X-Git-Url: http://git.dolda2000.com/gitweb/?a=blobdiff_plain;f=src%2Fcore%2Fgame.rs;h=3a8d3c9a2d0ccdaf12ea8ada7aa727cda3a19897;hb=953b4c960649b82f4e186c2a9afee5367270f0fc;hp=386057ba0cbb7a26867209d504b87334496854fd;hpb=60058b918569190f437fe996dfc79daf5a431b91;p=kaka%2Frust-sdl-test.git diff --git a/src/core/game.rs b/src/core/game.rs index 386057b..3a8d3c9 100644 --- a/src/core/game.rs +++ b/src/core/game.rs @@ -1,11 +1,10 @@ -use ActiveState; use AppState; -use common::{Point, Radians}; use core::app::StateChange; use core::controller::Controller; use core::controller::ControllerManager; use core::level::{Level, LevelGenerator, Wall, IntersectResult::Intersection}; use core::render::Renderer; +use geometry::{Point, ToAngle}; use point; use sdl2::event::Event; use sdl2::joystick::PowerLevel; @@ -14,6 +13,7 @@ use sdl2::rect::Rect; use sprites::SpriteManager; use std::cell::RefCell; use std::rc::Rc; +use teststate::TestState; use time::Duration; ////////// GAMESTATE /////////////////////////////////////////////////////////// @@ -22,6 +22,7 @@ use time::Duration; pub struct GameState { world: World, lvlgen: LevelGenerator, + debug_mode: bool, } impl GameState { @@ -30,6 +31,7 @@ impl GameState { GameState { world: World::new(lvlgen.generate()), lvlgen, + ..Default::default() } } } @@ -49,7 +51,7 @@ impl AppState for GameState { } fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) { - self.world.render(renderer, sprites); + self.world.render(renderer, sprites, self.debug_mode); } fn handle_event(&mut self, event: Event) -> Option { @@ -58,8 +60,11 @@ 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::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(); @@ -122,8 +127,8 @@ impl World { 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) { - self.level.render(renderer, 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(renderer, sprites); } @@ -173,8 +178,8 @@ 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.width as f64).min(lvl.grid.size.width as f64 - 1.0).max(0.0) as usize; - let y = (self.pos.y / lvl.grid.cell_size.height as f64).min(lvl.grid.size.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) { @@ -275,35 +280,22 @@ impl Object for Boll { if self.bounces == 0 { return Dead } - self.pos = pos; - 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: 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 })); } - // let x = (self.pos.x / lvl.grid.cell_size.width as f64).min(lvl.grid.size.width as f64 - 1.0).max(0.0) as usize; - // let y = (self.pos.y / lvl.grid.cell_size.height as f64).min(lvl.grid.size.height as f64 - 1.0).max(0.0) as usize; - // if lvl.grid.cells[x][y] { - // if self.bounces == 0 { - // return Dead - // } - // self.vel *= -0.25; - // self.pos += self.vel; - // self.bounces -= 1; - // 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)); - // objects.push(Box::new(Boll { - // vel: Point::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length(), - // ..*self - // })); - // } Alive }