use AppState;
+use sdl2::joystick::PowerLevel;
use common::Point2D;
use core::controller::Controller;
use core::controller::ControllerManager;
ctrl.rumble(1.0, dt);
}
+ 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 }
}
impl Object for Boll {
- fn update(&mut self, _objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
+ fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
self.vel += lvl.gravity;
self.pos += self.vel;
}
}
+ if self.pos.x <= 0.0 || self.pos.x >= 1280.0 { // only for testing
+ self.pos.x = self.pos.x.max(0.0).min(1280.0);
+ self.vel.x = -self.vel.x;
+ self.bounces = 0;
+ 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
}