X-Git-Url: http://git.dolda2000.com/gitweb/?a=blobdiff_plain;f=src%2Fcore%2Fgame.rs;h=5c1bda8fcea71365103caed08be66146ba0be175;hb=92787d379ad61bc3ffc80d4944b5f19385deebff;hp=3e424fd3ed7da1fd9b5b296e61a6db60b6deeb7e;hpb=9a6d1261d88ddaec58166d83b44b134948a9fabc;p=kaka%2Frust-sdl-test.git diff --git a/src/core/game.rs b/src/core/game.rs index 3e424fd..5c1bda8 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}; +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); } @@ -157,6 +162,7 @@ pub struct Character { ctrl: Rc>, pos: Point, vel: Point, + standing_on: Option, } impl Character { @@ -165,6 +171,7 @@ impl Character { ctrl, pos: point!(300.0, 300.0), vel: point!(0.0, 0.0), + standing_on: None, } } } @@ -173,23 +180,38 @@ 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; - 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.mov.down() { + match &self.standing_on { + Some(wall) => { if ctrl.jump.is_pressed && !ctrl.jump.was_pressed { - self.vel.y = -5.0; + if ctrl.mov.to_point().length() < 0.1 { + self.vel = wall.normal().into(); + } else { + self.vel = ctrl.mov.to_point(); + } + self.vel *= 5.0; + self.pos += self.vel * 0.1; + self.standing_on = None; + } else { + self.vel *= 0.9; + } + }, + None => { + self.vel += lvl.gravity; + self.pos += self.vel; + + match ctrl.mov.x { + 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 } + _ => {} + } + + if let Intersection(wall, pos) = lvl.intersect_walls(self.pos - self.vel, self.pos) { + self.standing_on = Some(wall); + self.pos = pos; + self.vel = point!(0.0, 0.0); } } } - self.pos += self.vel; if ctrl.shoot.is_pressed { use rand::distributions::{Distribution, Normal}; @@ -197,7 +219,7 @@ impl Object for Character { 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, + pos: self.pos + point!(0.0, -16.0), // half the height of mario vel: direction * (10.0 + rand::random::()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel, bounces: 2, })); @@ -218,12 +240,6 @@ impl Object for Character { }; } - match ctrl.mov.x { - 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 } - _ => {} - } - Alive } @@ -271,20 +287,23 @@ 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: 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 })); }