-use sdl2::controller::{Axis, Button};
+use AppState;
+use core::app::StateChange;
use core::controller::ControllerManager;
-use std::cell::RefCell;
-use std::rc::Rc;
-use core::controller::Controller;
-use common::Point2D;
-use sdl2::rect::Rect;
-use common::Nanoseconds;
+use core::level::{Level, LevelGenerator};
+use core::object::{Object, Objects, ObjectState};
+use core::object::character::Character;
+use core::render::Renderer;
use sdl2::event::Event;
+use sdl2::keyboard::Keycode;
use sprites::SpriteManager;
-use sdl2::render::Canvas;
-use sdl2::video::Window;
-use AppState;
-use point;
+use teststate::TestState;
+use time::Duration;
////////// GAMESTATE ///////////////////////////////////////////////////////////
#[derive(Default)]
pub struct GameState {
world: World,
+ lvlgen: LevelGenerator,
+ debug_mode: bool,
}
impl GameState {
pub fn new() -> Self {
+ let lvlgen = LevelGenerator::new(0);
GameState {
- world: World::new(),
+ world: World::new(lvlgen.generate()),
+ lvlgen,
+ ..Default::default()
}
}
}
impl AppState for GameState {
- fn enter(&mut self, ctrl_man: &mut ControllerManager) {
- if let Some(ctrl) = ctrl_man.controllers.get(&0) {
- self.world.add(Box::new(Character::new(ctrl.clone())));
+ fn enter(&mut self, ctrl_man: &ControllerManager) {
+ 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: Nanoseconds) {
+ fn update(&mut self, dt: Duration) -> Option<StateChange> {
self.world.update(dt);
+ None
}
- 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, self.debug_mode);
}
- 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::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();
+ }
+ Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
+ self.lvlgen.iterations += 1;
+ self.world.level = self.lvlgen.generate();
+ }
+ Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
+ if self.lvlgen.iterations > 0 {
+ self.lvlgen.iterations -= 1;
+ self.world.level = self.lvlgen.generate();
+ }
+ }
+ 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
+ }
}
////////// WORLD ///////////////////////////////////////////////////////////////
}
impl World {
- pub fn new() -> Self {
+ pub fn new(level: Level) -> Self {
World {
- level: Level {
- gravity: point!(0.0, 0.1),
- ground: 600.0,
- },
+ level,
..Default::default()
}
}
- pub fn update(&mut self, dt: Nanoseconds) {
+ 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 {
+ if self.objects[i].update(&mut breeding_ground, &self.level, dt) == ObjectState::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);
}
+
+ println!("\x1b[Kobject count: {}\x1b[1A", self.objects.len()); // clear line, print, move cursor up
}
- 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, debug_mode: bool) {
+ self.level.render(renderer, sprites, debug_mode);
for o in &mut self.objects {
- o.render(canvas, sprites);
+ o.render(renderer, sprites);
}
}
self.objects.push(object);
}
}
-
-////////// LEVEL ///////////////////////////////////////////////////////////////
-
-#[derive(Default)]
-pub struct Level {
- gravity: Point2D<f64>,
- ground: f64, // just to have something
-}
-
-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();
- }
- }
-}
-
-////////// OBJECT //////////////////////////////////////////////////////////////
-
-type Objects = Vec<Box<dyn Object>>;
-
-pub trait Object {
- fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Nanoseconds) -> ObjectState;
- fn render(&self, _canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager) {}
-}
-
-#[derive(PartialEq)]
-pub enum ObjectState { Alive, Dead }
-use self::ObjectState::*;
-
-
-pub trait Physical {}
-pub trait Drawable {}
-
-////////// CHARACTER ///////////////////////////////////////////////////////////
-
-pub struct Character {
- ctrl: Rc<RefCell<Controller>>,
- pos: Point2D<f64>,
- vel: Point2D<f64>,
-}
-
-impl Character {
- pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
- Character {
- ctrl,
- pos: point!(100.0, 100.0),
- vel: point!(0.0, 0.0),
- }
- }
-}
-
-impl Object for Character {
- fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Nanoseconds) -> ObjectState {
- self.vel += lvl.gravity;
- self.pos += self.vel;
-
- let ctrl = &self.ctrl.borrow().ctrl;
- let right_stick = point!(ctrl.axis(Axis::RightX) as f64 / 32768.0, ctrl.axis(Axis::RightY) as f64 / 32768.0);
-
- 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::LeftShoulder) {
- self.vel = right_stick * 5.0;
- }
- }
-
- if ctrl.button(Button::RightShoulder) {
- 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: right_stick * (3.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
- bounces: 2,
- }));
- }
- }
-
- match ctrl.axis(Axis::LeftX) as f64 / 32768.0 {
- v if v < -0.9 => { self.vel.x -= 0.5 }
- v if v > 0.9 => { self.vel.x += 0.5 }
- _ => {}
- }
-
- Alive
- }
-
- fn render(&self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
- let block = sprites.get("mario");
- let size = 32;
- 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().ctrl;
- let (x, y) = (ctrl.axis(Axis::RightX) as f64 / 32768.0, ctrl.axis(Axis::RightY) as f64 / 32768.0);
- canvas.set_draw_color((0, 255, 0));
- canvas.draw_line((self.pos.x as i32, self.pos.y as i32), ((self.pos.x + x * size as f64) as i32, (self.pos.y + y * size as f64) as i32)).unwrap();
- }
-}
-
-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: Nanoseconds) -> 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: &mut 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();
- }
-}