+use sdl2::controller::{Axis, Button};
+use core::controller::ControllerManager;
+use std::cell::RefCell;
+use std::rc::Rc;
+use core::controller::Controller;
+use common::Point2D;
+use sdl2::rect::Rect;
+use common::Nanoseconds;
+use sdl2::event::Event;
+use sprites::SpriteManager;
+use sdl2::render::Canvas;
+use sdl2::video::Window;
+use AppState;
+use point;
+
+////////// GAMESTATE ///////////////////////////////////////////////////////////
+
+#[derive(Default)]
+pub struct GameState {
+ world: World,
+}
+
+impl GameState {
+ pub fn new() -> Self {
+ GameState {
+ world: World::new(),
+ }
+ }
+}
+
+impl AppState for GameState {
+ fn enter(&mut self, ctrl_man: &mut ControllerManager) {
+ if let Some(ctrl) = ctrl_man.controllers.get(&0) {
+ self.world.add(Box::new(Character::new(ctrl.clone())));
+ }
+ }
+
+ fn leave(&mut self) {}
+
+ fn update(&mut self, dt: Nanoseconds) {
+ self.world.update(dt);
+ }
+
+ fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
+ self.world.render(canvas, sprites);
+ }
+
+ fn handle_event(&mut self, _event: Event) {}
+}
+
+////////// WORLD ///////////////////////////////////////////////////////////////
+
+#[derive(Default)]
+pub struct World {
+ level: Level,
+ objects: Vec<Box<dyn Object>>,
+}
+
+impl World {
+ pub fn new() -> Self {
+ World {
+ level: Level {
+ gravity: point!(0.0, 0.1),
+ ground: 600.0,
+ },
+ ..Default::default()
+ }
+ }
+
+ pub fn update(&mut self, dt: Nanoseconds) {
+ for o in &mut self.objects {
+ o.update(&self.level, dt);
+ }
+ }
+
+ pub fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
+ self.level.render(canvas, sprites);
+ for o in &mut self.objects {
+ o.render(canvas, sprites);
+ }
+ }
+
+ pub fn add(&mut self, object: Box<dyn Object>) {
+ self.objects.push(object);
+ }
+}
+
+////////// LEVEL ///////////////////////////////////////////////////////////////
+
+#[derive(Default)]
+pub struct Level {
+ gravity: Point2D<f64>,
+ ground: f64, // just to have something
+}
+
+impl Level {
+ pub fn render(&mut self, canvas: &mut Canvas<Window>, _sprites: &mut 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 //////////////////////////////////////////////////////////////
+
+pub trait Object {
+ fn update(&mut self, lvl: &Level, dt: Nanoseconds);
+ fn render(&mut self, canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager);
+}
+
+pub trait Physical {}
+pub trait Drawable {}
+
+////////// CHARACTER ///////////////////////////////////////////////////////////
+
+pub struct Character {
+ ctrl: Rc<RefCell<Controller>>,
+ pos: Point2D<f64>,
+ vel: Point2D<f64>,
+}
+
+impl Character {
+ pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
+ Character {
+ ctrl,
+ pos: point!(100.0, 100.0),
+ vel: point!(0.0, 0.0),
+ }
+ }
+}
+
+impl Object for Character {
+ fn update(&mut self, lvl: &Level, _dt: Nanoseconds) {
+ self.vel += lvl.gravity;
+ self.pos = self.pos + self.vel;
+
+ let ctrl = &self.ctrl.borrow().ctrl;
+
+ if self.pos.y >= lvl.ground {
+ self.pos.y = lvl.ground;
+ self.vel.y = 0.0;
+ self.vel.x *= 0.9;
+
+ if ctrl.button(Button::A) {
+ self.vel.y = -5.0;
+ }
+ }
+
+ match ctrl.axis(Axis::LeftX) as f64 / 32768.0 {
+ v if v < -0.9 => { self.vel.x -= 0.5 }
+ v if v > 0.9 => { self.vel.x += 0.5 }
+ _ => {}
+ }
+ }
+
+ fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
+ let block = sprites.get("mario");
+ let size = 32;
+ canvas.copy(block, None, Rect::new(self.pos.x as i32, self.pos.y as i32 - size as i32, size, size)).unwrap();
+ }
+}