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