1 use teststate::TestState;
3 use common::{Point, ToAngle};
4 use core::app::StateChange;
5 use core::controller::Controller;
6 use core::controller::ControllerManager;
7 use core::level::{Level, LevelGenerator, Wall, IntersectResult::Intersection};
8 use core::render::Renderer;
10 use sdl2::event::Event;
11 use sdl2::joystick::PowerLevel;
12 use sdl2::keyboard::Keycode;
14 use sprites::SpriteManager;
15 use std::cell::RefCell;
19 ////////// GAMESTATE ///////////////////////////////////////////////////////////
22 pub struct GameState {
24 lvlgen: LevelGenerator,
29 pub fn new() -> Self {
30 let lvlgen = LevelGenerator::new(0);
32 world: World::new(lvlgen.generate()),
39 impl AppState for GameState {
40 fn enter(&mut self, ctrl_man: &ControllerManager) {
41 for (_k, v) in ctrl_man.controllers.iter() {
42 self.world.add(Box::new(Character::new(v.clone())));
46 fn leave(&mut self) {}
48 fn update(&mut self, dt: Duration) -> Option<StateChange> {
49 self.world.update(dt);
53 fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
54 self.world.render(renderer, sprites, self.debug_mode);
57 fn handle_event(&mut self, event: Event) -> Option<StateChange> {
59 Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
60 return Some(StateChange::Pop)
62 Event::KeyDown { keycode: Some(Keycode::Return), .. } => {
63 return Some(StateChange::Push(Box::new(TestState::new())))
65 Event::KeyDown { keycode: Some(Keycode::KpEnter), .. } => {
66 self.debug_mode = !self.debug_mode;
68 Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
69 self.lvlgen.seed = std::time::UNIX_EPOCH.elapsed().unwrap().as_secs() as u32;
70 self.world.level = self.lvlgen.generate();
72 Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
73 self.lvlgen.iterations += 1;
74 self.world.level = self.lvlgen.generate();
76 Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
77 if self.lvlgen.iterations > 0 {
78 self.lvlgen.iterations -= 1;
79 self.world.level = self.lvlgen.generate();
82 Event::KeyDown { keycode: Some(Keycode::KpMultiply), .. } => {
83 self.lvlgen.wall_smooth_radius += 1;
84 self.world.level = self.lvlgen.generate();
86 Event::KeyDown { keycode: Some(Keycode::KpDivide), .. } => {
87 if self.lvlgen.wall_smooth_radius > 0 {
88 self.lvlgen.wall_smooth_radius -= 1;
89 self.world.level = self.lvlgen.generate();
98 ////////// WORLD ///////////////////////////////////////////////////////////////
107 pub fn new(level: Level) -> Self {
114 pub fn update(&mut self, dt: Duration) {
115 let mut breeding_ground = vec!();
117 for i in (0..self.objects.len()).rev() {
118 if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead {
119 self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array
123 for o in breeding_ground {
127 println!("\x1b[Kobject count: {}\x1b[1A", self.objects.len()); // clear line, print, move cursor up
130 pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager, debug_mode: bool) {
131 self.level.render(renderer, sprites, debug_mode);
132 for o in &mut self.objects {
133 o.render(renderer, sprites);
137 pub fn add(&mut self, object: Box<dyn Object>) {
138 self.objects.push(object);
142 ////////// OBJECT //////////////////////////////////////////////////////////////
144 type Objects = Vec<Box<dyn Object>>;
147 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
148 fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
152 pub enum ObjectState { Alive, Dead }
153 use self::ObjectState::*;
156 pub trait Physical {}
157 pub trait Drawable {}
159 ////////// CHARACTER ///////////////////////////////////////////////////////////
161 pub struct Character {
162 ctrl: Rc<RefCell<Controller>>,
168 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
171 pos: point!(300.0, 300.0),
172 vel: point!(0.0, 0.0),
177 impl Object for Character {
178 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
179 let ctrl = self.ctrl.borrow();
181 let x = (self.pos.x / lvl.grid.scale.width as f64).min(lvl.grid.size.width as f64 - 1.0).max(0.0) as usize;
182 let y = (self.pos.y / lvl.grid.scale.height as f64).min(lvl.grid.size.height as f64 - 1.0).max(0.0) as usize;
183 self.vel += lvl.gravity;
184 if lvl.grid.cells[x][y] {
185 if self.vel.y > 0.0 && !(ctrl.mov.down() && ctrl.jump.is_pressed) {
191 if !ctrl.mov.down() {
192 if ctrl.jump.is_pressed && !ctrl.jump.was_pressed {
197 self.pos += self.vel;
199 if ctrl.shoot.is_pressed {
200 use rand::distributions::{Distribution, Normal};
201 let normal = Normal::new(0.0, 0.1);
202 let direction = if ctrl.aim.to_point().length() > 0.1 { ctrl.aim.to_point() } else { ctrl.mov.to_point() };
204 objects.push(Box::new(Boll {
206 vel: direction * (10.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
210 ctrl.rumble(1.0, dt);
211 self.vel -= direction * 0.1;
214 if ctrl.start.is_pressed && !ctrl.start.was_pressed {
215 match ctrl.device.power_level() {
216 Ok(PowerLevel::Unknown) => { println!("power level unknown"); }
217 Ok(PowerLevel::Empty) => { println!("power level empty"); }
218 Ok(PowerLevel::Low) => { println!("power level low"); }
219 Ok(PowerLevel::Medium) => { println!("power level medium"); }
220 Ok(PowerLevel::Full) => { println!("power level full"); }
221 Ok(PowerLevel::Wired) => { println!("power level wired"); }
227 v if v < -0.9 && self.vel.x > -5.0 => { self.vel.x -= 0.5 }
228 v if v > 0.9 && self.vel.x < 5.0 => { self.vel.x += 0.5 }
235 fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
236 let block = sprites.get("mario");
238 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));
240 let ctrl = &self.ctrl.borrow();
242 let pos = (self.pos.x as i32, self.pos.y as i32);
244 // let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into();
245 // renderer.draw_line(pos, p, (0, 255, 0));
246 // draw_cross(renderer, p);
247 // values limited to unit vector
248 let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
249 renderer.draw_line(pos, p, (255, 0, 0));
250 draw_cross(renderer, p);
251 let p = (self.pos + ctrl.mov.to_point() * l).to_i32().into();
252 renderer.draw_line(pos, p, (0, 255, 0));
253 draw_cross(renderer, p);
255 // let p = (self.pos + Point::from(ctrl.aim.a) * l).to_i32().into();
256 // renderer.draw_line(pos, p, (0, 0, 255));
257 // draw_cross(renderer, p);
261 fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) {
262 renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
263 renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
266 ////////// BOLL ////////////////////////////////////////////////////////////////
274 impl Object for Boll {
275 fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
276 self.vel += lvl.gravity;
277 self.pos += self.vel;
279 if let Intersection(wall, pos) = lvl.intersect_walls(self.pos - self.vel, self.pos) {
280 if self.bounces == 0 {
284 let mut a = wall.normal().mirror(self.vel.to_angle()); // TODO interpolera normalen mellan närliggande väggdelar? bollarna studsar väldigt "kantigt" nu
286 self.vel = Point::from(a) * self.vel.length() * 0.35;
287 self.pos += self.vel; // TODO det här kan få bollen att åka igenom en närliggande vägg utan att kollisionstestas, men behövs just nu för att inte kollidera med samma vägg bakifrån
289 // create another boll
290 use rand::distributions::{Distribution, Normal};
291 let mut rng = rand::thread_rng();
292 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?
294 objects.push(Box::new(Boll {
295 vel: Point::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length() * rng.gen_range(0.25, 1.0),
303 fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
304 let block = _sprites.get("block");
305 let size = 4 + self.bounces * 6;
306 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));
307 // renderer.canvas().set_draw_color((0, self.bounces * 100, 255));
308 // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();