| 1 | use core::controller::Controller; |
| 2 | use core::object::boll::Boll; |
| 3 | use core::level::{Level, Wall, IntersectResult::Intersection}; |
| 4 | use core::object::{Object, Objects, ObjectState}; |
| 5 | use core::render::Renderer; |
| 6 | use geometry::Point; |
| 7 | use point; |
| 8 | use sdl2::rect::Rect; |
| 9 | use sprites::SpriteManager; |
| 10 | use std::cell::RefCell; |
| 11 | use std::rc::Rc; |
| 12 | use time::Duration; |
| 13 | |
| 14 | ////////// CHARACTER /////////////////////////////////////////////////////////// |
| 15 | |
| 16 | pub struct Character { |
| 17 | ctrl: Rc<RefCell<Controller>>, |
| 18 | pos: Point<f64>, |
| 19 | vel: Point<f64>, |
| 20 | standing_on: Option<Wall>, |
| 21 | } |
| 22 | |
| 23 | impl Character { |
| 24 | pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self { |
| 25 | Character { |
| 26 | ctrl, |
| 27 | pos: point!(300.0, 300.0), |
| 28 | vel: point!(0.0, 0.0), |
| 29 | standing_on: None, |
| 30 | } |
| 31 | } |
| 32 | } |
| 33 | |
| 34 | impl Object for Character { |
| 35 | fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState { |
| 36 | let ctrl = self.ctrl.borrow(); |
| 37 | |
| 38 | match &self.standing_on { |
| 39 | Some(wall) => { |
| 40 | if ctrl.jump.is_pressed && !ctrl.jump.was_pressed { |
| 41 | if ctrl.mov.to_point().length() < 0.1 { |
| 42 | self.vel = wall.normal().into(); |
| 43 | } else { |
| 44 | self.vel = ctrl.mov.to_point(); |
| 45 | } |
| 46 | self.vel *= 5.0; |
| 47 | self.pos += self.vel * 0.1; |
| 48 | self.standing_on = None; |
| 49 | } else { |
| 50 | self.vel *= 0.9; |
| 51 | } |
| 52 | }, |
| 53 | None => { |
| 54 | self.vel += lvl.gravity; |
| 55 | self.pos += self.vel; |
| 56 | |
| 57 | match ctrl.mov.x { |
| 58 | v if v < -0.9 && self.vel.x > -5.0 => { self.vel.x -= 0.5 } |
| 59 | v if v > 0.9 && self.vel.x < 5.0 => { self.vel.x += 0.5 } |
| 60 | _ => {} |
| 61 | } |
| 62 | |
| 63 | if let Intersection(wall, pos) = lvl.intersect_walls(self.pos - self.vel, self.pos) { |
| 64 | self.standing_on = Some(wall); |
| 65 | self.pos = pos; |
| 66 | self.vel = point!(0.0, 0.0); |
| 67 | } |
| 68 | } |
| 69 | } |
| 70 | |
| 71 | if ctrl.shoot.is_pressed { |
| 72 | use rand::distributions::{Distribution, Normal}; |
| 73 | let normal = Normal::new(0.0, 0.1); |
| 74 | let direction = if ctrl.aim.to_point().length() > 0.1 { ctrl.aim.to_point() } else { ctrl.mov.to_point() }; |
| 75 | for _i in 0..100 { |
| 76 | objects.push(Box::new(Boll::new( |
| 77 | self.pos + point!(0.0, -16.0), // half the height of mario |
| 78 | direction * (10.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel, |
| 79 | 2, |
| 80 | ))); |
| 81 | } |
| 82 | ctrl.rumble(1.0, dt); |
| 83 | self.vel -= direction * 0.1; |
| 84 | } |
| 85 | |
| 86 | ObjectState::Alive |
| 87 | } |
| 88 | |
| 89 | fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) { |
| 90 | let block = sprites.get("mario"); |
| 91 | let size = 32; |
| 92 | 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)); |
| 93 | |
| 94 | let ctrl = &self.ctrl.borrow(); |
| 95 | let l = 300.0; |
| 96 | let pos = (self.pos.x as i32, self.pos.y as i32); |
| 97 | // // axis values |
| 98 | // let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into(); |
| 99 | // renderer.draw_line(pos, p, (0, 255, 0)); |
| 100 | // draw_cross(renderer, p); |
| 101 | // values limited to unit vector |
| 102 | let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into(); |
| 103 | renderer.draw_line(pos, p, (255, 0, 0)); |
| 104 | draw_cross(renderer, p); |
| 105 | let p = (self.pos + ctrl.mov.to_point() * l).to_i32().into(); |
| 106 | renderer.draw_line(pos, p, (0, 255, 0)); |
| 107 | draw_cross(renderer, p); |
| 108 | // // circle values |
| 109 | // let p = (self.pos + Point::from(ctrl.aim.a) * l).to_i32().into(); |
| 110 | // renderer.draw_line(pos, p, (0, 0, 255)); |
| 111 | // draw_cross(renderer, p); |
| 112 | } |
| 113 | } |
| 114 | |
| 115 | fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) { |
| 116 | renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap(); |
| 117 | renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap(); |
| 118 | } |