| 1 | use core::controller::Controller; |
| 2 | use core::object::boll::Boll; |
| 3 | use core::level::{Level, Wall, IntersectResult::Intersection}; |
| 4 | use core::object::{Object, Objects, ObjectState}; |
| 5 | use core::render::Renderer; |
| 6 | use geometry::Point; |
| 7 | use point; |
| 8 | use sdl2::rect::Rect; |
| 9 | use sprites::SpriteManager; |
| 10 | use std::cell::RefCell; |
| 11 | use std::rc::Rc; |
| 12 | use time::Duration; |
| 13 | |
| 14 | ////////// TRIGGER ///////////////////////////////////////////////////////////// |
| 15 | |
| 16 | trait Trigger { |
| 17 | fn update(&mut self, body: &Body, ctrl: &Controller, dt: Duration) -> Option<Box<dyn State>>; |
| 18 | } |
| 19 | |
| 20 | ////////// STATE /////////////////////////////////////////////////////////////// |
| 21 | |
| 22 | trait State { |
| 23 | fn enter(&mut self, _body: &mut Body, _ctrl: &Controller, _objects: &mut Objects) {} |
| 24 | fn exit(&self) {} |
| 25 | fn update(&mut self, body: &mut Body, ctrl: &Controller, objects: &mut Objects, lvl: &Level, dt: Duration) -> Option<Box<dyn State>>; |
| 26 | } |
| 27 | |
| 28 | ////////// CHARACTER /////////////////////////////////////////////////////////// |
| 29 | |
| 30 | struct Body { |
| 31 | pos: Point<f64>, |
| 32 | vel: Point<f64>, |
| 33 | standing_on: Option<Wall>, |
| 34 | } |
| 35 | |
| 36 | pub struct Character { |
| 37 | ctrl: Rc<RefCell<Controller>>, |
| 38 | body: Body, |
| 39 | triggers: Vec<Box<dyn Trigger>>, |
| 40 | state: Box<dyn State>, |
| 41 | } |
| 42 | |
| 43 | impl Character { |
| 44 | pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self { |
| 45 | Character { |
| 46 | ctrl, |
| 47 | body: Body { |
| 48 | pos: point!(300.0, 300.0), |
| 49 | vel: point!(0.0, 0.0), |
| 50 | standing_on: None, |
| 51 | }, |
| 52 | triggers: vec!(Box::new(JumpTrigger)), |
| 53 | state: Box::new(FallState), |
| 54 | } |
| 55 | } |
| 56 | } |
| 57 | |
| 58 | impl Object for Character { |
| 59 | fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState { |
| 60 | let ctrl = self.ctrl.borrow(); |
| 61 | |
| 62 | if let Some(state) = self.state.update(&mut self.body, &ctrl, objects, lvl, dt) { |
| 63 | self.state.exit(); |
| 64 | self.state = state; |
| 65 | self.state.enter(&mut self.body, &ctrl, objects); |
| 66 | } |
| 67 | |
| 68 | match &self.body.standing_on { |
| 69 | Some(_wall) => { |
| 70 | }, |
| 71 | None => { // in air |
| 72 | if let Intersection(wall, pos) = lvl.intersect_walls(self.body.pos - self.body.vel, self.body.pos) { |
| 73 | self.body.standing_on = Some(wall); |
| 74 | self.body.pos = pos; |
| 75 | |
| 76 | self.state.exit(); |
| 77 | self.state = Box::new(StandState); // eller loopa igenom alla triggers eller states för att hitta rätt state? |
| 78 | self.state.enter(&mut self.body, &ctrl, objects); |
| 79 | } |
| 80 | } |
| 81 | } |
| 82 | |
| 83 | for trigger in &mut self.triggers { |
| 84 | if let Some(state) = trigger.update(&self.body, &ctrl, dt) { |
| 85 | self.state.exit(); |
| 86 | self.state = state; |
| 87 | self.state.enter(&mut self.body, &ctrl, objects); |
| 88 | } |
| 89 | } |
| 90 | |
| 91 | if ctrl.shoot.is_pressed { |
| 92 | use rand::distributions::{Distribution, Normal}; |
| 93 | let normal = Normal::new(0.0, 0.1); |
| 94 | let direction = if ctrl.aim.to_point().length() > 0.1 { ctrl.aim.to_point() } else { ctrl.mov.to_point() }; |
| 95 | for _i in 0..100 { |
| 96 | objects.push(Box::new(Boll::new( |
| 97 | self.body.pos + point!(0.0, -16.0), // half the height of mario |
| 98 | direction * (10.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.body.vel, |
| 99 | 2, |
| 100 | ))); |
| 101 | } |
| 102 | ctrl.rumble(1.0, dt); |
| 103 | self.body.vel -= direction * 0.1; |
| 104 | } |
| 105 | |
| 106 | ObjectState::Alive |
| 107 | } |
| 108 | |
| 109 | fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) { |
| 110 | let block = sprites.get("mario"); |
| 111 | let size = 32; |
| 112 | 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)); |
| 113 | |
| 114 | let ctrl = &self.ctrl.borrow(); |
| 115 | let l = 300.0; |
| 116 | let pos = (self.body.pos.x as i32, self.body.pos.y as i32); |
| 117 | // // axis values |
| 118 | // let p = (self.body.pos + ctrl.aim.to_axis_point() * l).to_i32().into(); |
| 119 | // renderer.draw_line(pos, p, (0, 255, 0)); |
| 120 | // draw_cross(renderer, p); |
| 121 | // values limited to unit vector |
| 122 | let p = (self.body.pos + ctrl.aim.to_point() * l).to_i32().into(); |
| 123 | renderer.draw_line(pos, p, (255, 0, 0)); |
| 124 | draw_cross(renderer, p); |
| 125 | let p = (self.body.pos + ctrl.mov.to_point() * l).to_i32().into(); |
| 126 | renderer.draw_line(pos, p, (0, 255, 0)); |
| 127 | draw_cross(renderer, p); |
| 128 | // // circle values |
| 129 | // let p = (self.body.pos + Point::from(ctrl.aim.a) * l).to_i32().into(); |
| 130 | // renderer.draw_line(pos, p, (0, 0, 255)); |
| 131 | // draw_cross(renderer, p); |
| 132 | } |
| 133 | } |
| 134 | |
| 135 | fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) { |
| 136 | renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap(); |
| 137 | renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap(); |
| 138 | } |
| 139 | |
| 140 | ////////// FALLING ///////////////////////////////////////////////////////////// |
| 141 | |
| 142 | struct FallState; |
| 143 | |
| 144 | impl State for FallState { |
| 145 | fn update(&mut self, body: &mut Body, ctrl: &Controller, _objects: &mut Objects, lvl: &Level, _dt: Duration) -> Option<Box<dyn State>> { |
| 146 | body.vel += lvl.gravity; |
| 147 | body.pos += body.vel; |
| 148 | |
| 149 | match ctrl.mov.x { |
| 150 | v if v < -0.9 && body.vel.x > -5.0 => { body.vel.x -= 0.5 } |
| 151 | v if v > 0.9 && body.vel.x < 5.0 => { body.vel.x += 0.5 } |
| 152 | _ => {} |
| 153 | } |
| 154 | |
| 155 | None |
| 156 | } |
| 157 | } |
| 158 | |
| 159 | ////////// STANDING //////////////////////////////////////////////////////////// |
| 160 | |
| 161 | struct StandState; |
| 162 | |
| 163 | impl State for StandState { |
| 164 | fn enter(&mut self, body: &mut Body, _ctrl: &Controller, _objects: &mut Objects) { |
| 165 | if let Some(wall) = &body.standing_on { |
| 166 | body.vel = body.vel.project_onto(wall.angle()); |
| 167 | } |
| 168 | } |
| 169 | |
| 170 | fn update(&mut self, body: &mut Body, _ctrl: &Controller, _objects: &mut Objects, _lvl: &Level, _dt: Duration) -> Option<Box<dyn State>> { |
| 171 | if let Some(wall) = &body.standing_on { |
| 172 | let (mut pos, mut vel) = wall.from_2d(&body.pos, &body.vel); |
| 173 | vel *= 0.9; |
| 174 | pos += vel; |
| 175 | let (p, v) = wall.to_2d(pos, vel); |
| 176 | body.pos = p; |
| 177 | body.vel = v; |
| 178 | } |
| 179 | |
| 180 | None |
| 181 | } |
| 182 | } |
| 183 | } |
| 184 | |
| 185 | None |
| 186 | } |
| 187 | } |
| 188 | |
| 189 | ////////// JUMPING ///////////////////////////////////////////////////////////// |
| 190 | |
| 191 | struct JumpTrigger; |
| 192 | |
| 193 | impl Trigger for JumpTrigger { |
| 194 | fn update(&mut self, body: &Body, ctrl: &Controller, _dt: Duration) -> Option<Box<dyn State>> { |
| 195 | if body.standing_on.is_some() && ctrl.jump.is_pressed && !ctrl.jump.was_pressed { // this is redundant now because JumpState needs a wall to get starting velocity, but that will probably change |
| 196 | Some(Box::new(JumpState)) |
| 197 | } else { |
| 198 | None |
| 199 | } |
| 200 | } |
| 201 | } |
| 202 | |
| 203 | struct JumpState; |
| 204 | |
| 205 | impl State for JumpState { |
| 206 | fn enter(&mut self, body: &mut Body, ctrl: &Controller, _objects: &mut Objects) { |
| 207 | if let Some(wall) = &body.standing_on { |
| 208 | if ctrl.mov.to_point().length() < 0.1 { |
| 209 | body.vel = wall.normal().into(); |
| 210 | } else { |
| 211 | body.vel = ctrl.mov.to_point(); |
| 212 | } |
| 213 | body.vel *= 5.0; |
| 214 | body.pos += body.vel * 0.1; |
| 215 | body.standing_on = None; |
| 216 | } |
| 217 | } |
| 218 | |
| 219 | fn update(&mut self, body: &mut Body, ctrl: &Controller, _objects: &mut Objects, lvl: &Level, _dt: Duration) -> Option<Box<dyn State>> { |
| 220 | body.vel += lvl.gravity; |
| 221 | body.pos += body.vel; |
| 222 | |
| 223 | match ctrl.mov.x { |
| 224 | v if v < -0.9 && body.vel.x > -5.0 => { body.vel.x -= 0.5 } |
| 225 | v if v > 0.9 && body.vel.x < 5.0 => { body.vel.x += 0.5 } |
| 226 | _ => {} |
| 227 | } |
| 228 | |
| 229 | None |
| 230 | } |
| 231 | } |