2 use sdl2::joystick::PowerLevel;
4 use core::controller::Controller;
5 use core::controller::ControllerManager;
7 use sdl2::event::Event;
9 use sdl2::render::Canvas;
10 use sdl2::video::Window;
11 use sprites::SpriteManager;
12 use std::cell::RefCell;
16 ////////// GAMESTATE ///////////////////////////////////////////////////////////
19 pub struct GameState {
24 pub fn new() -> Self {
31 impl AppState for GameState {
32 fn enter(&mut self, ctrl_man: &ControllerManager) {
33 if let Some(ctrl) = ctrl_man.controllers.get(&0) {
34 self.world.add(Box::new(Character::new(ctrl.clone())));
38 fn leave(&mut self) {}
40 fn update(&mut self, dt: Duration) {
41 self.world.update(dt);
44 fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &SpriteManager) {
45 self.world.render(canvas, sprites);
48 fn handle_event(&mut self, _event: Event) {}
51 ////////// WORLD ///////////////////////////////////////////////////////////////
60 pub fn new() -> Self {
63 gravity: point!(0.0, 0.1),
70 pub fn update(&mut self, dt: Duration) {
71 let mut breeding_ground = vec!();
73 for i in (0..self.objects.len()).rev() {
74 if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead {
75 self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array
79 for o in breeding_ground {
84 pub fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &SpriteManager) {
85 self.level.render(canvas, sprites);
86 for o in &mut self.objects {
87 o.render(canvas, sprites);
91 pub fn add(&mut self, object: Box<dyn Object>) {
92 self.objects.push(object);
96 ////////// LEVEL ///////////////////////////////////////////////////////////////
100 gravity: Point2D<f64>,
101 ground: f64, // just to have something
105 pub fn render(&mut self, canvas: &mut Canvas<Window>, _sprites: &SpriteManager) {
106 let w = canvas.viewport().width() as i32;
108 let y = (i * i - 1) as i32 + self.ground as i32;
109 canvas.set_draw_color((255 - i * 20, 255 - i * 20, 0));
110 canvas.draw_line((0, y), (w, y)).unwrap();
115 ////////// OBJECT //////////////////////////////////////////////////////////////
117 type Objects = Vec<Box<dyn Object>>;
120 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
121 fn render(&self, _canvas: &mut Canvas<Window>, _sprites: &SpriteManager) {}
125 pub enum ObjectState { Alive, Dead }
126 use self::ObjectState::*;
129 pub trait Physical {}
130 pub trait Drawable {}
132 ////////// CHARACTER ///////////////////////////////////////////////////////////
134 pub struct Character {
135 ctrl: Rc<RefCell<Controller>>,
141 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
144 pos: point!(100.0, 100.0),
145 vel: point!(0.0, 0.0),
150 impl Object for Character {
151 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
152 self.vel += lvl.gravity;
153 self.pos += self.vel;
155 let ctrl = self.ctrl.borrow();
157 if self.pos.y >= lvl.ground {
158 self.pos.y = lvl.ground;
162 if ctrl.jump.is_pressed {
163 self.vel = ctrl.aim.to_point() * 5.0;
167 if ctrl.shoot.is_pressed {
168 use rand::distributions::{Distribution, Normal};
169 let normal = Normal::new(0.0, 0.1);
171 objects.push(Box::new(Boll {
173 vel: ctrl.aim.to_adjusted_point() * (3.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
177 ctrl.rumble(1.0, dt);
180 if ctrl.start.is_pressed && !ctrl.start.was_pressed {
181 match ctrl.device.power_level() {
182 Ok(PowerLevel::Unknown) => { println!("power level unknown"); }
183 Ok(PowerLevel::Empty) => { println!("power level empty"); }
184 Ok(PowerLevel::Low) => { println!("power level low"); }
185 Ok(PowerLevel::Medium) => { println!("power level medium"); }
186 Ok(PowerLevel::Full) => { println!("power level full"); }
187 Ok(PowerLevel::Wired) => { println!("power level wired"); }
193 v if v < -0.9 => { self.vel.x -= 0.5 }
194 v if v > 0.9 => { self.vel.x += 0.5 }
201 fn render(&self, canvas: &mut Canvas<Window>, sprites: &SpriteManager) {
202 let block = sprites.get("mario");
204 canvas.copy(block, None, Rect::new(self.pos.x as i32 - size as i32 / 2, self.pos.y as i32 - size as i32, size, size)).unwrap();
206 let ctrl = &self.ctrl.borrow();
208 let pos = (self.pos.x as i32, self.pos.y as i32);
210 let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
211 canvas.set_draw_color((0, 255, 0));
212 canvas.draw_line(pos, p).unwrap();
213 draw_cross(canvas, p);
215 let p = (self.pos + ctrl.aim.to_adjusted_point() * l).to_i32().into();
216 canvas.set_draw_color((255, 0, 0));
217 canvas.draw_line(pos, p).unwrap();
218 draw_cross(canvas, p);
220 let p = (self.pos + Point2D::from(ctrl.aim.a) * l).to_i32().into();
221 canvas.set_draw_color((0, 0, 255));
222 canvas.draw_line(pos, p).unwrap();
223 draw_cross(canvas, p);
227 fn draw_cross(canvas: &mut Canvas<Window>, p: (i32, i32)) {
228 canvas.draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
229 canvas.draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
232 ////////// BOLL ////////////////////////////////////////////////////////////////
240 impl Object for Boll {
241 fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
242 self.vel += lvl.gravity;
243 self.pos += self.vel;
245 if self.pos.y >= lvl.ground {
246 if self.bounces == 0 {
250 self.pos.y = lvl.ground;
251 self.vel.y = -self.vel.y;
255 if self.pos.x <= 0.0 || self.pos.x >= 1280.0 { // only for testing
256 self.pos.x = self.pos.x.max(0.0).min(1280.0);
257 self.vel.x = -self.vel.x;
259 use rand::distributions::{Distribution, Normal};
260 let normal = Normal::new(0.5, 0.4);
261 objects.push(Box::new(Boll {
262 vel: self.vel * normal.sample(&mut rand::thread_rng()),
270 fn render(&self, canvas: &mut Canvas<Window>, _sprites: &SpriteManager) {
271 let block = _sprites.get("block");
272 let size = 4 + self.bounces * 6;
273 canvas.copy(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)).unwrap();
274 // canvas.set_draw_color((0, self.bounces * 100, 255));
275 // canvas.draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();