Use stack of app states
[kaka/rust-sdl-test.git] / src / core / game.rs
... / ...
CommitLineData
1use AppState;
2use ActiveState;
3use common::{Point2D, Radians};
4use core::app::StateChange;
5use core::controller::Controller;
6use core::controller::ControllerManager;
7use core::level::Level;
8use core::render::Renderer;
9use point;
10use sdl2::event::Event;
11use sdl2::joystick::PowerLevel;
12use sdl2::keyboard::Keycode;
13use sdl2::rect::Rect;
14use sprites::SpriteManager;
15use std::cell::RefCell;
16use std::rc::Rc;
17use time::Duration;
18
19////////// GAMESTATE ///////////////////////////////////////////////////////////
20
21#[derive(Default)]
22pub struct GameState {
23 world: World,
24}
25
26impl GameState {
27 pub fn new() -> Self {
28 GameState {
29 world: World::new(),
30 }
31 }
32}
33
34impl AppState for GameState {
35 fn enter(&mut self, ctrl_man: &ControllerManager) {
36 for (_k, v) in ctrl_man.controllers.iter() {
37 self.world.add(Box::new(Character::new(v.clone())));
38 }
39 }
40
41 fn leave(&mut self) {}
42
43 fn update(&mut self, dt: Duration) -> Option<StateChange> {
44 self.world.update(dt);
45 None
46 }
47
48 fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
49 self.world.render(renderer, sprites);
50 }
51
52 fn handle_event(&mut self, event: Event) -> Option<StateChange> {
53 match event {
54 Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
55 return Some(StateChange::Pop)
56 }
57 Event::KeyDown { keycode: Some(Keycode::Return), .. } => {
58 return Some(StateChange::Push(Box::new(ActiveState::new((800, 600)))))
59 }
60 Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
61 self.world.level.regenerate();
62 }
63 Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
64 self.world.level.increase_iteration();
65 }
66 Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
67 self.world.level.decrease_iteration();
68 }
69 Event::KeyDown { keycode: Some(Keycode::KpEnter), .. } => {
70 self.world.level.filter_regions();
71 }
72 _ => {}
73 }
74 None
75 }
76}
77
78////////// WORLD ///////////////////////////////////////////////////////////////
79
80#[derive(Default)]
81pub struct World {
82 level: Level,
83 objects: Objects,
84}
85
86impl World {
87 pub fn new() -> Self {
88 World {
89 level: Level::new(point!(0.0, 0.1)),
90 ..Default::default()
91 }
92 }
93
94 pub fn update(&mut self, dt: Duration) {
95 let mut breeding_ground = vec!();
96
97 for i in (0..self.objects.len()).rev() {
98 if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead {
99 self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array
100 }
101 }
102
103 for o in breeding_ground {
104 self.add(o);
105 }
106
107 println!("\x1b[Kobject count: {}\x1b[1A", self.objects.len()); // clear line, print, move cursor up
108 }
109
110 pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
111 self.level.render(renderer, sprites);
112 for o in &mut self.objects {
113 o.render(renderer, sprites);
114 }
115 }
116
117 pub fn add(&mut self, object: Box<dyn Object>) {
118 self.objects.push(object);
119 }
120}
121
122////////// OBJECT //////////////////////////////////////////////////////////////
123
124type Objects = Vec<Box<dyn Object>>;
125
126pub trait Object {
127 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
128 fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
129}
130
131#[derive(PartialEq)]
132pub enum ObjectState { Alive, Dead }
133use self::ObjectState::*;
134
135
136pub trait Physical {}
137pub trait Drawable {}
138
139////////// CHARACTER ///////////////////////////////////////////////////////////
140
141pub struct Character {
142 ctrl: Rc<RefCell<Controller>>,
143 pos: Point2D<f64>,
144 vel: Point2D<f64>,
145}
146
147impl Character {
148 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
149 Character {
150 ctrl,
151 pos: point!(300.0, 300.0),
152 vel: point!(0.0, 0.0),
153 }
154 }
155}
156
157impl Object for Character {
158 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
159 let ctrl = self.ctrl.borrow();
160
161 let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
162 let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
163 if lvl.grid.cells[x][y] {
164 self.vel += lvl.gravity;
165 if self.vel.y > 0.0 && !(ctrl.mov.down() && ctrl.jump.is_pressed) {
166 self.vel.y = 0.0;
167 self.vel.x *= 0.9;
168 }
169
170 if !ctrl.mov.down() {
171 if ctrl.jump.is_pressed && !ctrl.jump.was_pressed {
172 self.vel.y = -5.0;
173 }
174 }
175 } else {
176 self.vel += lvl.gravity;
177 }
178 self.pos += self.vel;
179
180 if ctrl.shoot.is_pressed {
181 use rand::distributions::{Distribution, Normal};
182 let normal = Normal::new(0.0, 0.1);
183 let direction = if ctrl.aim.to_point().length() > 0.1 { ctrl.aim.to_point() } else { ctrl.mov.to_point() };
184 for _i in 0..100 {
185 objects.push(Box::new(Boll {
186 pos: self.pos,
187 vel: direction * (10.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
188 bounces: 2,
189 }));
190 }
191 ctrl.rumble(1.0, dt);
192 self.vel -= direction * 0.1;
193 }
194
195 if ctrl.start.is_pressed && !ctrl.start.was_pressed {
196 match ctrl.device.power_level() {
197 Ok(PowerLevel::Unknown) => { println!("power level unknown"); }
198 Ok(PowerLevel::Empty) => { println!("power level empty"); }
199 Ok(PowerLevel::Low) => { println!("power level low"); }
200 Ok(PowerLevel::Medium) => { println!("power level medium"); }
201 Ok(PowerLevel::Full) => { println!("power level full"); }
202 Ok(PowerLevel::Wired) => { println!("power level wired"); }
203 Err(_) => {}
204 };
205 }
206
207 match ctrl.mov.x {
208 v if v < -0.9 && self.vel.x > -5.0 => { self.vel.x -= 0.5 }
209 v if v > 0.9 && self.vel.x < 5.0 => { self.vel.x += 0.5 }
210 _ => {}
211 }
212
213 Alive
214 }
215
216 fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
217 let block = sprites.get("mario");
218 let size = 32;
219 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));
220
221 let ctrl = &self.ctrl.borrow();
222 let l = 300.0;
223 let pos = (self.pos.x as i32, self.pos.y as i32);
224 // // axis values
225 // let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into();
226 // renderer.draw_line(pos, p, (0, 255, 0));
227 // draw_cross(renderer, p);
228 // values limited to unit vector
229 let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
230 renderer.draw_line(pos, p, (255, 0, 0));
231 draw_cross(renderer, p);
232 let p = (self.pos + ctrl.mov.to_point() * l).to_i32().into();
233 renderer.draw_line(pos, p, (0, 255, 0));
234 draw_cross(renderer, p);
235 // // circle values
236 // let p = (self.pos + Point2D::from(ctrl.aim.a) * l).to_i32().into();
237 // renderer.draw_line(pos, p, (0, 0, 255));
238 // draw_cross(renderer, p);
239 }
240}
241
242fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) {
243 renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
244 renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
245}
246
247////////// BOLL ////////////////////////////////////////////////////////////////
248
249pub struct Boll {
250 pos: Point2D<f64>,
251 vel: Point2D<f64>,
252 bounces: u8,
253}
254
255impl Object for Boll {
256 fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
257 self.vel += lvl.gravity;
258 self.pos += self.vel;
259
260 let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
261 let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
262 if lvl.grid.cells[x][y] {
263 if self.bounces == 0 {
264 return Dead
265 }
266 self.vel *= -0.25;
267 self.pos += self.vel;
268 self.bounces -= 1;
269 use rand::distributions::{Distribution, Normal};
270 let mut rng = rand::thread_rng();
271 let a = Radians(self.vel.to_radians().0 + Normal::new(0.0, 0.75).sample(&mut rng));
272 objects.push(Box::new(Boll {
273 vel: Point2D::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length(),
274 ..*self
275 }));
276 }
277
278 Alive
279 }
280
281 fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
282 let block = _sprites.get("block");
283 let size = 4 + self.bounces * 6;
284 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));
285 // renderer.canvas().set_draw_color((0, self.bounces * 100, 255));
286 // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();
287 }
288}