+ 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();
+ 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(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>,
+ 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 self.pos.y >= lvl.ground {
+ if self.bounces == 0 {
+ return Dead
+ } else {
+ self.bounces -= 1;
+ self.pos.y = lvl.ground;
+ self.vel.y = -self.vel.y;
+ }
+ }
+
+ Alive
+ }
+
+ 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();
+ // canvas.set_draw_color((0, self.bounces * 100, 255));
+ // canvas.draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();