-use ActiveState;
+use teststate::TestState;
use AppState;
use common::{Point, Radians};
use core::app::StateChange;
return Some(StateChange::Pop)
}
Event::KeyDown { keycode: Some(Keycode::Return), .. } => {
- return Some(StateChange::Push(Box::new(ActiveState::new((800, 600)))))
+ return Some(StateChange::Push(Box::new(TestState::new())))
}
Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
self.lvlgen.seed = std::time::UNIX_EPOCH.elapsed().unwrap().as_secs() as u32;
fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
let ctrl = self.ctrl.borrow();
- let x = (self.pos.x / lvl.grid.cell_size.width as f64).min(lvl.grid.size.width as f64 - 1.0).max(0.0) as usize;
- let y = (self.pos.y / lvl.grid.cell_size.height as f64).min(lvl.grid.size.height as f64 - 1.0).max(0.0) as usize;
+ 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;
+ 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;
self.vel += lvl.gravity;
if lvl.grid.cells[x][y] {
if self.vel.y > 0.0 && !(ctrl.mov.down() && ctrl.jump.is_pressed) {
if self.bounces == 0 {
return Dead
}
- self.pos = pos;
- self.vel *= -0.25;
- self.pos += self.vel;
self.bounces -= 1;
+ let mut a = wall.normal().mirror(self.vel.to_radians()); // TODO interpolera normalen mellan närliggande väggdelar? bollarna studsar väldigt "kantigt" nu
+ self.pos = pos;
+ self.vel = Point::from(a) * self.vel.length() * 0.35;
+ 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
+
+ // create another boll
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));
+ a.0 += Normal::new(0.0, 0.1).sample(&mut rng); // TODO slumpen kan ge en vinkel som är under tangenten. vinkel-metoder på väggen istället kanske?
+ use rand::Rng;
objects.push(Box::new(Boll {
- vel: Point::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length(),
+ vel: Point::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length() * rng.gen_range(0.25, 1.0),
..*self
}));
}
- // let x = (self.pos.x / lvl.grid.cell_size.width as f64).min(lvl.grid.size.width as f64 - 1.0).max(0.0) as usize;
- // let y = (self.pos.y / lvl.grid.cell_size.height as f64).min(lvl.grid.size.height as f64 - 1.0).max(0.0) as usize;
- // if lvl.grid.cells[x][y] {
- // if self.bounces == 0 {
- // return Dead
- // }
- // 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: Point::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length(),
- // ..*self
- // }));
- // }
Alive
}