Refactored level generation + fixed bug with wall finding
[kaka/rust-sdl-test.git] / src / core / game.rs
... / ...
CommitLineData
1use ActiveState;
2use AppState;
3use common::{Point2D, Radians};
4use core::app::StateChange;
5use core::controller::Controller;
6use core::controller::ControllerManager;
7use core::level::{Level, LevelGenerator};
8use core::render::Renderer;
9use point;
10use sdl2::event::Event;
11use sdl2::joystick::PowerLevel;
12use sdl2::keyboard::Keycode;
13use sdl2::rect::Rect;
14use sprites::SpriteManager;
15use std::cell::RefCell;
16use std::rc::Rc;
17use time::Duration;
18
19////////// GAMESTATE ///////////////////////////////////////////////////////////
20
21#[derive(Default)]
22pub struct GameState {
23 world: World,
24 lvlgen: LevelGenerator,
25}
26
27impl GameState {
28 pub fn new() -> Self {
29 let lvlgen = LevelGenerator::new(0, 5);
30 GameState {
31 world: World::new(lvlgen.generate()),
32 lvlgen,
33 }
34 }
35}
36
37impl AppState for GameState {
38 fn enter(&mut self, ctrl_man: &ControllerManager) {
39 for (_k, v) in ctrl_man.controllers.iter() {
40 self.world.add(Box::new(Character::new(v.clone())));
41 }
42 }
43
44 fn leave(&mut self) {}
45
46 fn update(&mut self, dt: Duration) -> Option<StateChange> {
47 self.world.update(dt);
48 None
49 }
50
51 fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
52 self.world.render(renderer, sprites);
53 }
54
55 fn handle_event(&mut self, event: Event) -> Option<StateChange> {
56 match event {
57 Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
58 return Some(StateChange::Pop)
59 }
60 Event::KeyDown { keycode: Some(Keycode::Return), .. } => {
61 return Some(StateChange::Push(Box::new(ActiveState::new((800, 600)))))
62 }
63 Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
64 self.lvlgen.seed = std::time::UNIX_EPOCH.elapsed().unwrap().as_secs() as u32;
65 self.world.level = self.lvlgen.generate();
66 }
67 Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
68 self.lvlgen.iterations += 1;
69 println!("{} iteration(s) of cellular automata", self.lvlgen.iterations);
70 self.world.level = self.lvlgen.generate();
71 }
72 Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
73 self.lvlgen.iterations = 1.max(self.lvlgen.iterations - 1);
74 println!("{} iteration(s) of cellular automata", self.lvlgen.iterations);
75 self.world.level = self.lvlgen.generate();
76 }
77 _ => {}
78 }
79 None
80 }
81}
82
83////////// WORLD ///////////////////////////////////////////////////////////////
84
85#[derive(Default)]
86pub struct World {
87 level: Level,
88 objects: Objects,
89}
90
91impl World {
92 pub fn new(level: Level) -> Self {
93 World {
94 level,
95 ..Default::default()
96 }
97 }
98
99 pub fn update(&mut self, dt: Duration) {
100 let mut breeding_ground = vec!();
101
102 for i in (0..self.objects.len()).rev() {
103 if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead {
104 self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array
105 }
106 }
107
108 for o in breeding_ground {
109 self.add(o);
110 }
111
112 println!("\x1b[Kobject count: {}\x1b[1A", self.objects.len()); // clear line, print, move cursor up
113 }
114
115 pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
116 self.level.render(renderer, sprites);
117 for o in &mut self.objects {
118 o.render(renderer, sprites);
119 }
120 }
121
122 pub fn add(&mut self, object: Box<dyn Object>) {
123 self.objects.push(object);
124 }
125}
126
127////////// OBJECT //////////////////////////////////////////////////////////////
128
129type Objects = Vec<Box<dyn Object>>;
130
131pub trait Object {
132 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
133 fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
134}
135
136#[derive(PartialEq)]
137pub enum ObjectState { Alive, Dead }
138use self::ObjectState::*;
139
140
141pub trait Physical {}
142pub trait Drawable {}
143
144////////// CHARACTER ///////////////////////////////////////////////////////////
145
146pub struct Character {
147 ctrl: Rc<RefCell<Controller>>,
148 pos: Point2D<f64>,
149 vel: Point2D<f64>,
150}
151
152impl Character {
153 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
154 Character {
155 ctrl,
156 pos: point!(300.0, 300.0),
157 vel: point!(0.0, 0.0),
158 }
159 }
160}
161
162impl Object for Character {
163 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
164 let ctrl = self.ctrl.borrow();
165
166 let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
167 let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
168 if lvl.grid.cells[x][y] {
169 self.vel += lvl.gravity;
170 if self.vel.y > 0.0 && !(ctrl.mov.down() && ctrl.jump.is_pressed) {
171 self.vel.y = 0.0;
172 self.vel.x *= 0.9;
173 }
174
175 if !ctrl.mov.down() {
176 if ctrl.jump.is_pressed && !ctrl.jump.was_pressed {
177 self.vel.y = -5.0;
178 }
179 }
180 } else {
181 self.vel += lvl.gravity;
182 }
183 self.pos += self.vel;
184
185 if ctrl.shoot.is_pressed {
186 use rand::distributions::{Distribution, Normal};
187 let normal = Normal::new(0.0, 0.1);
188 let direction = if ctrl.aim.to_point().length() > 0.1 { ctrl.aim.to_point() } else { ctrl.mov.to_point() };
189 for _i in 0..100 {
190 objects.push(Box::new(Boll {
191 pos: self.pos,
192 vel: direction * (10.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
193 bounces: 2,
194 }));
195 }
196 ctrl.rumble(1.0, dt);
197 self.vel -= direction * 0.1;
198 }
199
200 if ctrl.start.is_pressed && !ctrl.start.was_pressed {
201 match ctrl.device.power_level() {
202 Ok(PowerLevel::Unknown) => { println!("power level unknown"); }
203 Ok(PowerLevel::Empty) => { println!("power level empty"); }
204 Ok(PowerLevel::Low) => { println!("power level low"); }
205 Ok(PowerLevel::Medium) => { println!("power level medium"); }
206 Ok(PowerLevel::Full) => { println!("power level full"); }
207 Ok(PowerLevel::Wired) => { println!("power level wired"); }
208 Err(_) => {}
209 };
210 }
211
212 match ctrl.mov.x {
213 v if v < -0.9 && self.vel.x > -5.0 => { self.vel.x -= 0.5 }
214 v if v > 0.9 && self.vel.x < 5.0 => { self.vel.x += 0.5 }
215 _ => {}
216 }
217
218 Alive
219 }
220
221 fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
222 let block = sprites.get("mario");
223 let size = 32;
224 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));
225
226 let ctrl = &self.ctrl.borrow();
227 let l = 300.0;
228 let pos = (self.pos.x as i32, self.pos.y as i32);
229 // // axis values
230 // let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into();
231 // renderer.draw_line(pos, p, (0, 255, 0));
232 // draw_cross(renderer, p);
233 // values limited to unit vector
234 let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
235 renderer.draw_line(pos, p, (255, 0, 0));
236 draw_cross(renderer, p);
237 let p = (self.pos + ctrl.mov.to_point() * l).to_i32().into();
238 renderer.draw_line(pos, p, (0, 255, 0));
239 draw_cross(renderer, p);
240 // // circle values
241 // let p = (self.pos + Point2D::from(ctrl.aim.a) * l).to_i32().into();
242 // renderer.draw_line(pos, p, (0, 0, 255));
243 // draw_cross(renderer, p);
244 }
245}
246
247fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) {
248 renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
249 renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
250}
251
252////////// BOLL ////////////////////////////////////////////////////////////////
253
254pub struct Boll {
255 pos: Point2D<f64>,
256 vel: Point2D<f64>,
257 bounces: u8,
258}
259
260impl Object for Boll {
261 fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
262 self.vel += lvl.gravity;
263 self.pos += self.vel;
264
265 let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
266 let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
267 if lvl.grid.cells[x][y] {
268 if self.bounces == 0 {
269 return Dead
270 }
271 self.vel *= -0.25;
272 self.pos += self.vel;
273 self.bounces -= 1;
274 use rand::distributions::{Distribution, Normal};
275 let mut rng = rand::thread_rng();
276 let a = Radians(self.vel.to_radians().0 + Normal::new(0.0, 0.75).sample(&mut rng));
277 objects.push(Box::new(Boll {
278 vel: Point2D::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length(),
279 ..*self
280 }));
281 }
282
283 Alive
284 }
285
286 fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
287 let block = _sprites.get("block");
288 let size = 4 + self.bounces * 6;
289 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));
290 // renderer.canvas().set_draw_color((0, self.bounces * 100, 255));
291 // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();
292 }
293}