-use ActiveState;
+use teststate::TestState;
use AppState;
-use common::{Point, Radians};
+use common::{Point, ToAngle};
use core::app::StateChange;
use core::controller::Controller;
use core::controller::ControllerManager;
-use core::level::{Level, LevelGenerator};
+use core::level::{Level, LevelGenerator, Wall, IntersectResult::Intersection};
use core::render::Renderer;
use point;
use sdl2::event::Event;
pub struct GameState {
world: World,
lvlgen: LevelGenerator,
+ debug_mode: bool,
}
impl GameState {
GameState {
world: World::new(lvlgen.generate()),
lvlgen,
+ ..Default::default()
}
}
}
}
fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
- self.world.render(renderer, sprites);
+ self.world.render(renderer, sprites, self.debug_mode);
}
fn handle_event(&mut self, event: Event) -> Option<StateChange> {
return Some(StateChange::Pop)
}
Event::KeyDown { keycode: Some(Keycode::Return), .. } => {
- return Some(StateChange::Push(Box::new(ActiveState::new((800, 600)))))
+ return Some(StateChange::Push(Box::new(TestState::new())))
}
+ Event::KeyDown { keycode: Some(Keycode::KpEnter), .. } => {
+ self.debug_mode = !self.debug_mode;
+ }
Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
self.lvlgen.seed = std::time::UNIX_EPOCH.elapsed().unwrap().as_secs() as u32;
self.world.level = self.lvlgen.generate();
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) {
- self.level.render(renderer, sprites);
+ pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager, debug_mode: bool) {
+ self.level.render(renderer, sprites, debug_mode);
for o in &mut self.objects {
o.render(renderer, sprites);
}
fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
let ctrl = self.ctrl.borrow();
- 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;
+ 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 += 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 *= -0.25;
- self.pos += self.vel;
self.bounces -= 1;
+ let mut a = wall.normal().mirror(self.vel.to_angle()); // 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 mut rng = rand::thread_rng();
- let a = Radians(self.vel.to_radians().0 + Normal::new(0.0, 0.75).sample(&mut rng));
+ a += Normal::new(0.0, 0.1).sample(&mut rng).radians(); // 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: Point::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length(),
+ vel: Point::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length() * rng.gen_range(0.25, 1.0),
..*self
}));
}