+use teststate::TestState;
use AppState;
-use common::Point2D;
+use common::{Point, Radians};
+use core::app::StateChange;
use core::controller::Controller;
use core::controller::ControllerManager;
-use core::level::Level;
+use core::level::{Level, LevelGenerator, Wall, IntersectResult::Intersection};
use core::render::Renderer;
use point;
use sdl2::event::Event;
#[derive(Default)]
pub struct GameState {
world: World,
+ lvlgen: LevelGenerator,
}
impl GameState {
pub fn new() -> Self {
+ let lvlgen = LevelGenerator::new(0);
GameState {
- world: World::new(),
+ world: World::new(lvlgen.generate()),
+ lvlgen,
}
}
}
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())));
}
}
fn leave(&mut self) {}
- fn update(&mut self, dt: Duration) {
+ fn update(&mut self, dt: Duration) -> Option<StateChange> {
self.world.update(dt);
+ None
}
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) -> Option<StateChange> {
match event {
+ Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
+ return Some(StateChange::Pop)
+ }
+ Event::KeyDown { keycode: Some(Keycode::Return), .. } => {
+ return Some(StateChange::Push(Box::new(TestState::new())))
+ }
Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
- self.world.level.regenerate();
+ self.lvlgen.seed = std::time::UNIX_EPOCH.elapsed().unwrap().as_secs() as u32;
+ self.world.level = self.lvlgen.generate();
}
Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
- self.world.level.increase_iteration();
+ self.lvlgen.iterations += 1;
+ self.world.level = self.lvlgen.generate();
}
Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
- self.world.level.decrease_iteration();
+ if self.lvlgen.iterations > 0 {
+ self.lvlgen.iterations -= 1;
+ self.world.level = self.lvlgen.generate();
+ }
}
- Event::KeyDown { keycode: Some(Keycode::KpEnter), .. } => {
- self.world.level.filter_regions();
+ Event::KeyDown { keycode: Some(Keycode::KpMultiply), .. } => {
+ self.lvlgen.wall_smooth_radius += 1;
+ self.world.level = self.lvlgen.generate();
+ }
+ Event::KeyDown { keycode: Some(Keycode::KpDivide), .. } => {
+ if self.lvlgen.wall_smooth_radius > 0 {
+ self.lvlgen.wall_smooth_radius -= 1;
+ self.world.level = self.lvlgen.generate();
+ }
}
_ => {}
}
+ None
}
}
}
impl World {
- pub fn new() -> Self {
+ pub fn new(level: Level) -> Self {
World {
- level: Level::new(point!(0.0, 0.1), 600.0),
+ level,
..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, renderer: &mut Renderer, sprites: &SpriteManager) {
pub struct Character {
ctrl: Rc<RefCell<Controller>>,
- pos: Point2D<f64>,
- vel: Point2D<f64>,
+ pos: Point<f64>,
+ vel: Point<f64>,
}
impl Character {
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.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) {
+ self.vel.y = 0.0;
+ self.vel.x *= 0.9;
+ self.pos.y -= 1.0;
+ }
- 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;
+ }
}
}
+ 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_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 }
_ => {}
}
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);
+ // // 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);
- // circle values
- let p = (self.pos + Point2D::from(ctrl.aim.a) * l).to_i32().into();
- renderer.draw_line(pos, p, (0, 0, 255));
+ 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);
}
}
////////// BOLL ////////////////////////////////////////////////////////////////
pub struct Boll {
- pos: Point2D<f64>,
- vel: Point2D<f64>,
+ pos: Point<f64>,
+ vel: Point<f64>,
bounces: u8,
}
self.vel += lvl.gravity;
self.pos += self.vel;
- 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 let Intersection(wall, pos) = lvl.intersect_walls(self.pos - self.vel, self.pos) {
if self.bounces == 0 {
return Dead
}
- self.vel = -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 normal = Normal::new(0.5, 0.4);
+ let mut rng = rand::thread_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: self.vel * normal.sample(&mut rand::thread_rng()),
+ vel: Point::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length() * rng.gen_range(0.25, 1.0),
..*self
}));
}