X-Git-Url: http://git.dolda2000.com/gitweb/?a=blobdiff_plain;f=src%2Fcore%2Fgame.rs;h=5c1bda8fcea71365103caed08be66146ba0be175;hb=92787d379ad61bc3ffc80d4944b5f19385deebff;hp=f48d9b38356ac7def1c62cbaf2775882f3ff0bb9;hpb=eca2559123ae3c7ef184bf42ec60680fcddb38f6;p=kaka%2Frust-sdl-test.git diff --git a/src/core/game.rs b/src/core/game.rs index f48d9b3..5c1bda8 100644 --- a/src/core/game.rs +++ b/src/core/game.rs @@ -1,16 +1,19 @@ use AppState; -use sdl2::joystick::PowerLevel; -use common::Point2D; +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; +use sdl2::keyboard::Keycode; use sdl2::rect::Rect; -use sdl2::render::Canvas; -use sdl2::video::Window; use sprites::SpriteManager; use std::cell::RefCell; use std::rc::Rc; +use teststate::TestState; use time::Duration; ////////// GAMESTATE /////////////////////////////////////////////////////////// @@ -18,34 +21,78 @@ use time::Duration; #[derive(Default)] pub struct GameState { world: World, + lvlgen: LevelGenerator, + debug_mode: bool, } impl GameState { pub fn new() -> Self { + let lvlgen = LevelGenerator::new(0); GameState { - world: World::new(), + world: World::new(lvlgen.generate()), + lvlgen, + ..Default::default() } } } 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, canvas: &mut Canvas, sprites: &SpriteManager) { - self.world.render(canvas, sprites); + fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) { + self.world.render(renderer, sprites, self.debug_mode); } - 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::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(); + } + Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => { + self.lvlgen.iterations += 1; + self.world.level = self.lvlgen.generate(); + } + Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => { + 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 + } } ////////// WORLD /////////////////////////////////////////////////////////////// @@ -57,12 +104,9 @@ pub struct World { } impl World { - pub fn new() -> Self { + pub fn new(level: Level) -> Self { World { - level: Level { - gravity: point!(0.0, 0.1), - ground: 600.0, - }, + level, ..Default::default() } } @@ -79,12 +123,14 @@ 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, canvas: &mut Canvas, sprites: &SpriteManager) { - self.level.render(canvas, 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(canvas, sprites); + o.render(renderer, sprites); } } @@ -93,32 +139,13 @@ impl World { } } -////////// LEVEL /////////////////////////////////////////////////////////////// - -#[derive(Default)] -pub struct Level { - gravity: Point2D, - ground: f64, // just to have something -} - -impl Level { - pub fn render(&mut self, canvas: &mut Canvas, _sprites: &SpriteManager) { - let w = canvas.viewport().width() as i32; - for i in 1..11 { - let y = (i * i - 1) as i32 + self.ground as i32; - canvas.set_draw_color((255 - i * 20, 255 - i * 20, 0)); - canvas.draw_line((0, y), (w, y)).unwrap(); - } - } -} - ////////// OBJECT ////////////////////////////////////////////////////////////// type Objects = Vec>; pub trait Object { fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState; - fn render(&self, _canvas: &mut Canvas, _sprites: &SpriteManager) {} + fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {} } #[derive(PartialEq)] @@ -133,48 +160,72 @@ pub trait Drawable {} pub struct Character { ctrl: Rc>, - pos: Point2D, - vel: Point2D, + pos: Point, + vel: Point, + standing_on: Option, } 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), + standing_on: None, } } } 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; - - if ctrl.jump.is_pressed { - self.vel = ctrl.aim.to_point() * 5.0; + match &self.standing_on { + Some(wall) => { + if ctrl.jump.is_pressed && !ctrl.jump.was_pressed { + 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); + } } } 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, + 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, })); } ctrl.rumble(1.0, dt); + self.vel -= direction * 0.1; } if ctrl.start.is_pressed && !ctrl.start.was_pressed { @@ -189,51 +240,45 @@ 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 } - _ => {} - } - Alive } - fn render(&self, canvas: &mut Canvas, sprites: &SpriteManager) { + fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) { let block = sprites.get("mario"); let size = 32; - canvas.copy(block, None, Rect::new(self.pos.x as i32 - size as i32 / 2, self.pos.y as i32 - size as i32, size, size)).unwrap(); + renderer.blit(block, None, Rect::new(self.pos.x as i32 - size as i32 / 2, self.pos.y as i32 - size as i32, size, size)); 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(); - canvas.set_draw_color((0, 255, 0)); - canvas.draw_line(pos, p).unwrap(); - draw_cross(canvas, 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(); - canvas.set_draw_color((255, 0, 0)); - canvas.draw_line(pos, p).unwrap(); - draw_cross(canvas, p); - // circle values - let p = (self.pos + Point2D::from(ctrl.aim.a) * l).to_i32().into(); - canvas.set_draw_color((0, 0, 255)); - canvas.draw_line(pos, p).unwrap(); - draw_cross(canvas, p); + renderer.draw_line(pos, p, (255, 0, 0)); + draw_cross(renderer, p); + 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); } } -fn draw_cross(canvas: &mut Canvas, p: (i32, i32)) { - canvas.draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap(); - canvas.draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap(); +fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) { + renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap(); + renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap(); } ////////// BOLL //////////////////////////////////////////////////////////////// pub struct Boll { - pos: Point2D, - vel: Point2D, + pos: Point, + vel: Point, bounces: u8, } @@ -242,36 +287,35 @@ impl Object for Boll { self.vel += lvl.gravity; self.pos += self.vel; - if self.pos.y >= lvl.ground { + if let Intersection(wall, pos) = lvl.intersect_walls(self.pos - self.vel, self.pos) { if self.bounces == 0 { return Dead - } else { - self.bounces -= 1; - self.pos.y = lvl.ground; - self.vel.y = -self.vel.y; } - } + 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 - if self.pos.x <= 0.0 || self.pos.x >= 1280.0 { // only for testing - self.pos.x = self.pos.x.max(0.0).min(1280.0); - self.vel.x = -self.vel.x; - self.bounces = 0; + // 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()), - ..*self + vel: Point::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length() * rng.gen_range(0.25, 1.0), + ..*self })); } Alive } - fn render(&self, canvas: &mut Canvas, _sprites: &SpriteManager) { + fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) { let block = _sprites.get("block"); let size = 4 + self.bounces * 6; - canvas.copy(block, None, Rect::new(self.pos.x as i32 - size as i32 / 2, self.pos.y as i32 - size as i32 / 2, size as u32, size as u32)).unwrap(); - // canvas.set_draw_color((0, self.bounces * 100, 255)); - // canvas.draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap(); + renderer.blit(block, None, Rect::new(self.pos.x as i32 - size as i32 / 2, self.pos.y as i32 - size as i32 / 2, size as u32, size as u32)); + // renderer.canvas().set_draw_color((0, self.bounces * 100, 255)); + // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap(); } }