use AppState;
-use common::Point2D;
-use core::controller::Controller;
+use core::app::StateChange;
use core::controller::ControllerManager;
-use core::level::Level;
+use core::level::{Level, LevelGenerator};
+use core::object::{Object, Objects, ObjectState};
+use core::object::character::Character;
use core::render::Renderer;
-use point;
use sdl2::event::Event;
-use sdl2::joystick::PowerLevel;
use sdl2::keyboard::Keycode;
-use sdl2::rect::Rect;
use sprites::SpriteManager;
-use std::cell::RefCell;
-use std::rc::Rc;
+use teststate::TestState;
use time::Duration;
////////// GAMESTATE ///////////////////////////////////////////////////////////
#[derive(Default)]
pub struct GameState {
world: World,
+ lvlgen: LevelGenerator,
+ debug_mode: bool,
}
impl GameState {
pub fn new() -> Self {
+ let lvlgen = LevelGenerator::new(0);
GameState {
- world: World::new(),
+ world: World::new(lvlgen.generate()),
+ lvlgen,
+ ..Default::default()
}
}
}
fn leave(&mut self) {}
- fn update(&mut self, dt: Duration) {
+ fn update(&mut self, dt: Duration) -> Option<StateChange> {
self.world.update(dt);
+ None
}
fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
- self.world.render(renderer, sprites);
+ self.world.render(renderer, sprites, self.debug_mode);
}
- fn handle_event(&mut self, event: Event) {
+ fn handle_event(&mut self, event: Event) -> Option<StateChange> {
match event {
+ Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
+ return Some(StateChange::Pop)
+ }
+ Event::KeyDown { keycode: Some(Keycode::Return), .. } => {
+ return Some(StateChange::Push(Box::new(TestState::new())))
+ }
+ Event::KeyDown { keycode: Some(Keycode::KpEnter), .. } => {
+ self.debug_mode = !self.debug_mode;
+ }
Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
- self.world.level.regenerate();
+ self.lvlgen.seed = std::time::UNIX_EPOCH.elapsed().unwrap().as_secs() as u32;
+ self.world.level = self.lvlgen.generate();
}
Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
- self.world.level.increase_iteration();
+ self.lvlgen.iterations += 1;
+ self.world.level = self.lvlgen.generate();
}
Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
- self.world.level.decrease_iteration();
+ if self.lvlgen.iterations > 0 {
+ self.lvlgen.iterations -= 1;
+ self.world.level = self.lvlgen.generate();
+ }
}
- Event::KeyDown { keycode: Some(Keycode::KpEnter), .. } => {
- self.world.level.filter_regions();
+ Event::KeyDown { keycode: Some(Keycode::KpMultiply), .. } => {
+ self.lvlgen.wall_smooth_radius += 1;
+ self.world.level = self.lvlgen.generate();
+ }
+ Event::KeyDown { keycode: Some(Keycode::KpDivide), .. } => {
+ if self.lvlgen.wall_smooth_radius > 0 {
+ self.lvlgen.wall_smooth_radius -= 1;
+ self.world.level = self.lvlgen.generate();
+ }
}
_ => {}
}
+ None
}
}
}
impl World {
- pub fn new() -> Self {
+ pub fn new(level: Level) -> Self {
World {
- level: Level::new(point!(0.0, 0.1)),
+ level,
..Default::default()
}
}
let mut breeding_ground = vec!();
for i in (0..self.objects.len()).rev() {
- if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead {
+ if self.objects[i].update(&mut breeding_ground, &self.level, dt) == ObjectState::Dead {
self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array
}
}
println!("\x1b[Kobject count: {}\x1b[1A", self.objects.len()); // clear line, print, move cursor up
}
- pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
- self.level.render(renderer, sprites);
+ pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager, debug_mode: bool) {
+ self.level.render(renderer, sprites, debug_mode);
for o in &mut self.objects {
o.render(renderer, sprites);
}
self.objects.push(object);
}
}
-
-////////// OBJECT //////////////////////////////////////////////////////////////
-
-type Objects = Vec<Box<dyn Object>>;
-
-pub trait Object {
- fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
- fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
-}
-
-#[derive(PartialEq)]
-pub enum ObjectState { Alive, Dead }
-use self::ObjectState::*;
-
-
-pub trait Physical {}
-pub trait Drawable {}
-
-////////// CHARACTER ///////////////////////////////////////////////////////////
-
-pub struct Character {
- ctrl: Rc<RefCell<Controller>>,
- pos: Point2D<f64>,
- vel: Point2D<f64>,
-}
-
-impl Character {
- pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
- Character {
- ctrl,
- pos: point!(300.0, 300.0),
- vel: point!(0.0, 0.0),
- }
- }
-}
-
-impl Object for Character {
- fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
- let ctrl = self.ctrl.borrow();
-
- let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
- let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
- if lvl.grid.cells[x][y] {
- self.vel += lvl.gravity;
- if self.vel.y > 0.0 && !(ctrl.mov.down() && ctrl.jump.is_pressed) {
- self.vel.y = 0.0;
- self.vel.x *= 0.9;
- }
-
- if !ctrl.mov.down() {
- if ctrl.jump.is_pressed && !ctrl.jump.was_pressed {
- self.vel.y = -5.0;
- }
- }
- } else {
- self.vel += lvl.gravity;
- }
- self.pos += self.vel;
-
- if ctrl.shoot.is_pressed {
- use rand::distributions::{Distribution, Normal};
- let normal = Normal::new(0.0, 0.1);
- let direction = if ctrl.aim.to_point().length() > 0.1 { ctrl.aim.to_point() } else { ctrl.mov.to_point() };
- for _i in 0..100 {
- objects.push(Box::new(Boll {
- pos: self.pos,
- vel: direction * (10.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
- bounces: 2,
- }));
- }
- ctrl.rumble(1.0, dt);
- self.vel -= direction * 0.1;
- }
-
- if ctrl.start.is_pressed && !ctrl.start.was_pressed {
- match ctrl.device.power_level() {
- Ok(PowerLevel::Unknown) => { println!("power level unknown"); }
- Ok(PowerLevel::Empty) => { println!("power level empty"); }
- Ok(PowerLevel::Low) => { println!("power level low"); }
- Ok(PowerLevel::Medium) => { println!("power level medium"); }
- Ok(PowerLevel::Full) => { println!("power level full"); }
- Ok(PowerLevel::Wired) => { println!("power level wired"); }
- Err(_) => {}
- };
- }
-
- match ctrl.mov.x {
- v if v < -0.9 && self.vel.x > -5.0 => { self.vel.x -= 0.5 }
- v if v > 0.9 && self.vel.x < 5.0 => { self.vel.x += 0.5 }
- _ => {}
- }
-
- Alive
- }
-
- fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
- let block = sprites.get("mario");
- let size = 32;
- 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));
-
- let ctrl = &self.ctrl.borrow();
- let l = 300.0;
- let pos = (self.pos.x as i32, self.pos.y as i32);
- // // axis values
- // let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into();
- // renderer.draw_line(pos, p, (0, 255, 0));
- // draw_cross(renderer, p);
- // values limited to unit vector
- let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
- renderer.draw_line(pos, p, (255, 0, 0));
- draw_cross(renderer, p);
- let p = (self.pos + ctrl.mov.to_point() * l).to_i32().into();
- renderer.draw_line(pos, p, (0, 255, 0));
- draw_cross(renderer, p);
- // // circle values
- // let p = (self.pos + Point2D::from(ctrl.aim.a) * l).to_i32().into();
- // renderer.draw_line(pos, p, (0, 0, 255));
- // draw_cross(renderer, p);
- }
-}
-
-fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) {
- renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
- renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
-}
-
-////////// BOLL ////////////////////////////////////////////////////////////////
-
-pub struct Boll {
- pos: Point2D<f64>,
- vel: Point2D<f64>,
- bounces: u8,
-}
-
-impl Object for Boll {
- fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
- self.vel += lvl.gravity;
- self.pos += self.vel;
-
- let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
- let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
- if lvl.grid.cells[x][y] {
- if self.bounces == 0 {
- return Dead
- }
- self.vel *= -0.5;
- self.bounces -= 1;
- use rand::distributions::{Distribution, Normal};
- let normal = Normal::new(0.5, 0.4);
- objects.push(Box::new(Boll {
- vel: self.vel * normal.sample(&mut rand::thread_rng()),
- ..*self
- }));
- }
-
- Alive
- }
-
- fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
- let block = _sprites.get("block");
- let size = 4 + self.bounces * 6;
- 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));
- // renderer.canvas().set_draw_color((0, self.bounces * 100, 255));
- // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();
- }
-}