3 use common::{Point, Radians};
4 use core::app::StateChange;
5 use core::controller::Controller;
6 use core::controller::ControllerManager;
7 use core::level::{Level, LevelGenerator};
8 use core::render::Renderer;
10 use sdl2::event::Event;
11 use sdl2::joystick::PowerLevel;
12 use sdl2::keyboard::Keycode;
14 use sprites::SpriteManager;
15 use std::cell::RefCell;
19 ////////// GAMESTATE ///////////////////////////////////////////////////////////
22 pub struct GameState {
24 lvlgen: LevelGenerator,
28 pub fn new() -> Self {
29 let lvlgen = LevelGenerator::new(0, 5);
31 world: World::new(lvlgen.generate()),
37 impl AppState for GameState {
38 fn enter(&mut self, ctrl_man: &ControllerManager) {
39 for (_k, v) in ctrl_man.controllers.iter() {
40 self.world.add(Box::new(Character::new(v.clone())));
44 fn leave(&mut self) {}
46 fn update(&mut self, dt: Duration) -> Option<StateChange> {
47 self.world.update(dt);
51 fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
52 self.world.render(renderer, sprites);
55 fn handle_event(&mut self, event: Event) -> Option<StateChange> {
57 Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
58 return Some(StateChange::Pop)
60 Event::KeyDown { keycode: Some(Keycode::Return), .. } => {
61 return Some(StateChange::Push(Box::new(ActiveState::new((800, 600)))))
63 Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
64 self.lvlgen.seed = std::time::UNIX_EPOCH.elapsed().unwrap().as_secs() as u32;
65 self.world.level = self.lvlgen.generate();
67 Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
68 self.lvlgen.iterations += 1;
69 println!("{} iteration(s) of cellular automata", self.lvlgen.iterations);
70 self.world.level = self.lvlgen.generate();
72 Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
73 if self.lvlgen.iterations > 0 {
74 self.lvlgen.iterations -= 1;
75 println!("{} iteration(s) of cellular automata", self.lvlgen.iterations);
76 self.world.level = self.lvlgen.generate();
85 ////////// WORLD ///////////////////////////////////////////////////////////////
94 pub fn new(level: Level) -> Self {
101 pub fn update(&mut self, dt: Duration) {
102 let mut breeding_ground = vec!();
104 for i in (0..self.objects.len()).rev() {
105 if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead {
106 self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array
110 for o in breeding_ground {
114 println!("\x1b[Kobject count: {}\x1b[1A", self.objects.len()); // clear line, print, move cursor up
117 pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
118 self.level.render(renderer, sprites);
119 for o in &mut self.objects {
120 o.render(renderer, sprites);
124 pub fn add(&mut self, object: Box<dyn Object>) {
125 self.objects.push(object);
129 ////////// OBJECT //////////////////////////////////////////////////////////////
131 type Objects = Vec<Box<dyn Object>>;
134 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
135 fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
139 pub enum ObjectState { Alive, Dead }
140 use self::ObjectState::*;
143 pub trait Physical {}
144 pub trait Drawable {}
146 ////////// CHARACTER ///////////////////////////////////////////////////////////
148 pub struct Character {
149 ctrl: Rc<RefCell<Controller>>,
155 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
158 pos: point!(300.0, 300.0),
159 vel: point!(0.0, 0.0),
164 impl Object for Character {
165 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
166 let ctrl = self.ctrl.borrow();
168 let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
169 let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
170 self.vel += lvl.gravity;
171 if lvl.grid.cells[x][y] {
172 if self.vel.y > 0.0 && !(ctrl.mov.down() && ctrl.jump.is_pressed) {
178 if !ctrl.mov.down() {
179 if ctrl.jump.is_pressed && !ctrl.jump.was_pressed {
184 self.pos += self.vel;
186 if ctrl.shoot.is_pressed {
187 use rand::distributions::{Distribution, Normal};
188 let normal = Normal::new(0.0, 0.1);
189 let direction = if ctrl.aim.to_point().length() > 0.1 { ctrl.aim.to_point() } else { ctrl.mov.to_point() };
191 objects.push(Box::new(Boll {
193 vel: direction * (10.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
197 ctrl.rumble(1.0, dt);
198 self.vel -= direction * 0.1;
201 if ctrl.start.is_pressed && !ctrl.start.was_pressed {
202 match ctrl.device.power_level() {
203 Ok(PowerLevel::Unknown) => { println!("power level unknown"); }
204 Ok(PowerLevel::Empty) => { println!("power level empty"); }
205 Ok(PowerLevel::Low) => { println!("power level low"); }
206 Ok(PowerLevel::Medium) => { println!("power level medium"); }
207 Ok(PowerLevel::Full) => { println!("power level full"); }
208 Ok(PowerLevel::Wired) => { println!("power level wired"); }
214 v if v < -0.9 && self.vel.x > -5.0 => { self.vel.x -= 0.5 }
215 v if v > 0.9 && self.vel.x < 5.0 => { self.vel.x += 0.5 }
222 fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
223 let block = sprites.get("mario");
225 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));
227 let ctrl = &self.ctrl.borrow();
229 let pos = (self.pos.x as i32, self.pos.y as i32);
231 // let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into();
232 // renderer.draw_line(pos, p, (0, 255, 0));
233 // draw_cross(renderer, p);
234 // values limited to unit vector
235 let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
236 renderer.draw_line(pos, p, (255, 0, 0));
237 draw_cross(renderer, p);
238 let p = (self.pos + ctrl.mov.to_point() * l).to_i32().into();
239 renderer.draw_line(pos, p, (0, 255, 0));
240 draw_cross(renderer, p);
242 // let p = (self.pos + Point::from(ctrl.aim.a) * l).to_i32().into();
243 // renderer.draw_line(pos, p, (0, 0, 255));
244 // draw_cross(renderer, p);
248 fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) {
249 renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
250 renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
253 ////////// BOLL ////////////////////////////////////////////////////////////////
261 impl Object for Boll {
262 fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
263 self.vel += lvl.gravity;
264 self.pos += self.vel;
266 let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
267 let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
268 if lvl.grid.cells[x][y] {
269 if self.bounces == 0 {
273 self.pos += self.vel;
275 use rand::distributions::{Distribution, Normal};
276 let mut rng = rand::thread_rng();
277 let a = Radians(self.vel.to_radians().0 + Normal::new(0.0, 0.75).sample(&mut rng));
278 objects.push(Box::new(Boll {
279 vel: Point::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length(),
287 fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
288 let block = _sprites.get("block");
289 let size = 4 + self.bounces * 6;
290 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));
291 // renderer.canvas().set_draw_color((0, self.bounces * 100, 255));
292 // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();