X-Git-Url: http://dolda2000.com/gitweb/?a=blobdiff_plain;f=src%2Fcore%2Fobject%2Fcharacter.rs;h=3d789f225a25549fc4569b738f3b504b110ef4ed;hb=HEAD;hp=8632ee2a0c13a626ea17e134db3cc81367775dc4;hpb=5d7eff9e9c0f585e9c4d57907f2e72003d39c757;p=kaka%2Frust-sdl-test.git diff --git a/src/core/object/character.rs b/src/core/object/character.rs index 8632ee2..3d789f2 100644 --- a/src/core/object/character.rs +++ b/src/core/object/character.rs @@ -11,22 +11,46 @@ use std::cell::RefCell; use std::rc::Rc; use time::Duration; +////////// TRIGGER ///////////////////////////////////////////////////////////// + +trait Trigger { + fn update(&mut self, body: &Body, ctrl: &Controller, dt: Duration) -> Option>; +} + +////////// STATE /////////////////////////////////////////////////////////////// + +trait State { + fn enter(&mut self, _body: &mut Body, _ctrl: &Controller, _objects: &mut Objects) {} + fn exit(&self) {} + fn update(&mut self, body: &mut Body, ctrl: &Controller, objects: &mut Objects, lvl: &Level, dt: Duration) -> Option>; +} + ////////// CHARACTER /////////////////////////////////////////////////////////// -pub struct Character { - ctrl: Rc>, +struct Body { pos: Point, vel: Point, standing_on: Option, } +pub struct Character { + ctrl: Rc>, + body: Body, + triggers: Vec>, + state: Box, +} + impl Character { pub fn new(ctrl: Rc>) -> Self { Character { ctrl, - pos: point!(300.0, 300.0), - vel: point!(0.0, 0.0), - standing_on: None, + body: Body { + pos: point!(300.0, 300.0), + vel: point!(0.0, 0.0), + standing_on: None, + }, + triggers: vec!(Box::new(JumpTrigger)), + state: Box::new(FallState), } } } @@ -35,52 +59,49 @@ impl Object for Character { fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState { let ctrl = self.ctrl.borrow(); - match &self.standing_on { - Some(wall) => { - if ctrl.jump.is_pressed && !ctrl.jump.was_pressed { - 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; - } + if let Some(state) = self.state.update(&mut self.body, &ctrl, objects, lvl, dt) { + self.state.exit(); + self.state = state; + self.state.enter(&mut self.body, &ctrl, objects); + } + + match &self.body.standing_on { + Some(_wall) => { }, - 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 } - _ => {} - } + None => { // in air + if let Intersection(wall, pos) = lvl.intersect_walls(self.body.pos - self.body.vel, self.body.pos) { + self.body.standing_on = Some(wall); + self.body.pos = pos; + self.body.vel = point!(0.0, 0.0); - 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); + self.state.exit(); + self.state = Box::new(StandState); + self.state.enter(&mut self.body, &ctrl, objects); } } } + for trigger in &mut self.triggers { + if let Some(state) = trigger.update(&self.body, &ctrl, dt) { + self.state.exit(); + self.state = state; + self.state.enter(&mut self.body, &ctrl, objects); + } + } + 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::new( - self.pos + point!(0.0, -16.0), // half the height of mario - direction * (10.0 + rand::random::()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel, + self.body.pos + point!(0.0, -16.0), // half the height of mario + direction * (10.0 + rand::random::()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.body.vel, 2, ))); } ctrl.rumble(1.0, dt); - self.vel -= direction * 0.1; + self.body.vel -= direction * 0.1; } ObjectState::Alive @@ -89,24 +110,24 @@ impl Object for Character { 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)); + renderer.blit(block, None, Rect::new(self.body.pos.x as i32 - size as i32 / 2, self.body.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); + let pos = (self.body.pos.x as i32, self.body.pos.y as i32); // // axis values - // let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into(); + // let p = (self.body.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(); + let p = (self.body.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(); + let p = (self.body.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(); + // let p = (self.body.pos + Point::from(ctrl.aim.a) * l).to_i32().into(); // renderer.draw_line(pos, p, (0, 0, 255)); // draw_cross(renderer, p); } @@ -116,3 +137,80 @@ 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(); } + +////////// FALLING ///////////////////////////////////////////////////////////// + +struct FallState; + +impl State for FallState { + fn update(&mut self, body: &mut Body, ctrl: &Controller, _objects: &mut Objects, lvl: &Level, _dt: Duration) -> Option> { + body.vel += lvl.gravity; + body.pos += body.vel; + + match ctrl.mov.x { + v if v < -0.9 && body.vel.x > -5.0 => { body.vel.x -= 0.5 } + v if v > 0.9 && body.vel.x < 5.0 => { body.vel.x += 0.5 } + _ => {} + } + + None + } +} + +////////// STANDING //////////////////////////////////////////////////////////// + +struct StandState; + +impl State for StandState { + fn update(&mut self, body: &mut Body, _ctrl: &Controller, _objects: &mut Objects, _lvl: &Level, _dt: Duration) -> Option> { + if let Some(_wall) = &body.standing_on { + body.vel *= 0.9; + } + + None + } +} + +////////// JUMPING ///////////////////////////////////////////////////////////// + +struct JumpTrigger; + +impl Trigger for JumpTrigger { + fn update(&mut self, body: &Body, ctrl: &Controller, _dt: Duration) -> Option> { + if body.standing_on.is_some() && ctrl.jump.is_pressed && !ctrl.jump.was_pressed { // this is redundant now because JumpState needs a wall to get starting velocity, but that will probably change + Some(Box::new(JumpState)) + } else { + None + } + } +} + +struct JumpState; + +impl State for JumpState { + fn enter(&mut self, body: &mut Body, ctrl: &Controller, _objects: &mut Objects) { + if let Some(wall) = &body.standing_on { + if ctrl.mov.to_point().length() < 0.1 { + body.vel = wall.normal().into(); + } else { + body.vel = ctrl.mov.to_point(); + } + body.vel *= 5.0; + body.pos += body.vel * 0.1; + body.standing_on = None; + } + } + + fn update(&mut self, body: &mut Body, ctrl: &Controller, _objects: &mut Objects, lvl: &Level, _dt: Duration) -> Option> { + body.vel += lvl.gravity; + body.pos += body.vel; + + match ctrl.mov.x { + v if v < -0.9 && body.vel.x > -5.0 => { body.vel.x -= 0.5 } + v if v > 0.9 && body.vel.x < 5.0 => { body.vel.x += 0.5 } + _ => {} + } + + None + } +}