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;
9 use sprites::SpriteManager;
10 use std::cell::RefCell;
14 ////////// TRIGGER /////////////////////////////////////////////////////////////
17 fn update(&mut self, body: &Body, ctrl: &Controller, dt: Duration) -> Option<Box<dyn State>>;
20 ////////// STATE ///////////////////////////////////////////////////////////////
23 fn enter(&mut self, _body: &mut Body, _ctrl: &Controller, _objects: &mut Objects) {}
25 fn update(&mut self, body: &mut Body, ctrl: &Controller, objects: &mut Objects, lvl: &Level, dt: Duration) -> Option<Box<dyn State>>;
28 ////////// CHARACTER ///////////////////////////////////////////////////////////
33 standing_on: Option<Wall>,
36 pub struct Character {
37 ctrl: Rc<RefCell<Controller>>,
39 triggers: Vec<Box<dyn Trigger>>,
40 state: Box<dyn State>,
44 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
48 pos: point!(300.0, 300.0),
49 vel: point!(0.0, 0.0),
52 triggers: vec!(Box::new(JumpTrigger)),
53 state: Box::new(FallState),
58 impl Object for Character {
59 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
60 let ctrl = self.ctrl.borrow();
62 if let Some(state) = self.state.update(&mut self.body, &ctrl, objects, lvl, dt) {
65 self.state.enter(&mut self.body, &ctrl, objects);
68 match &self.body.standing_on {
72 if let Intersection(wall, pos) = lvl.intersect_walls(self.body.pos - self.body.vel, self.body.pos) {
73 self.body.standing_on = Some(wall);
75 self.body.vel = point!(0.0, 0.0);
78 self.state = Box::new(StandState);
79 self.state.enter(&mut self.body, &ctrl, objects);
84 for trigger in &mut self.triggers {
85 if let Some(state) = trigger.update(&self.body, &ctrl, dt) {
88 self.state.enter(&mut self.body, &ctrl, objects);
92 if ctrl.shoot.is_pressed {
93 use rand::distributions::{Distribution, Normal};
94 let normal = Normal::new(0.0, 0.1);
95 let direction = if ctrl.aim.to_point().length() > 0.1 { ctrl.aim.to_point() } else { ctrl.mov.to_point() };
97 objects.push(Box::new(Boll::new(
98 self.body.pos + point!(0.0, -16.0), // half the height of mario
99 direction * (10.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.body.vel,
103 ctrl.rumble(1.0, dt);
104 self.body.vel -= direction * 0.1;
110 fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
111 let block = sprites.get("mario");
113 renderer.blit(block, None, Rect::new(self.body.pos.x as i32 - size as i32 / 2, self.body.pos.y as i32 - size as i32, size, size));
115 let ctrl = &self.ctrl.borrow();
117 let pos = (self.body.pos.x as i32, self.body.pos.y as i32);
119 // let p = (self.body.pos + ctrl.aim.to_axis_point() * l).to_i32().into();
120 // renderer.draw_line(pos, p, (0, 255, 0));
121 // draw_cross(renderer, p);
122 // values limited to unit vector
123 let p = (self.body.pos + ctrl.aim.to_point() * l).to_i32().into();
124 renderer.draw_line(pos, p, (255, 0, 0));
125 draw_cross(renderer, p);
126 let p = (self.body.pos + ctrl.mov.to_point() * l).to_i32().into();
127 renderer.draw_line(pos, p, (0, 255, 0));
128 draw_cross(renderer, p);
130 // let p = (self.body.pos + Point::from(ctrl.aim.a) * l).to_i32().into();
131 // renderer.draw_line(pos, p, (0, 0, 255));
132 // draw_cross(renderer, p);
136 fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) {
137 renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
138 renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
141 ////////// FALLING /////////////////////////////////////////////////////////////
145 impl State for FallState {
146 fn update(&mut self, body: &mut Body, ctrl: &Controller, _objects: &mut Objects, lvl: &Level, _dt: Duration) -> Option<Box<dyn State>> {
147 body.vel += lvl.gravity;
148 body.pos += body.vel;
151 v if v < -0.9 && body.vel.x > -5.0 => { body.vel.x -= 0.5 }
152 v if v > 0.9 && body.vel.x < 5.0 => { body.vel.x += 0.5 }
160 ////////// STANDING ////////////////////////////////////////////////////////////
164 impl State for StandState {
165 fn update(&mut self, body: &mut Body, _ctrl: &Controller, _objects: &mut Objects, _lvl: &Level, _dt: Duration) -> Option<Box<dyn State>> {
166 if let Some(_wall) = &body.standing_on {
174 ////////// JUMPING /////////////////////////////////////////////////////////////
178 impl Trigger for JumpTrigger {
179 fn update(&mut self, body: &Body, ctrl: &Controller, _dt: Duration) -> Option<Box<dyn State>> {
180 if body.standing_on.is_some() && ctrl.jump.is_pressed && !ctrl.jump.was_pressed { // this is redundant now because JumpState needs a wall to get starting velocity, but that will probably change
181 Some(Box::new(JumpState))
190 impl State for JumpState {
191 fn enter(&mut self, body: &mut Body, ctrl: &Controller, _objects: &mut Objects) {
192 if let Some(wall) = &body.standing_on {
193 if ctrl.mov.to_point().length() < 0.1 {
194 body.vel = wall.normal().into();
196 body.vel = ctrl.mov.to_point();
199 body.pos += body.vel * 0.1;
200 body.standing_on = None;
204 fn update(&mut self, body: &mut Body, ctrl: &Controller, _objects: &mut Objects, lvl: &Level, _dt: Duration) -> Option<Box<dyn State>> {
205 body.vel += lvl.gravity;
206 body.pos += body.vel;
209 v if v < -0.9 && body.vel.x > -5.0 => { body.vel.x -= 0.5 }
210 v if v > 0.9 && body.vel.x < 5.0 => { body.vel.x += 0.5 }