-use sdl2::controller::{Axis, Button};
-use core::controller::ControllerManager;
-use std::cell::RefCell;
-use std::rc::Rc;
-use core::controller::Controller;
+use AppState;
use common::Point2D;
-use sdl2::rect::Rect;
-use common::Nanoseconds;
+use core::controller::Controller;
+use core::controller::ControllerManager;
+use core::level::Level;
+use core::render::Renderer;
+use point;
use sdl2::event::Event;
+use sdl2::joystick::PowerLevel;
+use sdl2::keyboard::Keycode;
+use sdl2::rect::Rect;
use sprites::SpriteManager;
-use sdl2::render::Canvas;
-use sdl2::video::Window;
-use AppState;
-use point;
+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) {
- self.world.render(canvas, sprites);
+ 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) {
+ match event {
+ Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
+ self.world.level.regenerate();
+ }
+ Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
+ self.world.level.increase_iteration();
+ }
+ Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
+ self.world.level.decrease_iteration();
+ }
+ Event::KeyDown { keycode: Some(Keycode::KpEnter), .. } => {
+ self.world.level.filter_regions();
+ }
+ _ => {}
+ }
+ }
}
////////// WORLD ///////////////////////////////////////////////////////////////
#[derive(Default)]
pub struct World {
level: Level,
- objects: Vec<Box<dyn Object>>,
+ objects: Objects,
}
impl World {
pub fn new() -> Self {
World {
- level: Level {
- gravity: point!(0.0, 0.1),
- ground: 600.0,
- },
+ level: Level::new(point!(0.0, 0.1), 600.0),
..Default::default()
}
}
- pub fn update(&mut self, dt: Nanoseconds) {
- for o in &mut self.objects {
- o.update(&self.level, dt);
+ pub fn update(&mut self, dt: Duration) {
+ let mut breeding_ground = vec!();
+
+ for i in (0..self.objects.len()).rev() {
+ if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead {
+ self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array
+ }
+ }
+
+ for o in breeding_ground {
+ self.add(o);
}
}
- pub fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
- self.level.render(canvas, sprites);
+ pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
+ self.level.render(renderer, sprites);
for o in &mut self.objects {
- o.render(canvas, sprites);
+ o.render(renderer, sprites);
}
}
}
}
-////////// LEVEL ///////////////////////////////////////////////////////////////
+////////// OBJECT //////////////////////////////////////////////////////////////
-#[derive(Default)]
-pub struct Level {
- gravity: Point2D<f64>,
- ground: f64, // just to have something
-}
+type Objects = Vec<Box<dyn Object>>;
-impl Level {
- pub fn render(&mut self, canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager) {
- let w = canvas.viewport().width() as i32;
- for i in 1..11 {
- let y = (i * i - 1) as i32 + self.ground as i32;
- canvas.set_draw_color((255 - i * 20, 255 - i * 20, 0));
- canvas.draw_line((0, y), (w, y)).unwrap();
- }
- }
+pub trait Object {
+ fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
+ fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
}
-////////// OBJECT //////////////////////////////////////////////////////////////
+#[derive(PartialEq)]
+pub enum ObjectState { Alive, Dead }
+use self::ObjectState::*;
-pub trait Object {
- fn update(&mut self, lvl: &Level, dt: Nanoseconds);
- fn render(&mut self, canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager);
-}
pub trait Physical {}
pub trait Drawable {}
}
impl Object for Character {
- fn update(&mut self, lvl: &Level, _dt: Nanoseconds) {
+ fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
self.vel += lvl.gravity;
- self.pos = self.pos + self.vel;
+ self.pos += self.vel;
- let ctrl = &self.ctrl.borrow().ctrl;
+ 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::A) {
- self.vel.y = -5.0;
+ if ctrl.jump.is_pressed {
+ self.vel = ctrl.aim.to_point() * 5.0;
+ }
+ }
+
+ 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: ctrl.aim.to_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(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
+ fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
let block = sprites.get("mario");
let size = 32;
- canvas.copy(block, None, Rect::new(self.pos.x as i32, self.pos.y as i32 - size as i32, size, size)).unwrap();
+ 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);
+ // circle values
+ let p = (self.pos + Point2D::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: 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;
+
+ 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 self.bounces == 0 {
+ return Dead
+ }
+ self.vel = -self.vel;
+ self.bounces -= 1;
+ use rand::distributions::{Distribution, Normal};
+ let normal = Normal::new(0.5, 0.4);
+ objects.push(Box::new(Boll {
+ vel: self.vel * normal.sample(&mut rand::thread_rng()),
+ ..*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();
}
}