use common::Point2D;
use core::controller::Controller;
use core::controller::ControllerManager;
+use core::render::Renderer;
use point;
use sdl2::event::Event;
+use sdl2::joystick::PowerLevel;
use sdl2::rect::Rect;
-use sdl2::render::Canvas;
-use sdl2::video::Window;
use sprites::SpriteManager;
use std::cell::RefCell;
use std::rc::Rc;
}
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())));
}
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) {}
}
}
- 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);
}
}
}
impl Level {
- pub fn render(&mut self, canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager) {
- let w = canvas.viewport().width() as i32;
+ pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager) {
+ let w = renderer.viewport().0 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();
+ renderer.canvas().set_draw_color((255 - i * 20, 255 - i * 20, 0));
+ renderer.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, _canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager) {}
+ fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
}
#[derive(PartialEq)]
for _i in 0..100 {
objects.push(Box::new(Boll {
pos: self.pos,
- vel: ctrl.aim.to_adjusted_point() * (3.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
+ 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);
}
+ 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(&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 - size as i32 / 2, 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();
- canvas.set_draw_color((0, 255, 0));
- canvas.draw_line(pos, p).unwrap();
- draw_cross(canvas, p);
- // adjusted values
- let p = (self.pos + ctrl.aim.to_adjusted_point() * l).to_i32().into();
- canvas.set_draw_color((255, 0, 0));
- canvas.draw_line(pos, p).unwrap();
- draw_cross(canvas, p);
+ 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();
- canvas.set_draw_color((0, 0, 255));
- canvas.draw_line(pos, p).unwrap();
- draw_cross(canvas, p);
+ renderer.draw_line(pos, p, (0, 0, 255));
+ draw_cross(renderer, p);
}
}
-fn draw_cross(canvas: &mut Canvas<Window>, p: (i32, i32)) {
- canvas.draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
- canvas.draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
+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>,
}
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
}
- fn render(&self, canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager) {
+ fn render(&self, renderer: &mut Renderer, _sprites: &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();
+ 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.set_draw_color((0, self.bounces * 100, 255));
+ // renderer.draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();
}
}