2 use common::{Point2D, Radians};
3 use core::controller::Controller;
4 use core::controller::ControllerManager;
5 use core::level::Level;
6 use core::render::Renderer;
8 use sdl2::event::Event;
9 use sdl2::joystick::PowerLevel;
10 use sdl2::keyboard::Keycode;
12 use sprites::SpriteManager;
13 use std::cell::RefCell;
17 ////////// GAMESTATE ///////////////////////////////////////////////////////////
20 pub struct GameState {
25 pub fn new() -> Self {
32 impl AppState for GameState {
33 fn enter(&mut self, ctrl_man: &ControllerManager) {
34 for (_k, v) in ctrl_man.controllers.iter() {
35 self.world.add(Box::new(Character::new(v.clone())));
39 fn leave(&mut self) {}
41 fn update(&mut self, dt: Duration) {
42 self.world.update(dt);
45 fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
46 self.world.render(renderer, sprites);
49 fn handle_event(&mut self, event: Event) {
51 Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
52 self.world.level.regenerate();
54 Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
55 self.world.level.increase_iteration();
57 Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
58 self.world.level.decrease_iteration();
60 Event::KeyDown { keycode: Some(Keycode::KpEnter), .. } => {
61 self.world.level.filter_regions();
68 ////////// WORLD ///////////////////////////////////////////////////////////////
77 pub fn new() -> Self {
79 level: Level::new(point!(0.0, 0.1)),
84 pub fn update(&mut self, dt: Duration) {
85 let mut breeding_ground = vec!();
87 for i in (0..self.objects.len()).rev() {
88 if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead {
89 self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array
93 for o in breeding_ground {
97 println!("\x1b[Kobject count: {}\x1b[1A", self.objects.len()); // clear line, print, move cursor up
100 pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
101 self.level.render(renderer, sprites);
102 for o in &mut self.objects {
103 o.render(renderer, sprites);
107 pub fn add(&mut self, object: Box<dyn Object>) {
108 self.objects.push(object);
112 ////////// OBJECT //////////////////////////////////////////////////////////////
114 type Objects = Vec<Box<dyn Object>>;
117 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
118 fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
122 pub enum ObjectState { Alive, Dead }
123 use self::ObjectState::*;
126 pub trait Physical {}
127 pub trait Drawable {}
129 ////////// CHARACTER ///////////////////////////////////////////////////////////
131 pub struct Character {
132 ctrl: Rc<RefCell<Controller>>,
138 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
141 pos: point!(300.0, 300.0),
142 vel: point!(0.0, 0.0),
147 impl Object for Character {
148 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
149 let ctrl = self.ctrl.borrow();
151 let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
152 let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
153 if lvl.grid.cells[x][y] {
154 self.vel += lvl.gravity;
155 if self.vel.y > 0.0 && !(ctrl.mov.down() && ctrl.jump.is_pressed) {
160 if !ctrl.mov.down() {
161 if ctrl.jump.is_pressed && !ctrl.jump.was_pressed {
166 self.vel += lvl.gravity;
168 self.pos += self.vel;
170 if ctrl.shoot.is_pressed {
171 use rand::distributions::{Distribution, Normal};
172 let normal = Normal::new(0.0, 0.1);
173 let direction = if ctrl.aim.to_point().length() > 0.1 { ctrl.aim.to_point() } else { ctrl.mov.to_point() };
175 objects.push(Box::new(Boll {
177 vel: direction * (10.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
181 ctrl.rumble(1.0, dt);
182 self.vel -= direction * 0.1;
185 if ctrl.start.is_pressed && !ctrl.start.was_pressed {
186 match ctrl.device.power_level() {
187 Ok(PowerLevel::Unknown) => { println!("power level unknown"); }
188 Ok(PowerLevel::Empty) => { println!("power level empty"); }
189 Ok(PowerLevel::Low) => { println!("power level low"); }
190 Ok(PowerLevel::Medium) => { println!("power level medium"); }
191 Ok(PowerLevel::Full) => { println!("power level full"); }
192 Ok(PowerLevel::Wired) => { println!("power level wired"); }
198 v if v < -0.9 && self.vel.x > -5.0 => { self.vel.x -= 0.5 }
199 v if v > 0.9 && self.vel.x < 5.0 => { self.vel.x += 0.5 }
206 fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
207 let block = sprites.get("mario");
209 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));
211 let ctrl = &self.ctrl.borrow();
213 let pos = (self.pos.x as i32, self.pos.y as i32);
215 // let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into();
216 // renderer.draw_line(pos, p, (0, 255, 0));
217 // draw_cross(renderer, p);
218 // values limited to unit vector
219 let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
220 renderer.draw_line(pos, p, (255, 0, 0));
221 draw_cross(renderer, p);
222 let p = (self.pos + ctrl.mov.to_point() * l).to_i32().into();
223 renderer.draw_line(pos, p, (0, 255, 0));
224 draw_cross(renderer, p);
226 // let p = (self.pos + Point2D::from(ctrl.aim.a) * l).to_i32().into();
227 // renderer.draw_line(pos, p, (0, 0, 255));
228 // draw_cross(renderer, p);
232 fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) {
233 renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
234 renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
237 ////////// BOLL ////////////////////////////////////////////////////////////////
245 impl Object for Boll {
246 fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
247 self.vel += lvl.gravity;
248 self.pos += self.vel;
250 let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
251 let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
252 if lvl.grid.cells[x][y] {
253 if self.bounces == 0 {
257 self.pos += self.vel;
259 use rand::distributions::{Distribution, Normal};
260 let mut rng = rand::thread_rng();
261 let a = Radians(self.vel.to_radians().0 + Normal::new(0.0, 0.75).sample(&mut rng));
262 objects.push(Box::new(Boll {
263 vel: Point2D::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length(),
271 fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
272 let block = _sprites.get("block");
273 let size = 4 + self.bounces * 6;
274 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));
275 // renderer.canvas().set_draw_color((0, self.bounces * 100, 255));
276 // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();