use AppState;
-use sdl2::joystick::PowerLevel;
-use common::Point2D;
+use common::{Point2D, Radians};
use core::controller::Controller;
use core::controller::ControllerManager;
+use core::level::Level;
+use core::render::Renderer;
use point;
use sdl2::event::Event;
+use sdl2::joystick::PowerLevel;
+use sdl2::keyboard::Keycode;
use sdl2::rect::Rect;
-use sdl2::render::Canvas;
-use sdl2::video::Window;
use sprites::SpriteManager;
use std::cell::RefCell;
use std::rc::Rc;
impl AppState for GameState {
fn enter(&mut self, ctrl_man: &ControllerManager) {
- if let Some(ctrl) = ctrl_man.controllers.get(&0) {
- self.world.add(Box::new(Character::new(ctrl.clone())));
+ for (_k, v) in ctrl_man.controllers.iter() {
+ self.world.add(Box::new(Character::new(v.clone())));
}
}
self.world.update(dt);
}
- fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &SpriteManager) {
- self.world.render(canvas, sprites);
+ fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
+ self.world.render(renderer, sprites);
}
- fn handle_event(&mut self, _event: Event) {}
+ fn handle_event(&mut self, event: Event) {
+ match event {
+ Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
+ self.world.level.regenerate();
+ }
+ Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
+ self.world.level.increase_iteration();
+ }
+ Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
+ self.world.level.decrease_iteration();
+ }
+ Event::KeyDown { keycode: Some(Keycode::KpEnter), .. } => {
+ self.world.level.filter_regions();
+ }
+ _ => {}
+ }
+ }
}
////////// WORLD ///////////////////////////////////////////////////////////////
impl World {
pub fn new() -> Self {
World {
- level: Level {
- gravity: point!(0.0, 0.1),
- ground: 600.0,
- },
+ level: Level::new(point!(0.0, 0.1)),
..Default::default()
}
}
for o in breeding_ground {
self.add(o);
}
+
+ println!("\x1b[Kobject count: {}\x1b[1A", self.objects.len()); // clear line, print, move cursor up
}
- pub fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &SpriteManager) {
- self.level.render(canvas, sprites);
+ pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
+ self.level.render(renderer, sprites);
for o in &mut self.objects {
- o.render(canvas, sprites);
+ o.render(renderer, sprites);
}
}
}
}
-////////// LEVEL ///////////////////////////////////////////////////////////////
-
-#[derive(Default)]
-pub struct Level {
- gravity: Point2D<f64>,
- ground: f64, // just to have something
-}
-
-impl Level {
- pub fn render(&mut self, canvas: &mut Canvas<Window>, _sprites: &SpriteManager) {
- let w = canvas.viewport().width() as i32;
- for i in 1..11 {
- let y = (i * i - 1) as i32 + self.ground as i32;
- canvas.set_draw_color((255 - i * 20, 255 - i * 20, 0));
- canvas.draw_line((0, y), (w, y)).unwrap();
- }
- }
-}
-
////////// OBJECT //////////////////////////////////////////////////////////////
type Objects = Vec<Box<dyn Object>>;
pub trait Object {
fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
- fn render(&self, _canvas: &mut Canvas<Window>, _sprites: &SpriteManager) {}
+ fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
}
#[derive(PartialEq)]
pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
Character {
ctrl,
- pos: point!(100.0, 100.0),
+ pos: point!(300.0, 300.0),
vel: point!(0.0, 0.0),
}
}
impl Object for Character {
fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
- self.vel += lvl.gravity;
- self.pos += self.vel;
-
let ctrl = self.ctrl.borrow();
- if self.pos.y >= lvl.ground {
- self.pos.y = lvl.ground;
- self.vel.y = 0.0;
- self.vel.x *= 0.9;
+ let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
+ let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
+ if lvl.grid.cells[x][y] {
+ self.vel += lvl.gravity;
+ if self.vel.y > 0.0 && !(ctrl.mov.down() && ctrl.jump.is_pressed) {
+ self.vel.y = 0.0;
+ self.vel.x *= 0.9;
+ }
- if ctrl.jump.is_pressed {
- self.vel = ctrl.aim.to_point() * 5.0;
+ if !ctrl.mov.down() {
+ if ctrl.jump.is_pressed && !ctrl.jump.was_pressed {
+ self.vel.y = -5.0;
+ }
}
+ } else {
+ self.vel += lvl.gravity;
}
+ self.pos += self.vel;
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 {
pos: self.pos,
- vel: ctrl.aim.to_adjusted_point() * (3.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
+ vel: direction * (10.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
bounces: 2,
}));
}
ctrl.rumble(1.0, dt);
+ self.vel -= direction * 0.1;
}
if ctrl.start.is_pressed && !ctrl.start.was_pressed {
}
match ctrl.mov.x {
- v if v < -0.9 => { self.vel.x -= 0.5 }
- v if v > 0.9 => { self.vel.x += 0.5 }
+ 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 }
_ => {}
}
Alive
}
- fn render(&self, canvas: &mut Canvas<Window>, sprites: &SpriteManager) {
+ fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
let block = sprites.get("mario");
let size = 32;
- canvas.copy(block, None, Rect::new(self.pos.x as i32 - size as i32 / 2, self.pos.y as i32 - size as i32, size, size)).unwrap();
+ 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
+ // // 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();
- canvas.set_draw_color((0, 255, 0));
- canvas.draw_line(pos, p).unwrap();
- draw_cross(canvas, p);
- // adjusted values
- let p = (self.pos + ctrl.aim.to_adjusted_point() * l).to_i32().into();
- canvas.set_draw_color((255, 0, 0));
- canvas.draw_line(pos, p).unwrap();
- draw_cross(canvas, p);
- // circle values
- let p = (self.pos + Point2D::from(ctrl.aim.a) * l).to_i32().into();
- canvas.set_draw_color((0, 0, 255));
- canvas.draw_line(pos, p).unwrap();
- draw_cross(canvas, p);
+ 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 + Point2D::from(ctrl.aim.a) * l).to_i32().into();
+ // renderer.draw_line(pos, p, (0, 0, 255));
+ // draw_cross(renderer, p);
}
}
-fn draw_cross(canvas: &mut Canvas<Window>, p: (i32, i32)) {
- canvas.draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
- canvas.draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
+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();
}
////////// BOLL ////////////////////////////////////////////////////////////////
}
impl Object for Boll {
- fn update(&mut self, _objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
+ fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
self.vel += lvl.gravity;
self.pos += self.vel;
- if self.pos.y >= lvl.ground {
+ let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
+ let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
+ if lvl.grid.cells[x][y] {
if self.bounces == 0 {
return Dead
- } else {
- self.bounces -= 1;
- self.pos.y = lvl.ground;
- self.vel.y = -self.vel.y;
}
+ self.vel *= -0.25;
+ self.pos += self.vel;
+ self.bounces -= 1;
+ use rand::distributions::{Distribution, Normal};
+ let mut rng = rand::thread_rng();
+ let a = Radians(self.vel.to_radians().0 + Normal::new(0.0, 0.75).sample(&mut rng));
+ objects.push(Box::new(Boll {
+ vel: Point2D::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length(),
+ ..*self
+ }));
}
Alive
}
- fn render(&self, canvas: &mut Canvas<Window>, _sprites: &SpriteManager) {
+ fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
let block = _sprites.get("block");
let size = 4 + self.bounces * 6;
- canvas.copy(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)).unwrap();
- // canvas.set_draw_color((0, self.bounces * 100, 255));
- // canvas.draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();
+ 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));
+ // renderer.canvas().set_draw_color((0, self.bounces * 100, 255));
+ // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();
}
}