3 use core::controller::Controller;
4 use core::controller::ControllerManager;
5 use core::level::Level;
6 use core::render::Renderer;
8 use sdl2::event::Event;
9 use sdl2::joystick::PowerLevel;
10 use sdl2::keyboard::Keycode;
12 use sprites::SpriteManager;
13 use std::cell::RefCell;
17 ////////// GAMESTATE ///////////////////////////////////////////////////////////
20 pub struct GameState {
25 pub fn new() -> Self {
32 impl AppState for GameState {
33 fn enter(&mut self, ctrl_man: &ControllerManager) {
34 if let Some(ctrl) = ctrl_man.controllers.get(&0) {
35 self.world.add(Box::new(Character::new(ctrl.clone())));
39 fn leave(&mut self) {}
41 fn update(&mut self, dt: Duration) {
42 self.world.update(dt);
45 fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
46 self.world.render(renderer, sprites);
49 fn handle_event(&mut self, event: Event) {
51 Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
52 self.world.level.regenerate();
54 Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
55 self.world.level.increase_iteration();
57 Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
58 self.world.level.decrease_iteration();
60 Event::KeyDown { keycode: Some(Keycode::KpEnter), .. } => {
61 self.world.level.filter_regions();
68 ////////// WORLD ///////////////////////////////////////////////////////////////
77 pub fn new() -> Self {
79 level: Level::new(point!(0.0, 0.1), 600.0),
84 pub fn update(&mut self, dt: Duration) {
85 let mut breeding_ground = vec!();
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
93 for o in breeding_ground {
98 pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
99 self.level.render(renderer, sprites);
100 for o in &mut self.objects {
101 o.render(renderer, sprites);
105 pub fn add(&mut self, object: Box<dyn Object>) {
106 self.objects.push(object);
110 ////////// OBJECT //////////////////////////////////////////////////////////////
112 type Objects = Vec<Box<dyn Object>>;
115 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
116 fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
120 pub enum ObjectState { Alive, Dead }
121 use self::ObjectState::*;
124 pub trait Physical {}
125 pub trait Drawable {}
127 ////////// CHARACTER ///////////////////////////////////////////////////////////
129 pub struct Character {
130 ctrl: Rc<RefCell<Controller>>,
136 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
139 pos: point!(100.0, 100.0),
140 vel: point!(0.0, 0.0),
145 impl Object for Character {
146 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
147 self.vel += lvl.gravity;
148 self.pos += self.vel;
150 let ctrl = self.ctrl.borrow();
152 if self.pos.y >= lvl.ground {
153 self.pos.y = lvl.ground;
157 if ctrl.jump.is_pressed {
158 self.vel = ctrl.aim.to_point() * 5.0;
162 if ctrl.shoot.is_pressed {
163 use rand::distributions::{Distribution, Normal};
164 let normal = Normal::new(0.0, 0.1);
166 objects.push(Box::new(Boll {
168 vel: ctrl.aim.to_point() * (3.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
172 ctrl.rumble(1.0, dt);
175 if ctrl.start.is_pressed && !ctrl.start.was_pressed {
176 match ctrl.device.power_level() {
177 Ok(PowerLevel::Unknown) => { println!("power level unknown"); }
178 Ok(PowerLevel::Empty) => { println!("power level empty"); }
179 Ok(PowerLevel::Low) => { println!("power level low"); }
180 Ok(PowerLevel::Medium) => { println!("power level medium"); }
181 Ok(PowerLevel::Full) => { println!("power level full"); }
182 Ok(PowerLevel::Wired) => { println!("power level wired"); }
188 v if v < -0.9 => { self.vel.x -= 0.5 }
189 v if v > 0.9 => { self.vel.x += 0.5 }
196 fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
197 let block = sprites.get("mario");
199 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));
201 let ctrl = &self.ctrl.borrow();
203 let pos = (self.pos.x as i32, self.pos.y as i32);
205 let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into();
206 renderer.draw_line(pos, p, (0, 255, 0));
207 draw_cross(renderer, p);
208 // values limited to unit vector
209 let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
210 renderer.draw_line(pos, p, (255, 0, 0));
211 draw_cross(renderer, p);
213 let p = (self.pos + Point2D::from(ctrl.aim.a) * l).to_i32().into();
214 renderer.draw_line(pos, p, (0, 0, 255));
215 draw_cross(renderer, p);
219 fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) {
220 renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
221 renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
224 ////////// BOLL ////////////////////////////////////////////////////////////////
232 impl Object for Boll {
233 fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
234 self.vel += lvl.gravity;
235 self.pos += self.vel;
237 let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
238 let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
239 if lvl.grid.cells[x][y] {
240 if self.bounces == 0 {
243 self.vel = -self.vel;
245 use rand::distributions::{Distribution, Normal};
246 let normal = Normal::new(0.5, 0.4);
247 objects.push(Box::new(Boll {
248 vel: self.vel * normal.sample(&mut rand::thread_rng()),
256 fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
257 let block = _sprites.get("block");
258 let size = 4 + self.bounces * 6;
259 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));
260 // renderer.canvas().set_draw_color((0, self.bounces * 100, 255));
261 // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();