--- /dev/null
+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;
+
+////////// CHARACTER ///////////////////////////////////////////////////////////
+
+pub struct Character {
+ ctrl: Rc<RefCell<Controller>>,
+ pos: Point<f64>,
+ vel: Point<f64>,
+ standing_on: Option<Wall>,
+}
+
+impl Character {
+ pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
+ Character {
+ ctrl,
+ pos: point!(300.0, 300.0),
+ vel: point!(0.0, 0.0),
+ standing_on: None,
+ }
+ }
+}
+
+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;
+ }
+ },
+ 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);
+ }
+ }
+ }
+
+ 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::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
+ 2,
+ )));
+ }
+ ctrl.rumble(1.0, dt);
+ self.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.pos.x as i32 - size as i32 / 2, self.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);
+ // // axis values
+ // let p = (self.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();
+ renderer.draw_line(pos, p, (255, 0, 0));
+ draw_cross(renderer, p);
+ let p = (self.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();
+ // 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();
+}