+ 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();
+}
+
+////////// BOLL ////////////////////////////////////////////////////////////////
+
+pub struct Boll {
+ pos: Point<f64>,
+ vel: Point<f64>,
+ bounces: u8,
+}
+
+impl Object for Boll {
+ fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
+ self.vel += lvl.gravity;
+ self.pos += self.vel;
+
+ if let Intersection(wall, pos) = lvl.intersect_walls(self.pos - self.vel, self.pos) {
+ if self.bounces == 0 {
+ return Dead
+ }
+ self.pos = pos;
+ 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
+ }
+
+ fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
+ let block = _sprites.get("block");
+ let size = 4 + self.bounces * 6;
+ 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();