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;
9 use sprites::SpriteManager;
10 use std::cell::RefCell;
14 ////////// TRIGGER /////////////////////////////////////////////////////////////
17 fn update(&mut self, body: &Body, ctrl: &Controller, dt: Duration) -> Option<Box<dyn State>>;
20 ////////// STATE ///////////////////////////////////////////////////////////////
23 fn enter(&mut self, _body: &mut Body, _ctrl: &Controller, _objects: &mut Objects) {}
25 fn update(&mut self, body: &mut Body, ctrl: &Controller, objects: &mut Objects, lvl: &Level, dt: Duration) -> Option<Box<dyn State>>;
28 ////////// CHARACTER ///////////////////////////////////////////////////////////
33 standing_on: Option<Wall>,
36 pub struct Character {
37 ctrl: Rc<RefCell<Controller>>,
39 triggers: Vec<Box<dyn Trigger>>,
40 state: Box<dyn State>,
44 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
48 pos: point!(300.0, 300.0),
49 vel: point!(0.0, 0.0),
52 triggers: vec!(Box::new(JumpTrigger)),
53 state: Box::new(FallState),
58 impl Object for Character {
59 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
60 let ctrl = self.ctrl.borrow();
62 if let Some(state) = self.state.update(&mut self.body, &ctrl, objects, lvl, dt) {
65 self.state.enter(&mut self.body, &ctrl, objects);
68 match &self.body.standing_on {
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);
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);
83 for trigger in &mut self.triggers {
84 if let Some(state) = trigger.update(&self.body, &ctrl, dt) {
87 self.state.enter(&mut self.body, &ctrl, objects);
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() };
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,
102 ctrl.rumble(1.0, dt);
103 self.body.vel -= direction * 0.1;
109 fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
110 let block = sprites.get("mario");
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));
114 let ctrl = &self.ctrl.borrow();
116 let pos = (self.body.pos.x as i32, self.body.pos.y as i32);
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);
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);
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();
140 ////////// FALLING /////////////////////////////////////////////////////////////
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;
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 }
159 ////////// STANDING ////////////////////////////////////////////////////////////
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());
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);
175 let (p, v) = wall.to_2d(pos, vel);
189 ////////// JUMPING /////////////////////////////////////////////////////////////
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))
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();
211 body.vel = ctrl.mov.to_point();
214 body.pos += body.vel * 0.1;
215 body.standing_on = None;
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;
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 }