.objects {
103 o.render(renderer, sprites);
104 }
105 }
106
107 pub fn add(&mut self, object: Box<dyn Object>) {
108 self.objects.push(object);
109 }
110}
111
112////////// OBJECT //////////////////////////////////////////////////////////////
113
114type Objects = Vec<Box<dyn Object>>;
115
116pub trait Object {
117 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
118 fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
119}
120
121#[derive(PartialEq)]
122pub enum ObjectState { Alive, Dead }
123use self::ObjectState::*;
124
125
126pub trait Physical {}
127pub trait Drawable {}
128
129////////// CHARACTER ///////////////////////////////////////////////////////////
130
131pub struct Character {
132 ctrl: Rc<RefCell<Controller>>,
133 pos: Point2D<f64>,
134 vel: Point2D<f64>,
135}
136
137impl Character {
138 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
139 Character {
140 ctrl,
141 pos: point!(300.0, 300.0),
142 vel: point!(0.0, 0.0),
143 }
144 }
145}
146
147impl Object for Character {
148 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
149 let ctrl = self.ctrl.borrow();
150
151 let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
152 let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
153 if lvl.grid.cells[x][y] {
154 self.vel += lvl.gravity;
155 if self.vel.y > 0.0 && !(ctrl.mov.down() && ctrl.jump.is_pressed) {
156 self.vel.y = 0.0;
157 self.vel.x *= 0.9;
158 }
159
160 if !ctrl.mov.down() {
161 if ctrl.jump.is_pressed && !ctrl.jump.was_pressed {
162 self.vel.y = -5.0;
163 }
164 }
165 } else {
166 self.vel += lvl.gravity;
167 }
168 self.pos += self.vel;
169
170 if ctrl.shoot.is_pressed {
171 use rand::distributions::{Distribution, Normal};
172 let normal = Normal::new(0.0, 0.1);
173 let direction = if ctrl.aim.to_point().length() > 0.1 { ctrl.aim.to_point() } else { ctrl.mov.to_point() };
174 for _i in 0..100 {
175 objects.push(Box::new(Boll {
176 pos: self.pos,
177 vel: direction * (10.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
178 bounces: 2,
179 }));
180 }
181 ctrl.rumble(1.0, dt);
182 self.vel -= direction * 0.1;
183 }
184
185 if ctrl.start.is_pressed && !ctrl.start.was_pressed {
186 match ctrl.device.power_level() {
187 Ok(PowerLevel::Unknown) => { println!("power level unknown"); }
188 Ok(PowerLevel::Empty) => { println!("power level empty"); }
189 Ok(PowerLevel::Low) => { println!("power level low"); }
190 Ok(PowerLevel::Medium) => { println!("power level medium"); }
191 Ok(PowerLevel::Full) => { println!("power level full"); }
192 Ok(PowerLevel::Wired) => { println!("power level wired"); }
193 Err(_) => {}
194 };
195 }
196
197 match ctrl.mov.x {
198 v if v < -0.9 && self.vel.x > -5.0 => { self.vel.x -= 0.5 }
199 v if v > 0.9 && self.vel.x < 5.0 => { self.vel.x += 0.5 }
200 _ => {}
201 }
202
203 Alive
204 }
205
206 fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
207 let block = sprites.get("mario");
208 let size = 32;
209 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));
210
211 let ctrl = &self.ctrl.borrow();
212 let l = 300.0;
213 let pos = (self.pos.x as i32, self.pos.y as i32);
214 // // axis values
215 // let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into();
216 // renderer.draw_line(pos, p, (0, 255, 0));
217 // draw_cross(renderer, p);
218 // values limited to unit vector
219 let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
220 renderer.draw_line(pos, p, (255, 0, 0));
221 draw_cross(renderer, p);
222 let p = (self.pos + ctrl.mov.to_point() * l).to_i32().into();
223 renderer.draw_line(pos, p, (0, 255, 0));
224 draw_cross(renderer, p);
225 // // circle values
226 // let p = (self.pos + Point2D::from(ctrl.aim.a) * l).to_i32().into();
227 // renderer.draw_line(pos, p, (0, 0, 255));
228 // draw_cross(renderer, p);
229 }
230}
231
232fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) {
233 renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
234 renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
235}
236
237////////// BOLL ////////////////////////////////////////////////////////////////
238
239pub struct Boll {
240 pos: Point2D<f64>,
241 vel: Point2D<f64>,
242 bounces: u8,
243}
244
245impl Object for Boll {
246 fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
247 self.vel += lvl.gravity;
248 self.pos += self.vel;
249
250 let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
251 let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
252 if lvl.grid.cells[x][y] {
253 if self.bounces == 0 {
254 return Dead
255 }
256 self.vel *= -0.25;
257 self.pos += self.vel;
258 self.bounces -= 1;
259 use rand::distributions::{Distribution, Normal};
260 let mut rng = rand::thread_rng();
261 let a = Radians(self.vel.to_radians().0 + Normal::new(0.0, 0.75).sample(&mut rng));
262 objects.push(Box::new(Boll {
263 vel: Point2D::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length(),
264 ..*self
265 }));
266 }
267
268 Alive
269 }
270
271 fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
272 let block = _sprites.get("block");
273 let size = 4 + self.bounces * 6;
274 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));
275 // renderer.canvas().set_draw_color((0, self.bounces * 100, 255));
276 // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();
277 }
278}