X-Git-Url: http://dolda2000.com/gitweb/?a=blobdiff_plain;f=src%2Fcore%2Fgame.rs;h=c3564026a62529e975acafd150a0d5459c2cfe41;hb=d67471eea7777938ffe9fb82ac2e060133b655d9;hp=9d51e18d21b97830cd015fda6cb2419e20f0905b;hpb=7b724ff393ea83b7a2d43fbfa93199d0c395af92;p=kaka%2Frust-sdl-test.git diff --git a/src/core/game.rs b/src/core/game.rs index 9d51e18..c356402 100644 --- a/src/core/game.rs +++ b/src/core/game.rs @@ -1,19 +1,14 @@ -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::level::{Level, LevelGenerator}; +use core::object::{Object, Objects, ObjectState}; +use core::object::character::Character; 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 std::cell::RefCell; -use std::rc::Rc; +use teststate::TestState; use time::Duration; ////////// GAMESTATE /////////////////////////////////////////////////////////// @@ -115,7 +110,7 @@ impl World { 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 { + if self.objects[i].update(&mut breeding_ground, &self.level, dt) == ObjectState::Dead { self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array } } @@ -138,173 +133,3 @@ impl World { self.objects.push(object); } } - -////////// OBJECT ////////////////////////////////////////////////////////////// - -type Objects = Vec>; - -pub trait Object { - fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState; - fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {} -} - -#[derive(PartialEq)] -pub enum ObjectState { Alive, Dead } -use self::ObjectState::*; - - -pub trait Physical {} -pub trait Drawable {} - -////////// CHARACTER /////////////////////////////////////////////////////////// - -pub struct Character { - ctrl: Rc>, - pos: Point, - vel: Point, -} - -impl Character { - pub fn new(ctrl: Rc>) -> Self { - Character { - ctrl, - pos: point!(300.0, 300.0), - vel: point!(0.0, 0.0), - } - } -} - -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.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 !ctrl.mov.down() { - if ctrl.jump.is_pressed && !ctrl.jump.was_pressed { - self.vel.y = -5.0; - } - } - } - self.pos += self.vel; - - 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.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(&self, renderer: &mut Renderer, sprites: &SpriteManager) { - let block = sprites.get("mario"); - let size = 32; - 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.bounces -= 1; - let mut a = wall.normal().mirror(self.vel.to_angle()); // TODO interpolera normalen mellan närliggande väggdelar? bollarna studsar väldigt "kantigt" nu - self.pos = pos; - self.vel = Point::from(a) * self.vel.length() * 0.35; - self.pos += self.vel; // TODO det här kan få bollen att åka igenom en närliggande vägg utan att kollisionstestas, men behövs just nu för att inte kollidera med samma vägg bakifrån - - // create another boll - use rand::distributions::{Distribution, Normal}; - let mut rng = rand::thread_rng(); - a += Normal::new(0.0, 0.1).sample(&mut rng).radians(); // TODO slumpen kan ge en vinkel som är under tangenten. vinkel-metoder på väggen istället kanske? - use rand::Rng; - objects.push(Box::new(Boll { - vel: Point::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length() * rng.gen_range(0.25, 1.0), - ..*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(); - } -}