X-Git-Url: http://dolda2000.com/gitweb/?a=blobdiff_plain;f=src%2Fcore%2Fgame.rs;h=b0d996839ffe4f317f05fe2b47743dbf76d5b30c;hb=d59c7f04922541543adb533ab07a26a781341777;hp=f4a16f05f21378c97aa111a3273e49ab4649dd5d;hpb=2836f506d013d21591ddbc14c6168fd929aa5e95;p=kaka%2Frust-sdl-test.git diff --git a/src/core/game.rs b/src/core/game.rs index f4a16f0..b0d9968 100644 --- a/src/core/game.rs +++ b/src/core/game.rs @@ -1,51 +1,93 @@ -use sdl2::controller::{Axis, Button}; -use core::controller::ControllerManager; -use std::cell::RefCell; -use std::rc::Rc; +use teststate::TestState; +use AppState; +use common::{Point, Radians}; +use core::app::StateChange; use core::controller::Controller; -use common::Point2D; -use sdl2::rect::Rect; -use common::Nanoseconds; +use core::controller::ControllerManager; +use core::level::{Level, LevelGenerator, Wall, IntersectResult::Intersection}; +use core::render::Renderer; +use point; use sdl2::event::Event; +use sdl2::joystick::PowerLevel; +use sdl2::keyboard::Keycode; +use sdl2::rect::Rect; use sprites::SpriteManager; -use sdl2::render::Canvas; -use sdl2::video::Window; -use AppState; -use point; +use std::cell::RefCell; +use std::rc::Rc; +use time::Duration; ////////// GAMESTATE /////////////////////////////////////////////////////////// #[derive(Default)] pub struct GameState { world: World, + lvlgen: LevelGenerator, } impl GameState { pub fn new() -> Self { + let lvlgen = LevelGenerator::new(0); GameState { - world: World::new(), + world: World::new(lvlgen.generate()), + lvlgen, } } } 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 { self.world.update(dt); + None } - fn render(&mut self, canvas: &mut Canvas, sprites: &mut SpriteManager) { - self.world.render(canvas, sprites); + fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) { + self.world.render(renderer, sprites); } - fn handle_event(&mut self, _event: Event) {} + fn handle_event(&mut self, event: Event) -> Option { + 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::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 /////////////////////////////////////////////////////////////// @@ -53,30 +95,37 @@ impl AppState for GameState { #[derive(Default)] pub struct World { level: Level, - objects: Vec>, + 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!(); + + for i in (0..self.objects.len()).rev() { + if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead { + self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array + } } + + for o in breeding_ground { + self.add(o); + } + + println!("\x1b[Kobject count: {}\x1b[1A", self.objects.len()); // clear line, print, move cursor up } - pub fn render(&mut self, canvas: &mut Canvas, sprites: &mut SpriteManager) { - self.level.render(canvas, sprites); + pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) { + self.level.render(renderer, sprites); for o in &mut self.objects { - o.render(canvas, sprites); + o.render(renderer, sprites); } } @@ -85,31 +134,19 @@ impl World { } } -////////// LEVEL /////////////////////////////////////////////////////////////// +////////// OBJECT ////////////////////////////////////////////////////////////// -#[derive(Default)] -pub struct Level { - gravity: Point2D, - ground: f64, // just to have something -} +type Objects = Vec>; -impl Level { - pub fn render(&mut self, canvas: &mut Canvas, _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(); - } - } +pub trait Object { + fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState; + fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {} } -////////// OBJECT ////////////////////////////////////////////////////////////// +#[derive(PartialEq)] +pub enum ObjectState { Alive, Dead } +use self::ObjectState::*; -pub trait Object { - fn update(&mut self, lvl: &Level, dt: Nanoseconds); - fn render(&mut self, canvas: &mut Canvas, _sprites: &mut SpriteManager); -} pub trait Physical {} pub trait Drawable {} @@ -118,47 +155,147 @@ pub trait Drawable {} pub struct Character { ctrl: Rc>, - pos: Point2D, - vel: Point2D, + pos: Point, + vel: Point, } impl Character { pub fn new(ctrl: Rc>) -> Self { Character { ctrl, - pos: point!(100.0, 100.0), + pos: point!(300.0, 300.0), vel: point!(0.0, 0.0), } } } impl Object for Character { - fn update(&mut self, lvl: &Level, _dt: Nanoseconds) { - self.vel += lvl.gravity; - self.pos += self.vel; + fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState { + let ctrl = self.ctrl.borrow(); - let ctrl = &self.ctrl.borrow().ctrl; + 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) { + self.vel.y = 0.0; + self.vel.x *= 0.9; + self.pos.y -= 1.0; + } - if self.pos.y >= lvl.ground { - self.pos.y = lvl.ground; - self.vel.y = 0.0; - self.vel.x *= 0.9; + if !ctrl.mov.down() { + if ctrl.jump.is_pressed && !ctrl.jump.was_pressed { + self.vel.y = -5.0; + } + } + } + self.pos += self.vel; - if ctrl.button(Button::A) { - self.vel.y = -5.0; + if ctrl.shoot.is_pressed { + use rand::distributions::{Distribution, Normal}; + let normal = Normal::new(0.0, 0.1); + let direction = if ctrl.aim.to_point().length() > 0.1 { ctrl.aim.to_point() } else { ctrl.mov.to_point() }; + for _i in 0..100 { + objects.push(Box::new(Boll { + pos: self.pos, + vel: direction * (10.0 + rand::random::()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel, + bounces: 2, + })); } + ctrl.rumble(1.0, dt); + self.vel -= direction * 0.1; + } + + if ctrl.start.is_pressed && !ctrl.start.was_pressed { + match ctrl.device.power_level() { + Ok(PowerLevel::Unknown) => { println!("power level unknown"); } + Ok(PowerLevel::Empty) => { println!("power level empty"); } + Ok(PowerLevel::Low) => { println!("power level low"); } + Ok(PowerLevel::Medium) => { println!("power level medium"); } + Ok(PowerLevel::Full) => { println!("power level full"); } + Ok(PowerLevel::Wired) => { println!("power level wired"); } + Err(_) => {} + }; } - 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 } + match ctrl.mov.x { + v if v < -0.9 && self.vel.x > -5.0 => { self.vel.x -= 0.5 } + v if v > 0.9 && self.vel.x < 5.0 => { self.vel.x += 0.5 } _ => {} } + + Alive } - fn render(&mut self, canvas: &mut Canvas, sprites: &mut SpriteManager) { + fn render(&self, renderer: &mut Renderer, sprites: &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(); + renderer.blit(block, None, Rect::new(self.pos.x as i32 - size as i32 / 2, self.pos.y as i32 - size as i32, size, size)); + + let ctrl = &self.ctrl.borrow(); + let l = 300.0; + let pos = (self.pos.x as i32, self.pos.y as i32); + // // axis values + // let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into(); + // renderer.draw_line(pos, p, (0, 255, 0)); + // draw_cross(renderer, p); + // values limited to unit vector + let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into(); + renderer.draw_line(pos, p, (255, 0, 0)); + draw_cross(renderer, p); + let p = (self.pos + ctrl.mov.to_point() * l).to_i32().into(); + renderer.draw_line(pos, p, (0, 255, 0)); + draw_cross(renderer, p); + // // circle values + // 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); + } +} + +fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) { + renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap(); + renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap(); +} + +////////// BOLL //////////////////////////////////////////////////////////////// + +pub struct Boll { + pos: Point, + vel: Point, + bounces: u8, +} + +impl Object for Boll { + fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState { + self.vel += lvl.gravity; + self.pos += self.vel; + + 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; + use rand::distributions::{Distribution, Normal}; + 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: Point::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length(), + ..*self + })); + } + + Alive + } + + fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) { + let block = _sprites.get("block"); + let size = 4 + self.bounces * 6; + renderer.blit(block, None, Rect::new(self.pos.x as i32 - size as i32 / 2, self.pos.y as i32 - size as i32 / 2, size as u32, size as u32)); + // renderer.canvas().set_draw_color((0, self.bounces * 100, 255)); + // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap(); } }