-use AppState;
use ActiveState;
-use common::{Point2D, Radians};
+use AppState;
+use common::{Point, Radians};
use core::app::StateChange;
use core::controller::Controller;
use core::controller::ControllerManager;
-use core::level::Level;
+use core::level::{Level, LevelGenerator};
use core::render::Renderer;
use point;
use sdl2::event::Event;
#[derive(Default)]
pub struct GameState {
world: World,
+ lvlgen: LevelGenerator,
}
impl GameState {
pub fn new() -> Self {
+ let lvlgen = LevelGenerator::new(0, 5);
GameState {
- world: World::new(),
+ world: World::new(lvlgen.generate()),
+ lvlgen,
}
}
}
return Some(StateChange::Push(Box::new(ActiveState::new((800, 600)))))
}
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;
+ println!("{} iteration(s) of cellular automata", self.lvlgen.iterations);
+ self.world.level = self.lvlgen.generate();
}
Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
- self.world.level.decrease_iteration();
- }
- Event::KeyDown { keycode: Some(Keycode::KpEnter), .. } => {
- self.world.level.filter_regions();
+ self.lvlgen.iterations = 1.max(self.lvlgen.iterations - 1);
+ println!("{} iteration(s) of cellular automata", self.lvlgen.iterations);
+ self.world.level = self.lvlgen.generate();
}
_ => {}
}
}
impl World {
- pub fn new() -> Self {
+ pub fn new(level: Level) -> Self {
World {
- level: Level::new(point!(0.0, 0.1)),
+ level,
..Default::default()
}
}
pub struct Character {
ctrl: Rc<RefCell<Controller>>,
- pos: Point2D<f64>,
- vel: Point2D<f64>,
+ pos: Point<f64>,
+ vel: Point<f64>,
}
impl Character {
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;
+ 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,
}
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
}));
}