use core::controller::Controller; use core::object::boll::Boll; use core::level::{Level, Wall, IntersectResult::Intersection}; use core::object::{Object, Objects, ObjectState}; use core::render::Renderer; use geometry::Point; use point; use sdl2::rect::Rect; use sprites::SpriteManager; 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 /////////////////////////////////////////////////////////// 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, 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), } } } impl Object for Character { fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState { let ctrl = self.ctrl.borrow(); 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 => { // 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); 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.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.body.vel -= direction * 0.1; } ObjectState::Alive } fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) { let block = sprites.get("mario"); let size = 32; 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.body.pos.x as i32, self.body.pos.y as i32); // // axis values // 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.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.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.body.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(); } ////////// 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 } }