Moved out objects from game module
authorTomas Wenström <tomas.wenstrom@gmail.com>
Wed, 24 Feb 2021 18:29:53 +0000 (19:29 +0100)
committerTomas Wenström <tomas.wenstrom@gmail.com>
Wed, 24 Feb 2021 18:29:53 +0000 (19:29 +0100)
src/core/game.rs
src/core/mod.rs
src/core/object/boll.rs [new file with mode: 0644]
src/core/object/character.rs [new file with mode: 0644]
src/core/object/mod.rs [new file with mode: 0644]

index d9df53a..c356402 100644 (file)
@@ -1,17 +1,13 @@
 use AppState;
 use core::app::StateChange;
-use core::controller::Controller;
 use core::controller::ControllerManager;
-use core::level::{Level, LevelGenerator, Wall, IntersectResult::Intersection};
+use core::level::{Level, LevelGenerator};
+use core::object::{Object, Objects, ObjectState};
+use core::object::character::Character;
 use core::render::Renderer;
-use geometry::{Point, ToAngle};
-use point;
 use sdl2::event::Event;
 use sdl2::keyboard::Keycode;
-use sdl2::rect::Rect;
 use sprites::SpriteManager;
-use std::cell::RefCell;
-use std::rc::Rc;
 use teststate::TestState;
 use time::Duration;
 
@@ -114,7 +110,7 @@ impl World {
        let mut breeding_ground = vec!();
 
        for i in (0..self.objects.len()).rev() {
-           if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead {
+           if self.objects[i].update(&mut breeding_ground, &self.level, dt) == ObjectState::Dead {
                self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array
            }
        }
@@ -137,171 +133,3 @@ impl World {
        self.objects.push(object);
     }
 }
-
-////////// OBJECT //////////////////////////////////////////////////////////////
-
-type Objects = Vec<Box<dyn Object>>;
-
-pub trait Object {
-    fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
-    fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
-}
-
-#[derive(PartialEq)]
-pub enum ObjectState { Alive, Dead }
-use self::ObjectState::*;
-
-
-pub trait Physical {}
-pub trait Drawable {}
-
-////////// CHARACTER ///////////////////////////////////////////////////////////
-
-pub struct Character {
-    ctrl: Rc<RefCell<Controller>>,
-    pos: Point<f64>,
-    vel: Point<f64>,
-    standing_on: Option<Wall>,
-}
-
-impl Character {
-    pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
-       Character {
-           ctrl,
-           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 {
-       let ctrl = self.ctrl.borrow();
-
-       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 + point!(0.0, -16.0), // half the height of mario
-                   vel: direction * (10.0 + rand::random::<f64>()) + 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;
-       }
-
-       Alive
-    }
-
-    fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
-        let block = sprites.get("mario");
-       let size = 32;
-        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();
-       // 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();
-       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(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: Point<f64>,
-    vel: Point<f64>,
-    bounces: u8,
-}
-
-impl Object for Boll {
-    fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
-       self.vel += lvl.gravity;
-       self.pos += self.vel;
-
-       if let Intersection(wall, pos) = lvl.intersect_walls(self.pos - self.vel, self.pos) {
-           if self.bounces == 0 {
-               return Dead
-           }
-           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 + Point::from(wall.normal()) * 0.1; // får bollen att inte åka igenom väggen av misstag p.g.a nedan slumpvinkel
-           self.vel = Point::from(a) * self.vel.length() * 0.35;
-
-           // create another boll
-           use rand::distributions::{Distribution, Normal};
-           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: 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, renderer: &mut Renderer, _sprites: &SpriteManager) {
-        let block = _sprites.get("block");
-       let size = 4 + self.bounces * 6;
-        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();
-    }
-}
index 9e25ba4..c37e19b 100644 (file)
@@ -1,5 +1,6 @@
 pub mod app;
 pub mod controller;
 pub mod game;
-pub mod render;
 pub mod level;
+pub mod object;
+pub mod render;
diff --git a/src/core/object/boll.rs b/src/core/object/boll.rs
new file mode 100644 (file)
index 0000000..adae989
--- /dev/null
@@ -0,0 +1,59 @@
+use core::level::{Level, IntersectResult::Intersection};
+use core::object::{Object, Objects, ObjectState};
+use core::render::Renderer;
+use geometry::{Point, ToAngle};
+use sdl2::rect::Rect;
+use sprites::SpriteManager;
+use time::Duration;
+
+////////// BOLL ////////////////////////////////////////////////////////////////
+
+pub struct Boll {
+    pos: Point<f64>,
+    vel: Point<f64>,
+    bounces: u8,
+}
+
+impl Boll {
+    pub fn new(pos: Point<f64>, vel: Point<f64>, bounces: u8) -> Self {
+       Boll { pos, vel, bounces }
+    }
+}
+
+impl Object for Boll {
+
+    fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
+       self.vel += lvl.gravity;
+       self.pos += self.vel;
+
+       if let Intersection(wall, pos) = lvl.intersect_walls(self.pos - self.vel, self.pos) {
+           if self.bounces == 0 {
+               return ObjectState::Dead
+           }
+           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 + Point::from(wall.normal()) * 0.1; // får bollen att inte åka igenom väggen av misstag p.g.a nedan slumpvinkel
+           self.vel = Point::from(a) * self.vel.length() * 0.35;
+
+           // create another boll
+           use rand::distributions::{Distribution, Normal};
+           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: Point::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length() * rng.gen_range(0.25, 1.0),
+               ..*self
+           }));
+       }
+
+       ObjectState::Alive
+    }
+
+    fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
+        let block = _sprites.get("block");
+       let size = 4 + self.bounces * 6;
+        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();
+    }
+}
diff --git a/src/core/object/character.rs b/src/core/object/character.rs
new file mode 100644 (file)
index 0000000..8632ee2
--- /dev/null
@@ -0,0 +1,118 @@
+use core::controller::Controller;
+use core::object::boll::Boll;
+use core::level::{Level, Wall, IntersectResult::Intersection};
+use core::object::{Object, Objects, ObjectState};
+use core::render::Renderer;
+use geometry::Point;
+use point;
+use sdl2::rect::Rect;
+use sprites::SpriteManager;
+use std::cell::RefCell;
+use std::rc::Rc;
+use time::Duration;
+
+////////// CHARACTER ///////////////////////////////////////////////////////////
+
+pub struct Character {
+    ctrl: Rc<RefCell<Controller>>,
+    pos: Point<f64>,
+    vel: Point<f64>,
+    standing_on: Option<Wall>,
+}
+
+impl Character {
+    pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
+       Character {
+           ctrl,
+           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 {
+       let ctrl = self.ctrl.borrow();
+
+       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::new(
+                   self.pos + point!(0.0, -16.0), // half the height of mario
+                   direction * (10.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
+                   2,
+               )));
+           }
+           ctrl.rumble(1.0, dt);
+           self.vel -= direction * 0.1;
+       }
+
+       ObjectState::Alive
+    }
+
+    fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
+        let block = sprites.get("mario");
+       let size = 32;
+        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();
+       // 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();
+       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(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();
+}
diff --git a/src/core/object/mod.rs b/src/core/object/mod.rs
new file mode 100644 (file)
index 0000000..2ecf042
--- /dev/null
@@ -0,0 +1,22 @@
+use core::level::Level;
+use core::render::Renderer;
+use sprites::SpriteManager;
+use time::Duration;
+
+pub mod boll;
+pub mod character;
+
+pub type Objects = Vec<Box<dyn Object>>;
+
+////////// OBJECT //////////////////////////////////////////////////////////////
+
+pub trait Object {
+    fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
+    fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
+}
+
+#[derive(PartialEq)]
+pub enum ObjectState { Alive, Dead }
+
+pub trait Physical {}
+pub trait Drawable {}