From: Tomas Wenström Date: Sun, 28 Feb 2021 16:20:51 +0000 (+0100) Subject: Character states - first draft X-Git-Url: http://git.dolda2000.com/gitweb/?p=kaka%2Frust-sdl-test.git;a=commitdiff_plain;h=8bfd1477ba05dfcfbe1dbb34d2c14d4e81ab2df7 Character states - first draft --- diff --git a/src/core/object/character.rs b/src/core/object/character.rs index 8632ee2..18cb0aa 100644 --- a/src/core/object/character.rs +++ b/src/core/object/character.rs @@ -11,22 +11,52 @@ use std::cell::RefCell; use std::rc::Rc; use time::Duration; +////////// STATE /////////////////////////////////////////////////////////////// + +trait State { + fn enter(&self) {} + fn exit(&self) {} + fn update(&mut self, body: &mut Body, ctrl: &Controller, objects: &mut Objects, lvl: &Level, dt: Duration) -> Option>; +} + ////////// CHARACTER /////////////////////////////////////////////////////////// +struct Body { + pub pos: Point, + pub vel: Point, + pub standing_on: Option, +} + +struct StateHolder(Box); + +impl StateHolder { + pub fn get(&mut self) -> &mut Box { + &mut self.0 + } + + pub fn set(&mut self, state: Box) { + self.0.exit(); + self.0 = state; + self.0.enter(); + } +} + pub struct Character { ctrl: Rc>, - pos: Point, - vel: Point, - standing_on: Option, + body: Body, + state: StateHolder, // Plays well with the borrow checker } impl Character { pub fn new(ctrl: Rc>) -> Self { Character { ctrl, - pos: point!(300.0, 300.0), - vel: point!(0.0, 0.0), - standing_on: None, + body: Body { + pos: point!(300.0, 300.0), + vel: point!(0.0, 0.0), + standing_on: None, + }, + state: StateHolder(Box::new(FallState)), } } } @@ -35,35 +65,19 @@ 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 Some(state) = self.state.get().update(&mut self.body, &ctrl, objects, lvl, dt) { + self.state.set(state); + } - 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); + match &self.body.standing_on { + Some(_wall) => { + }, + None => { // in air + if let Intersection(wall, pos) = lvl.intersect_walls(self.body.pos - self.body.vel, self.body.pos) { + self.body.standing_on = Some(wall); + self.body.pos = pos; + self.body.vel = point!(0.0, 0.0); + self.state.set(Box::new(StandState)); } } } @@ -74,13 +88,13 @@ impl Object for Character { 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::()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel, + self.body.pos + point!(0.0, -16.0), // half the height of mario + direction * (10.0 + rand::random::()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.body.vel, 2, ))); } ctrl.rumble(1.0, dt); - self.vel -= direction * 0.1; + self.body.vel -= direction * 0.1; } ObjectState::Alive @@ -89,24 +103,24 @@ impl Object for Character { 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)); + renderer.blit(block, None, Rect::new(self.body.pos.x as i32 - size as i32 / 2, self.body.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); + let pos = (self.body.pos.x as i32, self.body.pos.y as i32); // // axis values - // let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into(); + // let p = (self.body.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(); + let p = (self.body.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(); + let p = (self.body.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(); + // let p = (self.body.pos + Point::from(ctrl.aim.a) * l).to_i32().into(); // renderer.draw_line(pos, p, (0, 0, 255)); // draw_cross(renderer, p); } @@ -116,3 +130,48 @@ 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(); } + +////////// FALLING ///////////////////////////////////////////////////////////// + +struct FallState; + +impl State for FallState { + fn update(&mut self, body: &mut Body, ctrl: &Controller, _objects: &mut Objects, lvl: &Level, _dt: Duration) -> Option> { + body.vel += lvl.gravity; + body.pos += body.vel; + + match ctrl.mov.x { + v if v < -0.9 && body.vel.x > -5.0 => { body.vel.x -= 0.5 } + v if v > 0.9 && body.vel.x < 5.0 => { body.vel.x += 0.5 } + _ => {} + } + + None + } +} + +////////// STANDING ///////////////////////////////////////////////////////////// + +struct StandState; + +impl State for StandState { + fn update(&mut self, body: &mut Body, ctrl: &Controller, _objects: &mut Objects, _lvl: &Level, _dt: Duration) -> Option> { + if let Some(wall) = &body.standing_on { + if ctrl.jump.is_pressed && !ctrl.jump.was_pressed { + if ctrl.mov.to_point().length() < 0.1 { + body.vel = wall.normal().into(); + } else { + body.vel = ctrl.mov.to_point(); + } + body.vel *= 5.0; + body.pos += body.vel * 0.1; + body.standing_on = None; + return Some(Box::new(FallState)) + } else { + body.vel *= 0.9; + } + } + + None + } +}