-use sdl2::controller::{Axis, Button};
+use AppState;
+use core::app::StateChange;
use core::controller::ControllerManager;
-use std::cell::RefCell;
-use std::rc::Rc;
-use core::controller::Controller;
-use common::Point2D;
-use sdl2::rect::Rect;
-use common::Nanoseconds;
+use core::level::{Level, LevelGenerator};
+use core::object::{Object, Objects, ObjectState};
+use core::object::character::Character;
+use core::render::Renderer;
use sdl2::event::Event;
+use sdl2::keyboard::Keycode;
use sprites::SpriteManager;
-use sdl2::render::Canvas;
-use sdl2::video::Window;
-use AppState;
-use point;
+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()
}
}
}
impl AppState for GameState {
- fn enter(&mut self, ctrl_man: &mut ControllerManager) {
- if let Some(ctrl) = ctrl_man.controllers.get(&0) {
- self.world.add(Box::new(Character::new(ctrl.clone())));
+ fn enter(&mut self, ctrl_man: &ControllerManager) {
+ for (_k, v) in ctrl_man.controllers.iter() {
+ self.world.add(Box::new(Character::new(v.clone())));
}
}
fn leave(&mut self) {}
- fn update(&mut self, dt: Nanoseconds) {
+ fn update(&mut self, dt: Duration) -> Option<StateChange> {
self.world.update(dt);
+ None
}
- fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
- self.world.render(canvas, sprites);
+ fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
+ 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.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.lvlgen.iterations += 1;
+ self.world.level = self.lvlgen.generate();
+ }
+ Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
+ if self.lvlgen.iterations > 0 {
+ self.lvlgen.iterations -= 1;
+ self.world.level = self.lvlgen.generate();
+ }
+ }
+ 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
+ }
}
////////// WORLD ///////////////////////////////////////////////////////////////
#[derive(Default)]
pub struct World {
level: Level,
- objects: Vec<Box<dyn Object>>,
+ objects: Objects,
}
impl World {
- pub fn new() -> Self {
+ pub fn new(level: Level) -> Self {
World {
- level: Level {
- gravity: point!(0.0, 0.1),
- ground: 600.0,
- },
+ level,
..Default::default()
}
}
- pub fn update(&mut self, dt: Nanoseconds) {
- for o in &mut self.objects {
- o.update(&self.level, dt);
- }
- }
+ pub fn update(&mut self, dt: Duration) {
+ let mut breeding_ground = vec!();
- pub fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
- self.level.render(canvas, sprites);
- for o in &mut self.objects {
- o.render(canvas, sprites);
+ for i in (0..self.objects.len()).rev() {
+ 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
+ }
}
- }
-
- pub fn add(&mut self, object: Box<dyn Object>) {
- self.objects.push(object);
- }
-}
-
-////////// LEVEL ///////////////////////////////////////////////////////////////
-#[derive(Default)]
-pub struct Level {
- gravity: Point2D<f64>,
- ground: f64, // just to have something
-}
-
-impl Level {
- pub fn render(&mut self, canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager) {
- let w = canvas.viewport().width() as i32;
- for i in 1..11 {
- let y = (i * i - 1) as i32 + self.ground as i32;
- canvas.set_draw_color((255 - i * 20, 255 - i * 20, 0));
- canvas.draw_line((0, y), (w, y)).unwrap();
+ for o in breeding_ground {
+ self.add(o);
}
- }
-}
-
-////////// OBJECT //////////////////////////////////////////////////////////////
-
-pub trait Object {
- fn update(&mut self, lvl: &Level, dt: Nanoseconds);
- fn render(&mut self, canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager);
-}
-
-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!(100.0, 100.0),
- vel: point!(0.0, 0.0),
- }
+ println!("\x1b[Kobject count: {}\x1b[1A", self.objects.len()); // clear line, print, move cursor up
}
-}
-
-impl Object for Character {
- fn update(&mut self, lvl: &Level, _dt: Nanoseconds) {
- self.vel += lvl.gravity;
- self.pos = self.pos + self.vel;
-
- let ctrl = &self.ctrl.borrow().ctrl;
-
- if self.pos.y >= lvl.ground {
- self.pos.y = lvl.ground;
- self.vel.y = 0.0;
- self.vel.x *= 0.9;
-
- if ctrl.button(Button::A) {
- self.vel.y = -5.0;
- }
- }
- match ctrl.axis(Axis::LeftX) as f64 / 32768.0 {
- v if v < -0.9 => { self.vel.x -= 0.5 }
- v if v > 0.9 => { self.vel.x += 0.5 }
- _ => {}
+ 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);
}
}
- fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
- let block = sprites.get("mario");
- let size = 32;
- canvas.copy(block, None, Rect::new(self.pos.x as i32, self.pos.y as i32 - size as i32, size, size)).unwrap();
+ pub fn add(&mut self, object: Box<dyn Object>) {
+ self.objects.push(object);
}
}