X-Git-Url: http://git.dolda2000.com/gitweb/?a=blobdiff_plain;f=src%2Fcore%2Fgame.rs;h=2fa7ddd5111be4d50ea9b80d5bacc8c2fd06352e;hb=4074267844733949556af129550dfc42fc81da76;hp=55bb80cb688a7b690daf0cefa0eec7371480a3fa;hpb=a6b57e450092f390103915bb8b936ceb9a116b03;p=kaka%2Frust-sdl-test.git diff --git a/src/core/game.rs b/src/core/game.rs index 55bb80c..2fa7ddd 100644 --- a/src/core/game.rs +++ b/src/core/game.rs @@ -1,8 +1,10 @@ +use teststate::TestState; use AppState; -use common::Point2D; +use common::{Point, ToAngle}; +use core::app::StateChange; use core::controller::Controller; use core::controller::ControllerManager; -use core::level::Level; +use core::level::{Level, LevelGenerator, Wall, IntersectResult::Intersection}; use core::render::Renderer; use point; use sdl2::event::Event; @@ -19,46 +21,72 @@ use time::Duration; #[derive(Default)] pub struct GameState { world: World, + lvlgen: LevelGenerator, } impl GameState { pub fn new() -> Self { + let lvlgen = LevelGenerator::new(0); GameState { - world: World::new(), + world: World::new(lvlgen.generate()), + lvlgen, } } } impl AppState for GameState { 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()))); + 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: Duration) { + fn update(&mut self, dt: Duration) -> Option { self.world.update(dt); + None } 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) -> Option { 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::Space), .. } => { - self.world.level.regenerate(); + 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.world.level.increase_iteration(); + self.lvlgen.iterations += 1; + self.world.level = self.lvlgen.generate(); } Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => { - self.world.level.decrease_iteration(); + 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 } } @@ -71,9 +99,9 @@ pub struct World { } impl World { - pub fn new() -> Self { + pub fn new(level: Level) -> Self { World { - level: Level::new(point!(0.0, 0.1), 600.0), + level, ..Default::default() } } @@ -90,6 +118,8 @@ impl World { 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, renderer: &mut Renderer, sprites: &SpriteManager) { @@ -125,15 +155,15 @@ pub trait Drawable {} pub struct Character { ctrl: Rc>, - pos: Point2D, - vel: Point2D, + pos: Point, + vel: Point, } impl Character { pub fn new(ctrl: Rc>) -> Self { Character { ctrl, - pos: point!(100.0, 100.0), + pos: point!(300.0, 300.0), vel: point!(0.0, 0.0), } } @@ -141,32 +171,39 @@ impl Character { impl Object for Character { fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState { - self.vel += lvl.gravity; - self.pos += self.vel; - 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; + 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.y = 0.0; + self.vel.x *= 0.9; + self.pos.y -= 1.0; + } - if ctrl.jump.is_pressed { - self.vel = ctrl.aim.to_point() * 5.0; + if !ctrl.mov.down() { + if ctrl.jump.is_pressed && !ctrl.jump.was_pressed { + self.vel.y = -5.0; + } } } + self.pos += self.vel; if ctrl.shoot.is_pressed { use rand::distributions::{Distribution, Normal}; let normal = Normal::new(0.0, 0.1); + let direction = if ctrl.aim.to_point().length() > 0.1 { ctrl.aim.to_point() } else { ctrl.mov.to_point() }; for _i in 0..100 { objects.push(Box::new(Boll { pos: self.pos, - vel: ctrl.aim.to_point() * (3.0 + rand::random::()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel, + vel: direction * (10.0 + rand::random::()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel, bounces: 2, })); } ctrl.rumble(1.0, dt); + self.vel -= direction * 0.1; } if ctrl.start.is_pressed && !ctrl.start.was_pressed { @@ -182,8 +219,8 @@ impl Object for Character { } match ctrl.mov.x { - v if v < -0.9 => { self.vel.x -= 0.5 } - v if v > 0.9 => { self.vel.x += 0.5 } + v if v < -0.9 && self.vel.x > -5.0 => { self.vel.x -= 0.5 } + v if v > 0.9 && self.vel.x < 5.0 => { self.vel.x += 0.5 } _ => {} } @@ -198,18 +235,21 @@ impl Object for Character { 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); + // // 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)); + let p = (self.pos + ctrl.mov.to_point() * l).to_i32().into(); + renderer.draw_line(pos, p, (0, 255, 0)); draw_cross(renderer, p); + // // circle values + // let p = (self.pos + Point::from(ctrl.aim.a) * l).to_i32().into(); + // renderer.draw_line(pos, p, (0, 0, 255)); + // draw_cross(renderer, p); } } @@ -221,8 +261,8 @@ fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) { ////////// BOLL //////////////////////////////////////////////////////////////// pub struct Boll { - pos: Point2D, - vel: Point2D, + pos: Point, + vel: Point, bounces: u8, } @@ -231,28 +271,23 @@ impl Object for Boll { 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; - } - } - - 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 = -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 normal = Normal::new(0.5, 0.4); + let mut rng = rand::thread_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: self.vel * normal.sample(&mut rand::thread_rng()), + vel: Point::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length() * rng.gen_range(0.25, 1.0), ..*self })); }