use core::controller::Controller; use core::object::boll::Boll; use core::level::{Level, Wall, IntersectResult::Intersection}; use core::object::{Object, Objects, ObjectState}; use core::render::Renderer; use geometry::Point; use point; use sdl2::rect::Rect; use sprites::SpriteManager; use std::cell::RefCell; use std::rc::Rc; use time::Duration; ////////// CHARACTER /////////////////////////////////////////////////////////// pub struct Character { ctrl: Rc>, pos: Point, vel: Point, standing_on: Option, } impl Character { pub fn new(ctrl: Rc>) -> Self { Character { ctrl, pos: point!(300.0, 300.0), vel: point!(0.0, 0.0), standing_on: None, } } } impl Object for Character { fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState { let ctrl = self.ctrl.borrow(); match &self.standing_on { Some(wall) => { if ctrl.jump.is_pressed && !ctrl.jump.was_pressed { if ctrl.mov.to_point().length() < 0.1 { self.vel = wall.normal().into(); } else { self.vel = ctrl.mov.to_point(); } self.vel *= 5.0; self.pos += self.vel * 0.1; self.standing_on = None; } else { self.vel *= 0.9; } }, None => { self.vel += lvl.gravity; self.pos += self.vel; match ctrl.mov.x { v if v < -0.9 && self.vel.x > -5.0 => { self.vel.x -= 0.5 } v if v > 0.9 && self.vel.x < 5.0 => { self.vel.x += 0.5 } _ => {} } if let Intersection(wall, pos) = lvl.intersect_walls(self.pos - self.vel, self.pos) { self.standing_on = Some(wall); self.pos = pos; self.vel = point!(0.0, 0.0); } } } if ctrl.shoot.is_pressed { use rand::distributions::{Distribution, Normal}; let normal = Normal::new(0.0, 0.1); let direction = if ctrl.aim.to_point().length() > 0.1 { ctrl.aim.to_point() } else { ctrl.mov.to_point() }; for _i in 0..100 { objects.push(Box::new(Boll::new( self.pos + point!(0.0, -16.0), // half the height of mario direction * (10.0 + rand::random::()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel, 2, ))); } ctrl.rumble(1.0, dt); self.vel -= direction * 0.1; } ObjectState::Alive } fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) { let block = sprites.get("mario"); let size = 32; 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)); let ctrl = &self.ctrl.borrow(); let l = 300.0; let pos = (self.pos.x as i32, self.pos.y as i32); // // axis values // let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into(); // renderer.draw_line(pos, p, (0, 255, 0)); // draw_cross(renderer, p); // values limited to unit vector let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into(); renderer.draw_line(pos, p, (255, 0, 0)); draw_cross(renderer, p); let p = (self.pos + ctrl.mov.to_point() * l).to_i32().into(); renderer.draw_line(pos, p, (0, 255, 0)); draw_cross(renderer, p); // // circle values // let p = (self.pos + Point::from(ctrl.aim.a) * l).to_i32().into(); // renderer.draw_line(pos, p, (0, 0, 255)); // draw_cross(renderer, p); } } fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) { renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap(); renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap(); }