| 1 | use sdl2::controller::{Axis, Button}; |
| 2 | use core::controller::ControllerManager; |
| 3 | use std::cell::RefCell; |
| 4 | use std::rc::Rc; |
| 5 | use core::controller::Controller; |
| 6 | use common::Point2D; |
| 7 | use sdl2::rect::Rect; |
| 8 | use common::Nanoseconds; |
| 9 | use sdl2::event::Event; |
| 10 | use sprites::SpriteManager; |
| 11 | use sdl2::render::Canvas; |
| 12 | use sdl2::video::Window; |
| 13 | use AppState; |
| 14 | use point; |
| 15 | |
| 16 | ////////// GAMESTATE /////////////////////////////////////////////////////////// |
| 17 | |
| 18 | #[derive(Default)] |
| 19 | pub struct GameState { |
| 20 | world: World, |
| 21 | } |
| 22 | |
| 23 | impl GameState { |
| 24 | pub fn new() -> Self { |
| 25 | GameState { |
| 26 | world: World::new(), |
| 27 | } |
| 28 | } |
| 29 | } |
| 30 | |
| 31 | impl AppState for GameState { |
| 32 | fn enter(&mut self, ctrl_man: &mut ControllerManager) { |
| 33 | if let Some(ctrl) = ctrl_man.controllers.get(&0) { |
| 34 | self.world.add(Box::new(Character::new(ctrl.clone()))); |
| 35 | } |
| 36 | } |
| 37 | |
| 38 | fn leave(&mut self) {} |
| 39 | |
| 40 | fn update(&mut self, dt: Nanoseconds) { |
| 41 | self.world.update(dt); |
| 42 | } |
| 43 | |
| 44 | fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) { |
| 45 | self.world.render(canvas, sprites); |
| 46 | } |
| 47 | |
| 48 | fn handle_event(&mut self, _event: Event) {} |
| 49 | } |
| 50 | |
| 51 | ////////// WORLD /////////////////////////////////////////////////////////////// |
| 52 | |
| 53 | #[derive(Default)] |
| 54 | pub struct World { |
| 55 | level: Level, |
| 56 | objects: Vec<Box<dyn Object>>, |
| 57 | } |
| 58 | |
| 59 | impl World { |
| 60 | pub fn new() -> Self { |
| 61 | World { |
| 62 | level: Level { |
| 63 | gravity: point!(0.0, 0.1), |
| 64 | ground: 600.0, |
| 65 | }, |
| 66 | ..Default::default() |
| 67 | } |
| 68 | } |
| 69 | |
| 70 | pub fn update(&mut self, dt: Nanoseconds) { |
| 71 | for o in &mut self.objects { |
| 72 | o.update(&self.level, dt); |
| 73 | } |
| 74 | } |
| 75 | |
| 76 | pub fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) { |
| 77 | self.level.render(canvas, sprites); |
| 78 | for o in &mut self.objects { |
| 79 | o.render(canvas, sprites); |
| 80 | } |
| 81 | } |
| 82 | |
| 83 | pub fn add(&mut self, object: Box<dyn Object>) { |
| 84 | self.objects.push(object); |
| 85 | } |
| 86 | } |
| 87 | |
| 88 | ////////// LEVEL /////////////////////////////////////////////////////////////// |
| 89 | |
| 90 | #[derive(Default)] |
| 91 | pub struct Level { |
| 92 | gravity: Point2D<f64>, |
| 93 | ground: f64, // just to have something |
| 94 | } |
| 95 | |
| 96 | impl Level { |
| 97 | pub fn render(&mut self, canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager) { |
| 98 | let w = canvas.viewport().width() as i32; |
| 99 | for i in 1..11 { |
| 100 | let y = (i * i - 1) as i32 + self.ground as i32; |
| 101 | canvas.set_draw_color((255 - i * 20, 255 - i * 20, 0)); |
| 102 | canvas.draw_line((0, y), (w, y)).unwrap(); |
| 103 | } |
| 104 | } |
| 105 | } |
| 106 | |
| 107 | ////////// OBJECT ////////////////////////////////////////////////////////////// |
| 108 | |
| 109 | pub trait Object { |
| 110 | fn update(&mut self, lvl: &Level, dt: Nanoseconds); |
| 111 | fn render(&mut self, canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager); |
| 112 | } |
| 113 | |
| 114 | pub trait Physical {} |
| 115 | pub trait Drawable {} |
| 116 | |
| 117 | ////////// CHARACTER /////////////////////////////////////////////////////////// |
| 118 | |
| 119 | pub struct Character { |
| 120 | ctrl: Rc<RefCell<Controller>>, |
| 121 | pos: Point2D<f64>, |
| 122 | vel: Point2D<f64>, |
| 123 | } |
| 124 | |
| 125 | impl Character { |
| 126 | pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self { |
| 127 | Character { |
| 128 | ctrl, |
| 129 | pos: point!(100.0, 100.0), |
| 130 | vel: point!(0.0, 0.0), |
| 131 | } |
| 132 | } |
| 133 | } |
| 134 | |
| 135 | impl Object for Character { |
| 136 | fn update(&mut self, lvl: &Level, _dt: Nanoseconds) { |
| 137 | self.vel += lvl.gravity; |
| 138 | self.pos += self.vel; |
| 139 | |
| 140 | let ctrl = &self.ctrl.borrow().ctrl; |
| 141 | |
| 142 | if self.pos.y >= lvl.ground { |
| 143 | self.pos.y = lvl.ground; |
| 144 | self.vel.y = 0.0; |
| 145 | self.vel.x *= 0.9; |
| 146 | |
| 147 | if ctrl.button(Button::A) { |
| 148 | self.vel.y = -5.0; |
| 149 | } |
| 150 | } |
| 151 | |
| 152 | match ctrl.axis(Axis::LeftX) as f64 / 32768.0 { |
| 153 | v if v < -0.9 => { self.vel.x -= 0.5 } |
| 154 | v if v > 0.9 => { self.vel.x += 0.5 } |
| 155 | _ => {} |
| 156 | } |
| 157 | } |
| 158 | |
| 159 | fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) { |
| 160 | let block = sprites.get("mario"); |
| 161 | let size = 32; |
| 162 | canvas.copy(block, None, Rect::new(self.pos.x as i32, self.pos.y as i32 - size as i32, size, size)).unwrap(); |
| 163 | } |
| 164 | } |