3 use core::controller::Controller;
4 use core::controller::ControllerManager;
5 use core::render::Renderer;
7 use sdl2::event::Event;
8 use sdl2::joystick::PowerLevel;
10 use sprites::SpriteManager;
11 use std::cell::RefCell;
15 ////////// GAMESTATE ///////////////////////////////////////////////////////////
18 pub struct GameState {
23 pub fn new() -> Self {
30 impl AppState for GameState {
31 fn enter(&mut self, ctrl_man: &ControllerManager) {
32 if let Some(ctrl) = ctrl_man.controllers.get(&0) {
33 self.world.add(Box::new(Character::new(ctrl.clone())));
37 fn leave(&mut self) {}
39 fn update(&mut self, dt: Duration) {
40 self.world.update(dt);
43 fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
44 self.world.render(renderer, sprites);
47 fn handle_event(&mut self, _event: Event) {}
50 ////////// WORLD ///////////////////////////////////////////////////////////////
59 pub fn new() -> Self {
62 gravity: point!(0.0, 0.1),
69 pub fn update(&mut self, dt: Duration) {
70 let mut breeding_ground = vec!();
72 for i in (0..self.objects.len()).rev() {
73 if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead {
74 self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array
78 for o in breeding_ground {
83 pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
84 self.level.render(renderer, sprites);
85 for o in &mut self.objects {
86 o.render(renderer, sprites);
90 pub fn add(&mut self, object: Box<dyn Object>) {
91 self.objects.push(object);
95 ////////// LEVEL ///////////////////////////////////////////////////////////////
99 gravity: Point2D<f64>,
100 ground: f64, // just to have something
104 pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager) {
105 let w = renderer.viewport().0 as i32;
107 let y = (i * i - 1) as i32 + self.ground as i32;
108 renderer.canvas().set_draw_color((255 - i * 20, 255 - i * 20, 0));
109 renderer.canvas().draw_line((0, y), (w, y)).unwrap();
114 ////////// OBJECT //////////////////////////////////////////////////////////////
116 type Objects = Vec<Box<dyn Object>>;
119 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
120 fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
124 pub enum ObjectState { Alive, Dead }
125 use self::ObjectState::*;
128 pub trait Physical {}
129 pub trait Drawable {}
131 ////////// CHARACTER ///////////////////////////////////////////////////////////
133 pub struct Character {
134 ctrl: Rc<RefCell<Controller>>,
140 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
143 pos: point!(100.0, 100.0),
144 vel: point!(0.0, 0.0),
149 impl Object for Character {
150 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
151 self.vel += lvl.gravity;
152 self.pos += self.vel;
154 let ctrl = self.ctrl.borrow();
156 if self.pos.y >= lvl.ground {
157 self.pos.y = lvl.ground;
161 if ctrl.jump.is_pressed {
162 self.vel = ctrl.aim.to_point() * 5.0;
166 if ctrl.shoot.is_pressed {
167 use rand::distributions::{Distribution, Normal};
168 let normal = Normal::new(0.0, 0.1);
170 objects.push(Box::new(Boll {
172 vel: ctrl.aim.to_point() * (3.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
176 ctrl.rumble(1.0, dt);
179 if ctrl.start.is_pressed && !ctrl.start.was_pressed {
180 match ctrl.device.power_level() {
181 Ok(PowerLevel::Unknown) => { println!("power level unknown"); }
182 Ok(PowerLevel::Empty) => { println!("power level empty"); }
183 Ok(PowerLevel::Low) => { println!("power level low"); }
184 Ok(PowerLevel::Medium) => { println!("power level medium"); }
185 Ok(PowerLevel::Full) => { println!("power level full"); }
186 Ok(PowerLevel::Wired) => { println!("power level wired"); }
192 v if v < -0.9 => { self.vel.x -= 0.5 }
193 v if v > 0.9 => { self.vel.x += 0.5 }
200 fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
201 let block = sprites.get("mario");
203 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));
205 let ctrl = &self.ctrl.borrow();
207 let pos = (self.pos.x as i32, self.pos.y as i32);
209 let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into();
210 renderer.draw_line(pos, p, (0, 255, 0));
211 draw_cross(renderer, p);
212 // values limited to unit vector
213 let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
214 renderer.draw_line(pos, p, (255, 0, 0));
215 draw_cross(renderer, p);
217 let p = (self.pos + Point2D::from(ctrl.aim.a) * l).to_i32().into();
218 renderer.draw_line(pos, p, (0, 0, 255));
219 draw_cross(renderer, p);
223 fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) {
224 renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
225 renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
228 ////////// BOLL ////////////////////////////////////////////////////////////////
236 impl Object for Boll {
237 fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
238 self.vel += lvl.gravity;
239 self.pos += self.vel;
241 if self.pos.y >= lvl.ground {
242 if self.bounces == 0 {
246 self.pos.y = lvl.ground;
247 self.vel.y = -self.vel.y;
251 if self.pos.x <= 0.0 || self.pos.x >= 1280.0 { // only for testing
252 self.pos.x = self.pos.x.max(0.0).min(1280.0);
253 self.vel.x = -self.vel.x;
255 use rand::distributions::{Distribution, Normal};
256 let normal = Normal::new(0.5, 0.4);
257 objects.push(Box::new(Boll {
258 vel: self.vel * normal.sample(&mut rand::thread_rng()),
266 fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
267 let block = _sprites.get("block");
268 let size = 4 + self.bounces * 6;
269 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));
270 // renderer.set_draw_color((0, self.bounces * 100, 255));
271 // renderer.draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();