2 use core::app::StateChange;
3 use core::controller::Controller;
4 use core::controller::ControllerManager;
5 use core::level::{Level, LevelGenerator, Wall, IntersectResult::Intersection};
6 use core::render::Renderer;
7 use geometry::{Point, ToAngle};
9 use sdl2::event::Event;
10 use sdl2::keyboard::Keycode;
12 use sprites::SpriteManager;
13 use std::cell::RefCell;
15 use teststate::TestState;
18 ////////// GAMESTATE ///////////////////////////////////////////////////////////
21 pub struct GameState {
23 lvlgen: LevelGenerator,
28 pub fn new() -> Self {
29 let lvlgen = LevelGenerator::new(0);
31 world: World::new(lvlgen.generate()),
38 impl AppState for GameState {
39 fn enter(&mut self, ctrl_man: &ControllerManager) {
40 for (_k, v) in ctrl_man.controllers.iter() {
41 self.world.add(Box::new(Character::new(v.clone())));
45 fn leave(&mut self) {}
47 fn update(&mut self, dt: Duration) -> Option<StateChange> {
48 self.world.update(dt);
52 fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
53 self.world.render(renderer, sprites, self.debug_mode);
56 fn handle_event(&mut self, event: Event) -> Option<StateChange> {
58 Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
59 return Some(StateChange::Pop)
61 Event::KeyDown { keycode: Some(Keycode::Return), .. } => {
62 return Some(StateChange::Push(Box::new(TestState::new())))
64 Event::KeyDown { keycode: Some(Keycode::KpEnter), .. } => {
65 self.debug_mode = !self.debug_mode;
67 Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
68 self.lvlgen.seed = std::time::UNIX_EPOCH.elapsed().unwrap().as_secs() as u32;
69 self.world.level = self.lvlgen.generate();
71 Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
72 self.lvlgen.iterations += 1;
73 self.world.level = self.lvlgen.generate();
75 Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
76 if self.lvlgen.iterations > 0 {
77 self.lvlgen.iterations -= 1;
78 self.world.level = self.lvlgen.generate();
81 Event::KeyDown { keycode: Some(Keycode::KpMultiply), .. } => {
82 self.lvlgen.wall_smooth_radius += 1;
83 self.world.level = self.lvlgen.generate();
85 Event::KeyDown { keycode: Some(Keycode::KpDivide), .. } => {
86 if self.lvlgen.wall_smooth_radius > 0 {
87 self.lvlgen.wall_smooth_radius -= 1;
88 self.world.level = self.lvlgen.generate();
97 ////////// WORLD ///////////////////////////////////////////////////////////////
106 pub fn new(level: Level) -> Self {
113 pub fn update(&mut self, dt: Duration) {
114 let mut breeding_ground = vec!();
116 for i in (0..self.objects.len()).rev() {
117 if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead {
118 self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array
122 for o in breeding_ground {
126 println!("\x1b[Kobject count: {}\x1b[1A", self.objects.len()); // clear line, print, move cursor up
129 pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager, debug_mode: bool) {
130 self.level.render(renderer, sprites, debug_mode);
131 for o in &mut self.objects {
132 o.render(renderer, sprites);
136 pub fn add(&mut self, object: Box<dyn Object>) {
137 self.objects.push(object);
141 ////////// OBJECT //////////////////////////////////////////////////////////////
143 type Objects = Vec<Box<dyn Object>>;
146 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
147 fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
151 pub enum ObjectState { Alive, Dead }
152 use self::ObjectState::*;
155 pub trait Physical {}
156 pub trait Drawable {}
158 ////////// CHARACTER ///////////////////////////////////////////////////////////
160 pub struct Character {
161 ctrl: Rc<RefCell<Controller>>,
164 standing_on: Option<Wall>,
168 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
171 pos: point!(300.0, 300.0),
172 vel: point!(0.0, 0.0),
178 impl Object for Character {
179 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
180 let ctrl = self.ctrl.borrow();
182 match &self.standing_on {
184 if ctrl.jump.is_pressed && !ctrl.jump.was_pressed {
185 if ctrl.mov.to_point().length() < 0.1 {
186 self.vel = wall.normal().into();
188 self.vel = ctrl.mov.to_point();
191 self.pos += self.vel * 0.1;
192 self.standing_on = None;
198 self.vel += lvl.gravity;
199 self.pos += self.vel;
202 v if v < -0.9 && self.vel.x > -5.0 => { self.vel.x -= 0.5 }
203 v if v > 0.9 && self.vel.x < 5.0 => { self.vel.x += 0.5 }
207 if let Intersection(wall, pos) = lvl.intersect_walls(self.pos - self.vel, self.pos) {
208 self.standing_on = Some(wall);
210 self.vel = point!(0.0, 0.0);
215 if ctrl.shoot.is_pressed {
216 use rand::distributions::{Distribution, Normal};
217 let normal = Normal::new(0.0, 0.1);
218 let direction = if ctrl.aim.to_point().length() > 0.1 { ctrl.aim.to_point() } else { ctrl.mov.to_point() };
220 objects.push(Box::new(Boll {
221 pos: self.pos + point!(0.0, -16.0), // half the height of mario
222 vel: direction * (10.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
226 ctrl.rumble(1.0, dt);
227 self.vel -= direction * 0.1;
233 fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
234 let block = sprites.get("mario");
236 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));
238 let ctrl = &self.ctrl.borrow();
240 let pos = (self.pos.x as i32, self.pos.y as i32);
242 // let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into();
243 // renderer.draw_line(pos, p, (0, 255, 0));
244 // draw_cross(renderer, p);
245 // values limited to unit vector
246 let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
247 renderer.draw_line(pos, p, (255, 0, 0));
248 draw_cross(renderer, p);
249 let p = (self.pos + ctrl.mov.to_point() * l).to_i32().into();
250 renderer.draw_line(pos, p, (0, 255, 0));
251 draw_cross(renderer, p);
253 // let p = (self.pos + Point::from(ctrl.aim.a) * l).to_i32().into();
254 // renderer.draw_line(pos, p, (0, 0, 255));
255 // draw_cross(renderer, p);
259 fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) {
260 renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
261 renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
264 ////////// BOLL ////////////////////////////////////////////////////////////////
272 impl Object for Boll {
273 fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
274 self.vel += lvl.gravity;
275 self.pos += self.vel;
277 if let Intersection(wall, pos) = lvl.intersect_walls(self.pos - self.vel, self.pos) {
278 if self.bounces == 0 {
282 let mut a = wall.normal().mirror(self.vel.to_angle()); // TODO interpolera normalen mellan närliggande väggdelar? bollarna studsar väldigt "kantigt" nu
283 self.pos = pos + Point::from(wall.normal()) * 0.1; // får bollen att inte åka igenom väggen av misstag p.g.a nedan slumpvinkel
284 self.vel = Point::from(a) * self.vel.length() * 0.35;
286 // create another boll
287 use rand::distributions::{Distribution, Normal};
288 let mut rng = rand::thread_rng();
289 a += Normal::new(0.0, 0.1).sample(&mut rng).radians(); // TODO slumpen kan ge en vinkel som är under tangenten. vinkel-metoder på väggen istället kanske?
291 objects.push(Box::new(Boll {
292 vel: Point::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length() * rng.gen_range(0.25, 1.0),
300 fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
301 let block = _sprites.get("block");
302 let size = 4 + self.bounces * 6;
303 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));
304 // renderer.canvas().set_draw_color((0, self.bounces * 100, 255));
305 // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();