X-Git-Url: http://git.dolda2000.com/gitweb/?a=blobdiff_plain;f=src%2Fcore%2Fgame.rs;h=39af2e1bab82c12e4b2b7e6bf5b0253391b4c4f1;hb=8065e2645a936275c7d69c6068d80ece598d6e57;hp=3e424fd3ed7da1fd9b5b296e61a6db60b6deeb7e;hpb=9a6d1261d88ddaec58166d83b44b134948a9fabc;p=kaka%2Frust-sdl-test.git diff --git a/src/core/game.rs b/src/core/game.rs index 3e424fd..39af2e1 100644 --- a/src/core/game.rs +++ b/src/core/game.rs @@ -1,10 +1,10 @@ -use ActiveState; +use teststate::TestState; use AppState; use common::{Point, Radians}; 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; @@ -58,7 +58,7 @@ 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.lvlgen.seed = std::time::UNIX_EPOCH.elapsed().unwrap().as_secs() as u32; @@ -173,8 +173,8 @@ 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] { if self.vel.y > 0.0 && !(ctrl.mov.down() && ctrl.jump.is_pressed) { @@ -271,20 +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_radians()); // 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.0 += Normal::new(0.0, 0.1).sample(&mut rng); // 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 })); }