Collide with the walls instead of the grid
[kaka/rust-sdl-test.git] / src / core / game.rs
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79914631 1use AppState;
eb253fcc 2use core::app::StateChange;
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3use core::controller::Controller;
4use core::controller::ControllerManager;
60058b91 5use core::level::{Level, LevelGenerator, Wall, IntersectResult::Intersection};
6566d7e5 6use core::render::Renderer;
953b4c96 7use geometry::{Point, ToAngle};
bf7b5671 8use point;
b0566120 9use sdl2::event::Event;
6566d7e5 10use sdl2::joystick::PowerLevel;
a6b57e45 11use sdl2::keyboard::Keycode;
bf7b5671 12use sdl2::rect::Rect;
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13use sprites::SpriteManager;
14use std::cell::RefCell;
15use std::rc::Rc;
953b4c96 16use teststate::TestState;
902b2b31 17use time::Duration;
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18
19////////// GAMESTATE ///////////////////////////////////////////////////////////
20
21#[derive(Default)]
22pub struct GameState {
23 world: World,
79914631 24 lvlgen: LevelGenerator,
7b724ff3 25 debug_mode: bool,
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26}
27
28impl GameState {
29 pub fn new() -> Self {
9a6d1261 30 let lvlgen = LevelGenerator::new(0);
b0566120 31 GameState {
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32 world: World::new(lvlgen.generate()),
33 lvlgen,
7b724ff3 34 ..Default::default()
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35 }
36 }
37}
38
39impl AppState for GameState {
a82a4d23 40 fn enter(&mut self, ctrl_man: &ControllerManager) {
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41 for (_k, v) in ctrl_man.controllers.iter() {
42 self.world.add(Box::new(Character::new(v.clone())));
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43 }
44 }
45
46 fn leave(&mut self) {}
47
eb253fcc 48 fn update(&mut self, dt: Duration) -> Option<StateChange> {
b0566120 49 self.world.update(dt);
eb253fcc 50 None
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51 }
52
6566d7e5 53 fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
7b724ff3 54 self.world.render(renderer, sprites, self.debug_mode);
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55 }
56
eb253fcc 57 fn handle_event(&mut self, event: Event) -> Option<StateChange> {
a6b57e45 58 match event {
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59 Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
60 return Some(StateChange::Pop)
61 }
62 Event::KeyDown { keycode: Some(Keycode::Return), .. } => {
b0137bb6 63 return Some(StateChange::Push(Box::new(TestState::new())))
eb253fcc 64 }
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65 Event::KeyDown { keycode: Some(Keycode::KpEnter), .. } => {
66 self.debug_mode = !self.debug_mode;
67 }
a6b57e45 68 Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
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69 self.lvlgen.seed = std::time::UNIX_EPOCH.elapsed().unwrap().as_secs() as u32;
70 self.world.level = self.lvlgen.generate();
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71 }
72 Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
79914631 73 self.lvlgen.iterations += 1;
79914631 74 self.world.level = self.lvlgen.generate();
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75 }
76 Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
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77 if self.lvlgen.iterations > 0 {
78 self.lvlgen.iterations -= 1;
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79 self.world.level = self.lvlgen.generate();
80 }
81 }
82 Event::KeyDown { keycode: Some(Keycode::KpMultiply), .. } => {
83 self.lvlgen.wall_smooth_radius += 1;
84 self.world.level = self.lvlgen.generate();
85 }
86 Event::KeyDown { keycode: Some(Keycode::KpDivide), .. } => {
87 if self.lvlgen.wall_smooth_radius > 0 {
88 self.lvlgen.wall_smooth_radius -= 1;
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89 self.world.level = self.lvlgen.generate();
90 }
c80ba7f7 91 }
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92 _ => {}
93 }
eb253fcc 94 None
a6b57e45 95 }
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96}
97
98////////// WORLD ///////////////////////////////////////////////////////////////
99
100#[derive(Default)]
101pub struct World {
102 level: Level,
3583c453 103 objects: Objects,
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104}
105
106impl World {
79914631 107 pub fn new(level: Level) -> Self {
b0566120 108 World {
79914631 109 level,
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110 ..Default::default()
111 }
112 }
113
902b2b31 114 pub fn update(&mut self, dt: Duration) {
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115 let mut breeding_ground = vec!();
116
117 for i in (0..self.objects.len()).rev() {
118 if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead {
119 self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array
120 }
121 }
122
123 for o in breeding_ground {
124 self.add(o);
b0566120 125 }
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126
127 println!("\x1b[Kobject count: {}\x1b[1A", self.objects.len()); // clear line, print, move cursor up
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128 }
129
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130 pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager, debug_mode: bool) {
131 self.level.render(renderer, sprites, debug_mode);
b0566120 132 for o in &mut self.objects {
6566d7e5 133 o.render(renderer, sprites);
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134 }
135 }
136
137 pub fn add(&mut self, object: Box<dyn Object>) {
138 self.objects.push(object);
139 }
140}
141
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142////////// OBJECT //////////////////////////////////////////////////////////////
143
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144type Objects = Vec<Box<dyn Object>>;
145
b0566120 146pub trait Object {
902b2b31 147 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
6566d7e5 148 fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
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149}
150
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151#[derive(PartialEq)]
152pub enum ObjectState { Alive, Dead }
153use self::ObjectState::*;
154
155
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156pub trait Physical {}
157pub trait Drawable {}
158
159////////// CHARACTER ///////////////////////////////////////////////////////////
160
161pub struct Character {
162 ctrl: Rc<RefCell<Controller>>,
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163 pos: Point<f64>,
164 vel: Point<f64>,
92787d37 165 standing_on: Option<Wall>,
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166}
167
168impl Character {
169 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
170 Character {
171 ctrl,
3fd8761b 172 pos: point!(300.0, 300.0),
b0566120 173 vel: point!(0.0, 0.0),
92787d37 174 standing_on: None,
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175 }
176 }
177}
178
179impl Object for Character {
902b2b31 180 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
bf7b5671 181 let ctrl = self.ctrl.borrow();
b0566120 182
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183 match &self.standing_on {
184 Some(wall) => {
3fd8761b 185 if ctrl.jump.is_pressed && !ctrl.jump.was_pressed {
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186 if ctrl.mov.to_point().length() < 0.1 {
187 self.vel = wall.normal().into();
188 } else {
189 self.vel = ctrl.mov.to_point();
190 }
191 self.vel *= 5.0;
192 self.pos += self.vel * 0.1;
193 self.standing_on = None;
194 } else {
195 self.vel *= 0.9;
196 }
197 },
198 None => {
199 self.vel += lvl.gravity;
200 self.pos += self.vel;
201
202 match ctrl.mov.x {
203 v if v < -0.9 && self.vel.x > -5.0 => { self.vel.x -= 0.5 }
204 v if v > 0.9 && self.vel.x < 5.0 => { self.vel.x += 0.5 }
205 _ => {}
206 }
207
208 if let Intersection(wall, pos) = lvl.intersect_walls(self.pos - self.vel, self.pos) {
209 self.standing_on = Some(wall);
210 self.pos = pos;
211 self.vel = point!(0.0, 0.0);
3fd8761b 212 }
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213 }
214 }
215
bf7b5671 216 if ctrl.shoot.is_pressed {
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217 use rand::distributions::{Distribution, Normal};
218 let normal = Normal::new(0.0, 0.1);
3fd8761b 219 let direction = if ctrl.aim.to_point().length() > 0.1 { ctrl.aim.to_point() } else { ctrl.mov.to_point() };
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220 for _i in 0..100 {
221 objects.push(Box::new(Boll {
92787d37 222 pos: self.pos + point!(0.0, -16.0), // half the height of mario
3fd8761b 223 vel: direction * (10.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
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224 bounces: 2,
225 }));
b0566120 226 }
902b2b31 227 ctrl.rumble(1.0, dt);
3fd8761b 228 self.vel -= direction * 0.1;
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229 }
230
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231 if ctrl.start.is_pressed && !ctrl.start.was_pressed {
232 match ctrl.device.power_level() {
233 Ok(PowerLevel::Unknown) => { println!("power level unknown"); }
234 Ok(PowerLevel::Empty) => { println!("power level empty"); }
235 Ok(PowerLevel::Low) => { println!("power level low"); }
236 Ok(PowerLevel::Medium) => { println!("power level medium"); }
237 Ok(PowerLevel::Full) => { println!("power level full"); }
238 Ok(PowerLevel::Wired) => { println!("power level wired"); }
239 Err(_) => {}
240 };
241 }
242
3583c453 243 Alive
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244 }
245
6566d7e5 246 fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
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247 let block = sprites.get("mario");
248 let size = 32;
6566d7e5 249 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));
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250
251 let ctrl = &self.ctrl.borrow();
252 let l = 300.0;
253 let pos = (self.pos.x as i32, self.pos.y as i32);
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254 // // axis values
255 // let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into();
256 // renderer.draw_line(pos, p, (0, 255, 0));
257 // draw_cross(renderer, p);
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258 // values limited to unit vector
259 let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
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260 renderer.draw_line(pos, p, (255, 0, 0));
261 draw_cross(renderer, p);
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262 let p = (self.pos + ctrl.mov.to_point() * l).to_i32().into();
263 renderer.draw_line(pos, p, (0, 255, 0));
6566d7e5 264 draw_cross(renderer, p);
3fd8761b 265 // // circle values
e570927a 266 // let p = (self.pos + Point::from(ctrl.aim.a) * l).to_i32().into();
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267 // renderer.draw_line(pos, p, (0, 0, 255));
268 // draw_cross(renderer, p);
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269 }
270}
271
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272fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) {
273 renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
274 renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
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275}
276
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277////////// BOLL ////////////////////////////////////////////////////////////////
278
3583c453 279pub struct Boll {
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280 pos: Point<f64>,
281 vel: Point<f64>,
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282 bounces: u8,
283}
284
285impl Object for Boll {
d34c324f 286 fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
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287 self.vel += lvl.gravity;
288 self.pos += self.vel;
3583c453 289
60058b91 290 if let Intersection(wall, pos) = lvl.intersect_walls(self.pos - self.vel, self.pos) {
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291 if self.bounces == 0 {
292 return Dead
293 }
a6b57e45 294 self.bounces -= 1;
40742678 295 let mut a = wall.normal().mirror(self.vel.to_angle()); // TODO interpolera normalen mellan närliggande väggdelar? bollarna studsar väldigt "kantigt" nu
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296 self.pos = pos;
297 self.vel = Point::from(a) * self.vel.length() * 0.35;
298 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
299
300 // create another boll
d34c324f 301 use rand::distributions::{Distribution, Normal};
afbecec4 302 let mut rng = rand::thread_rng();
40742678 303 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?
8065e264 304 use rand::Rng;
d34c324f 305 objects.push(Box::new(Boll {
8065e264 306 vel: Point::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length() * rng.gen_range(0.25, 1.0),
a6b57e45 307 ..*self
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308 }));
309 }
310
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311 Alive
312 }
313
6566d7e5 314 fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
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315 let block = _sprites.get("block");
316 let size = 4 + self.bounces * 6;
6566d7e5 317 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));
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318 // renderer.canvas().set_draw_color((0, self.bounces * 100, 255));
319 // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();
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320 }
321}