X-Git-Url: http://dolda2000.com/gitweb/?a=blobdiff_plain;f=src%2Fcore%2Fgame.rs;h=d9df53aca9364f83a02ff20d87ba8867b95b1bd0;hb=09cd68feac9813b82f0c73e7c0429ddf0f719117;hp=6c049692b3359f95ca18189833e94edf006a3b98;hpb=eb253fcc25b0af3ec7b804ea8e1b73426564883b;p=kaka%2Frust-sdl-test.git diff --git a/src/core/game.rs b/src/core/game.rs index 6c04969..d9df53a 100644 --- a/src/core/game.rs +++ b/src/core/game.rs @@ -1,19 +1,18 @@ use AppState; -use ActiveState; -use common::{Point2D, Radians}; use core::app::StateChange; use core::controller::Controller; use core::controller::ControllerManager; -use core::level::Level; +use core::level::{Level, LevelGenerator, Wall, IntersectResult::Intersection}; use core::render::Renderer; +use geometry::{Point, ToAngle}; 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 /////////////////////////////////////////////////////////// @@ -21,12 +20,17 @@ use time::Duration; #[derive(Default)] pub struct GameState { world: World, + lvlgen: LevelGenerator, + debug_mode: bool, } impl GameState { pub fn new() -> Self { + let lvlgen = LevelGenerator::new(0); GameState { - world: World::new(), + world: World::new(lvlgen.generate()), + lvlgen, + ..Default::default() } } } @@ -46,7 +50,7 @@ impl AppState for GameState { } fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) { - self.world.render(renderer, sprites); + self.world.render(renderer, sprites, self.debug_mode); } fn handle_event(&mut self, event: Event) -> Option { @@ -55,19 +59,34 @@ 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::KpEnter), .. } => { + self.debug_mode = !self.debug_mode; + } 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; + self.world.level = self.lvlgen.generate(); } Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => { - self.world.level.decrease_iteration(); + if self.lvlgen.iterations > 0 { + self.lvlgen.iterations -= 1; + self.world.level = self.lvlgen.generate(); + } } - Event::KeyDown { keycode: Some(Keycode::KpEnter), .. } => { - self.world.level.filter_regions(); + 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(); + } } _ => {} } @@ -84,9 +103,9 @@ pub struct World { } impl World { - pub fn new() -> Self { + pub fn new(level: Level) -> Self { World { - level: Level::new(point!(0.0, 0.1)), + level, ..Default::default() } } @@ -107,8 +126,8 @@ impl World { println!("\x1b[Kobject count: {}\x1b[1A", self.objects.len()); // clear line, print, move cursor up } - pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) { - self.level.render(renderer, sprites); + pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager, debug_mode: bool) { + self.level.render(renderer, sprites, debug_mode); for o in &mut self.objects { o.render(renderer, sprites); } @@ -140,8 +159,9 @@ pub trait Drawable {} pub struct Character { ctrl: Rc>, - pos: Point2D, - vel: Point2D, + pos: Point, + vel: Point, + standing_on: Option, } impl Character { @@ -150,6 +170,7 @@ impl Character { ctrl, pos: point!(300.0, 300.0), vel: point!(0.0, 0.0), + standing_on: None, } } } @@ -158,24 +179,38 @@ 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 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] { - 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; - } - - if !ctrl.mov.down() { + match &self.standing_on { + Some(wall) => { if ctrl.jump.is_pressed && !ctrl.jump.was_pressed { - self.vel.y = -5.0; + if ctrl.mov.to_point().length() < 0.1 { + self.vel = wall.normal().into(); + } else { + self.vel = ctrl.mov.to_point(); + } + self.vel *= 5.0; + self.pos += self.vel * 0.1; + self.standing_on = None; + } else { + self.vel *= 0.9; + } + }, + None => { + self.vel += lvl.gravity; + self.pos += self.vel; + + 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 } + _ => {} + } + + if let Intersection(wall, pos) = lvl.intersect_walls(self.pos - self.vel, self.pos) { + self.standing_on = Some(wall); + self.pos = pos; + self.vel = point!(0.0, 0.0); } } - } else { - self.vel += lvl.gravity; } - self.pos += self.vel; if ctrl.shoot.is_pressed { use rand::distributions::{Distribution, Normal}; @@ -183,7 +218,7 @@ impl Object for Character { 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, + pos: self.pos + point!(0.0, -16.0), // half the height of mario vel: direction * (10.0 + rand::random::()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel, bounces: 2, })); @@ -192,24 +227,6 @@ impl Object for Character { 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 } @@ -233,7 +250,7 @@ impl Object for Character { 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); } @@ -247,8 +264,8 @@ fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) { ////////// BOLL //////////////////////////////////////////////////////////////// pub struct Boll { - pos: Point2D, - vel: Point2D, + pos: Point, + vel: Point, bounces: u8, } @@ -257,20 +274,22 @@ impl Object for Boll { 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.vel *= -0.25; - self.pos += self.vel; 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 + Point::from(wall.normal()) * 0.1; // får bollen att inte åka igenom väggen av misstag p.g.a nedan slumpvinkel + self.vel = Point::from(a) * self.vel.length() * 0.35; + + // create another boll 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)); + 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: 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() * rng.gen_range(0.25, 1.0), ..*self })); }