1 use sdl2::controller::{Axis, Button};
2 use core::controller::ControllerManager;
3 use std::cell::RefCell;
5 use core::controller::Controller;
8 use common::Nanoseconds;
9 use sdl2::event::Event;
10 use sprites::SpriteManager;
11 use sdl2::render::Canvas;
12 use sdl2::video::Window;
16 ////////// GAMESTATE ///////////////////////////////////////////////////////////
19 pub struct GameState {
24 pub fn new() -> Self {
31 impl AppState for GameState {
32 fn enter(&mut self, ctrl_man: &mut ControllerManager) {
33 if let Some(ctrl) = ctrl_man.controllers.get(&0) {
34 self.world.add(Box::new(Character::new(ctrl.clone())));
38 fn leave(&mut self) {}
40 fn update(&mut self, dt: Nanoseconds) {
41 self.world.update(dt);
44 fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
45 self.world.render(canvas, sprites);
48 fn handle_event(&mut self, _event: Event) {}
51 ////////// WORLD ///////////////////////////////////////////////////////////////
56 objects: Vec<Box<dyn Object>>,
60 pub fn new() -> Self {
63 gravity: point!(0.0, 0.1),
70 pub fn update(&mut self, dt: Nanoseconds) {
71 for o in &mut self.objects {
72 o.update(&self.level, dt);
76 pub fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
77 self.level.render(canvas, sprites);
78 for o in &mut self.objects {
79 o.render(canvas, sprites);
83 pub fn add(&mut self, object: Box<dyn Object>) {
84 self.objects.push(object);
88 ////////// LEVEL ///////////////////////////////////////////////////////////////
92 gravity: Point2D<f64>,
93 ground: f64, // just to have something
97 pub fn render(&mut self, canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager) {
98 let w = canvas.viewport().width() as i32;
100 let y = (i * i - 1) as i32 + self.ground as i32;
101 canvas.set_draw_color((255 - i * 20, 255 - i * 20, 0));
102 canvas.draw_line((0, y), (w, y)).unwrap();
107 ////////// OBJECT //////////////////////////////////////////////////////////////
110 fn update(&mut self, lvl: &Level, dt: Nanoseconds);
111 fn render(&mut self, canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager);
114 pub trait Physical {}
115 pub trait Drawable {}
117 ////////// CHARACTER ///////////////////////////////////////////////////////////
119 pub struct Character {
120 ctrl: Rc<RefCell<Controller>>,
126 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
129 pos: point!(100.0, 100.0),
130 vel: point!(0.0, 0.0),
135 impl Object for Character {
136 fn update(&mut self, lvl: &Level, _dt: Nanoseconds) {
137 self.vel += lvl.gravity;
138 self.pos += self.vel;
140 let ctrl = &self.ctrl.borrow().ctrl;
142 if self.pos.y >= lvl.ground {
143 self.pos.y = lvl.ground;
147 if ctrl.button(Button::A) {
152 match ctrl.axis(Axis::LeftX) as f64 / 32768.0 {
153 v if v < -0.9 => { self.vel.x -= 0.5 }
154 v if v > 0.9 => { self.vel.x += 0.5 }
159 fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
160 let block = sprites.get("mario");
162 canvas.copy(block, None, Rect::new(self.pos.x as i32, self.pos.y as i32 - size as i32, size, size)).unwrap();