X-Git-Url: http://dolda2000.com/gitweb/?a=blobdiff_plain;f=src%2Fcore%2Fgame.rs;h=b0d996839ffe4f317f05fe2b47743dbf76d5b30c;hb=b5332019b30abd70698c9cdd7b7b9d42502681c2;hp=554bde720ac02ec2452db5328a8def228c45e2c6;hpb=1f42d724d84ed1c014ff40ccc91058472391be0c;p=kaka%2Frust-sdl-test.git diff --git a/src/core/game.rs b/src/core/game.rs index 554bde7..b0d9968 100644 --- a/src/core/game.rs +++ b/src/core/game.rs @@ -1,10 +1,10 @@ -use ActiveState; +use teststate::TestState; use AppState; 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; @@ -58,7 +58,7 @@ impl AppState for GameState { 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; @@ -173,8 +173,8 @@ 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.width as f64).min(lvl.grid.size.width as f64 - 1.0).max(0.0) as usize; - let y = (self.pos.y / lvl.grid.cell_size.height as f64).min(lvl.grid.size.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] { if self.vel.y > 0.0 && !(ctrl.mov.down() && ctrl.jump.is_pressed) { @@ -271,12 +271,11 @@ impl Object for Boll { self.vel += lvl.gravity; self.pos += self.vel; - let x = (self.pos.x / lvl.grid.cell_size.width as f64).min(lvl.grid.size.width as f64 - 1.0).max(0.0) as usize; - let y = (self.pos.y / lvl.grid.cell_size.height as f64).min(lvl.grid.size.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;