X-Git-Url: http://git.dolda2000.com/gitweb/?a=blobdiff_plain;f=src%2Fcore%2Fgame.rs;h=2fa7ddd5111be4d50ea9b80d5bacc8c2fd06352e;hb=4074267844733949556af129550dfc42fc81da76;hp=6c049692b3359f95ca18189833e94edf006a3b98;hpb=eb253fcc25b0af3ec7b804ea8e1b73426564883b;p=kaka%2Frust-sdl-test.git diff --git a/src/core/game.rs b/src/core/game.rs index 6c04969..2fa7ddd 100644 --- a/src/core/game.rs +++ b/src/core/game.rs @@ -1,10 +1,10 @@ +use teststate::TestState; use AppState; -use ActiveState; -use common::{Point2D, Radians}; +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; @@ -21,12 +21,15 @@ 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, } } } @@ -55,19 +58,31 @@ impl AppState for GameState { 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::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::KpEnter), .. } => { - self.world.level.filter_regions(); + 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(); + } } _ => {} } @@ -84,9 +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)), + level, ..Default::default() } } @@ -140,8 +155,8 @@ pub trait Drawable {} pub struct Character { ctrl: Rc>, - pos: Point2D, - vel: Point2D, + pos: Point, + vel: Point, } impl Character { @@ -158,13 +173,14 @@ impl Object for Character { 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] { - self.vel += lvl.gravity; 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.mov.down() { @@ -172,8 +188,6 @@ impl Object for Character { self.vel.y = -5.0; } } - } else { - self.vel += lvl.gravity; } self.pos += self.vel; @@ -233,7 +247,7 @@ impl Object for Character { renderer.draw_line(pos, p, (0, 255, 0)); draw_cross(renderer, p); // // circle values - // let p = (self.pos + Point2D::from(ctrl.aim.a) * l).to_i32().into(); + // 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); } @@ -247,8 +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, } @@ -257,20 +271,23 @@ impl Object for Boll { 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: Point2D::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 })); }