-use AppState;
use ActiveState;
+use AppState;
use common::{Point2D, Radians};
use core::app::StateChange;
use core::controller::Controller;
use core::controller::ControllerManager;
-use core::level::Level;
+use core::level::{Level, LevelGenerator};
use core::render::Renderer;
use point;
use sdl2::event::Event;
#[derive(Default)]
pub struct GameState {
world: World,
+ lvlgen: LevelGenerator,
}
impl GameState {
pub fn new() -> Self {
+ let lvlgen = LevelGenerator::new(0, 5);
GameState {
- world: World::new(),
+ world: World::new(lvlgen.generate()),
+ lvlgen,
}
}
}
return Some(StateChange::Push(Box::new(ActiveState::new((800, 600)))))
}
Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
- self.world.level = Level::new(self.world.level.gravity);
+ 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.world.level.increase_iteration();
+ self.lvlgen.iterations += 1;
+ println!("{} iteration(s) of cellular automata", self.lvlgen.iterations);
+ self.world.level = self.lvlgen.generate();
}
Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
- self.world.level.decrease_iteration();
- }
- Event::KeyDown { keycode: Some(Keycode::KpEnter), .. } => {
- self.world.level.filter_regions();
+ self.lvlgen.iterations = 1.max(self.lvlgen.iterations - 1);
+ println!("{} iteration(s) of cellular automata", self.lvlgen.iterations);
+ self.world.level = self.lvlgen.generate();
}
_ => {}
}
}
impl World {
- pub fn new() -> Self {
+ pub fn new(level: Level) -> Self {
World {
- level: Level::new(point!(0.0, 0.1)),
+ level,
..Default::default()
}
}