1 use core::controller::Controller;
2 use core::object::boll::Boll;
3 use core::level::{Level, Wall, IntersectResult::Intersection};
4 use core::object::{Object, Objects, ObjectState};
5 use core::render::Renderer;
9 use sprites::SpriteManager;
10 use std::cell::RefCell;
14 ////////// CHARACTER ///////////////////////////////////////////////////////////
16 pub struct Character {
17 ctrl: Rc<RefCell<Controller>>,
20 standing_on: Option<Wall>,
24 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
27 pos: point!(300.0, 300.0),
28 vel: point!(0.0, 0.0),
34 impl Object for Character {
35 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
36 let ctrl = self.ctrl.borrow();
38 match &self.standing_on {
40 if ctrl.jump.is_pressed && !ctrl.jump.was_pressed {
41 if ctrl.mov.to_point().length() < 0.1 {
42 self.vel = wall.normal().into();
44 self.vel = ctrl.mov.to_point();
47 self.pos += self.vel * 0.1;
48 self.standing_on = None;
54 self.vel += lvl.gravity;
58 v if v < -0.9 && self.vel.x > -5.0 => { self.vel.x -= 0.5 }
59 v if v > 0.9 && self.vel.x < 5.0 => { self.vel.x += 0.5 }
63 if let Intersection(wall, pos) = lvl.intersect_walls(self.pos - self.vel, self.pos) {
64 self.standing_on = Some(wall);
66 self.vel = point!(0.0, 0.0);
71 if ctrl.shoot.is_pressed {
72 use rand::distributions::{Distribution, Normal};
73 let normal = Normal::new(0.0, 0.1);
74 let direction = if ctrl.aim.to_point().length() > 0.1 { ctrl.aim.to_point() } else { ctrl.mov.to_point() };
76 objects.push(Box::new(Boll::new(
77 self.pos + point!(0.0, -16.0), // half the height of mario
78 direction * (10.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
83 self.vel -= direction * 0.1;
89 fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
90 let block = sprites.get("mario");
92 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));
94 let ctrl = &self.ctrl.borrow();
96 let pos = (self.pos.x as i32, self.pos.y as i32);
98 // let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into();
99 // renderer.draw_line(pos, p, (0, 255, 0));
100 // draw_cross(renderer, p);
101 // values limited to unit vector
102 let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
103 renderer.draw_line(pos, p, (255, 0, 0));
104 draw_cross(renderer, p);
105 let p = (self.pos + ctrl.mov.to_point() * l).to_i32().into();
106 renderer.draw_line(pos, p, (0, 255, 0));
107 draw_cross(renderer, p);
109 // let p = (self.pos + Point::from(ctrl.aim.a) * l).to_i32().into();
110 // renderer.draw_line(pos, p, (0, 0, 255));
111 // draw_cross(renderer, p);
115 fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) {
116 renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
117 renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();