-use ActiveState;
+use teststate::TestState;
use AppState;
-use common::{Point2D, Radians};
+use common::{Point, Radians};
use core::app::StateChange;
use core::controller::Controller;
use core::controller::ControllerManager;
-use core::level::{Level, LevelGenerator};
+use core::level::{Level, LevelGenerator, Wall, IntersectResult::Intersection};
use core::render::Renderer;
use point;
use sdl2::event::Event;
impl GameState {
pub fn new() -> Self {
- let lvlgen = LevelGenerator::new(0, 5);
+ let lvlgen = LevelGenerator::new(0);
GameState {
world: World::new(lvlgen.generate()),
lvlgen,
return Some(StateChange::Pop)
}
Event::KeyDown { keycode: Some(Keycode::Return), .. } => {
- return Some(StateChange::Push(Box::new(ActiveState::new((800, 600)))))
+ return Some(StateChange::Push(Box::new(TestState::new())))
}
Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
self.lvlgen.seed = std::time::UNIX_EPOCH.elapsed().unwrap().as_secs() as u32;
}
Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
self.lvlgen.iterations += 1;
- println!("{} iteration(s) of cellular automata", self.lvlgen.iterations);
self.world.level = self.lvlgen.generate();
}
Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
- self.lvlgen.iterations = 1.max(self.lvlgen.iterations - 1);
- println!("{} iteration(s) of cellular automata", self.lvlgen.iterations);
+ 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
pub struct Character {
ctrl: Rc<RefCell<Controller>>,
- pos: Point2D<f64>,
- vel: Point2D<f64>,
+ pos: Point<f64>,
+ vel: Point<f64>,
}
impl 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;
+ let x = (self.pos.x / lvl.grid.scale.width as f64).min(lvl.grid.size.width as f64 - 1.0).max(0.0) as usize;
+ let y = (self.pos.y / lvl.grid.scale.height as f64).min(lvl.grid.size.height as f64 - 1.0).max(0.0) as usize;
+ self.vel += lvl.gravity;
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;
+ self.pos.y -= 1.0;
}
if !ctrl.mov.down() {
self.vel.y = -5.0;
}
}
- } else {
- self.vel += lvl.gravity;
}
self.pos += self.vel;
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();
+ // let p = (self.pos + Point::from(ctrl.aim.a) * l).to_i32().into();
// renderer.draw_line(pos, p, (0, 0, 255));
// draw_cross(renderer, p);
}
////////// BOLL ////////////////////////////////////////////////////////////////
pub struct Boll {
- pos: Point2D<f64>,
- vel: Point2D<f64>,
+ pos: Point<f64>,
+ vel: Point<f64>,
bounces: u8,
}
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 let Intersection(wall, pos) = lvl.intersect_walls(self.pos - self.vel, self.pos) {
if self.bounces == 0 {
return Dead
}
+ self.pos = pos;
self.vel *= -0.25;
self.pos += self.vel;
self.bounces -= 1;
let mut rng = rand::thread_rng();
let a = Radians(self.vel.to_radians().0 + Normal::new(0.0, 0.75).sample(&mut rng));
objects.push(Box::new(Boll {
- vel: Point2D::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length(),
+ vel: Point::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length(),
..*self
}));
}