-use sdl2::controller::{Axis, Button};
-use core::controller::ControllerManager;
-use std::cell::RefCell;
-use std::rc::Rc;
-use core::controller::Controller;
+use AppState;
+use sdl2::joystick::PowerLevel;
use common::Point2D;
-use sdl2::rect::Rect;
-use common::Nanoseconds;
+use core::controller::Controller;
+use core::controller::ControllerManager;
+use point;
use sdl2::event::Event;
-use sprites::SpriteManager;
+use sdl2::rect::Rect;
use sdl2::render::Canvas;
use sdl2::video::Window;
-use AppState;
-use point;
+use sprites::SpriteManager;
+use std::cell::RefCell;
+use std::rc::Rc;
+use time::Duration;
////////// GAMESTATE ///////////////////////////////////////////////////////////
}
impl AppState for GameState {
- fn enter(&mut self, ctrl_man: &mut ControllerManager) {
+ 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())));
}
fn leave(&mut self) {}
- fn update(&mut self, dt: Nanoseconds) {
+ fn update(&mut self, dt: Duration) {
self.world.update(dt);
}
- fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
+ fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &SpriteManager) {
self.world.render(canvas, sprites);
}
}
}
- pub fn update(&mut self, dt: Nanoseconds) {
+ pub fn update(&mut self, dt: Duration) {
let mut breeding_ground = vec!();
for i in (0..self.objects.len()).rev() {
}
}
- pub fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
+ pub fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &SpriteManager) {
self.level.render(canvas, sprites);
for o in &mut self.objects {
o.render(canvas, sprites);
}
impl Level {
- pub fn render(&mut self, canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager) {
+ 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;
type Objects = Vec<Box<dyn Object>>;
pub trait Object {
- fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Nanoseconds) -> ObjectState;
- fn render(&self, _canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager) {}
+ fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
+ fn render(&self, _canvas: &mut Canvas<Window>, _sprites: &SpriteManager) {}
}
#[derive(PartialEq)]
}
impl Object for Character {
- fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Nanoseconds) -> ObjectState {
+ 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().ctrl;
- let right_stick = point!(ctrl.axis(Axis::RightX) as f64 / 32768.0, ctrl.axis(Axis::RightY) as f64 / 32768.0);
+ 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;
- if ctrl.button(Button::LeftShoulder) {
- self.vel = right_stick * 5.0;
+ if ctrl.jump.is_pressed {
+ self.vel = ctrl.aim.to_point() * 5.0;
}
}
- if ctrl.button(Button::RightShoulder) {
+ if ctrl.shoot.is_pressed {
use rand::distributions::{Distribution, Normal};
let normal = Normal::new(0.0, 0.1);
for _i in 0..100 {
objects.push(Box::new(Boll {
pos: self.pos,
- vel: right_stick * (3.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
+ 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,
bounces: 2,
}));
}
+ ctrl.rumble(1.0, dt);
}
- match ctrl.axis(Axis::LeftX) as f64 / 32768.0 {
+ if ctrl.start.is_pressed && !ctrl.start.was_pressed {
+ match ctrl.device.power_level() {
+ Ok(PowerLevel::Unknown) => { println!("power level unknown"); }
+ Ok(PowerLevel::Empty) => { println!("power level empty"); }
+ Ok(PowerLevel::Low) => { println!("power level low"); }
+ Ok(PowerLevel::Medium) => { println!("power level medium"); }
+ Ok(PowerLevel::Full) => { println!("power level full"); }
+ Ok(PowerLevel::Wired) => { println!("power level wired"); }
+ Err(_) => {}
+ };
+ }
+
+ match ctrl.mov.x {
v if v < -0.9 => { self.vel.x -= 0.5 }
v if v > 0.9 => { self.vel.x += 0.5 }
_ => {}
Alive
}
- fn render(&self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
+ fn render(&self, canvas: &mut Canvas<Window>, 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();
- let ctrl = &self.ctrl.borrow().ctrl;
- let (x, y) = (ctrl.axis(Axis::RightX) as f64 / 32768.0, ctrl.axis(Axis::RightY) as f64 / 32768.0);
+
+ 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_point() * l).to_i32().into();
canvas.set_draw_color((0, 255, 0));
- canvas.draw_line((self.pos.x as i32, self.pos.y as i32), ((self.pos.x + x * size as f64) as i32, (self.pos.y + y * size as f64) as i32)).unwrap();
+ 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);
}
}
+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();
+}
+
+////////// BOLL ////////////////////////////////////////////////////////////////
+
pub struct Boll {
pos: Point2D<f64>,
vel: Point2D<f64>,
}
impl Object for Boll {
- fn update(&mut self, _objects: &mut Objects, lvl: &Level, _dt: Nanoseconds) -> ObjectState {
+ fn update(&mut self, _objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
self.vel += lvl.gravity;
self.pos += self.vel;
Alive
}
- fn render(&self, canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager) {
+ fn render(&self, canvas: &mut Canvas<Window>, _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();