-use teststate::TestState;
use AppState;
-use common::{Point, ToAngle};
use core::app::StateChange;
use core::controller::Controller;
use core::controller::ControllerManager;
use core::level::{Level, LevelGenerator, Wall, IntersectResult::Intersection};
use core::render::Renderer;
+use geometry::{Point, ToAngle};
use point;
use sdl2::event::Event;
use sdl2::joystick::PowerLevel;
use sprites::SpriteManager;
use std::cell::RefCell;
use std::rc::Rc;
+use teststate::TestState;
use time::Duration;
////////// GAMESTATE ///////////////////////////////////////////////////////////
pub struct GameState {
world: World,
lvlgen: LevelGenerator,
+ debug_mode: bool,
}
impl GameState {
GameState {
world: World::new(lvlgen.generate()),
lvlgen,
+ ..Default::default()
}
}
}
}
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) -> Option<StateChange> {
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();
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);
}