Point2D -> Point
[kaka/rust-sdl-test.git] / src / core / game.rs
... / ...
CommitLineData
1use ActiveState;
2use AppState;
3use common::{Point, 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: Point<f64>,
149 vel: Point<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 self.vel += lvl.gravity;
169 if lvl.grid.cells[x][y] {
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 self.pos.y -= 1.0;
174 }
175
176 if !ctrl.mov.down() {
177 if ctrl.jump.is_pressed && !ctrl.jump.was_pressed {
178 self.vel.y = -5.0;
179 }
180 }
181 }
182 self.pos += self.vel;
183
184 if ctrl.shoot.is_pressed {
185 use rand::distributions::{Distribution, Normal};
186 let normal = Normal::new(0.0, 0.1);
187 let direction = if ctrl.aim.to_point().length() > 0.1 { ctrl.aim.to_point() } else { ctrl.mov.to_point() };
188 for _i in 0..100 {
189 objects.push(Box::new(Boll {
190 pos: self.pos,
191 vel: direction * (10.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
192 bounces: 2,
193 }));
194 }
195 ctrl.rumble(1.0, dt);
196 self.vel -= direction * 0.1;
197 }
198
199 if ctrl.start.is_pressed && !ctrl.start.was_pressed {
200 match ctrl.device.power_level() {
201 Ok(PowerLevel::Unknown) => { println!("power level unknown"); }
202 Ok(PowerLevel::Empty) => { println!("power level empty"); }
203 Ok(PowerLevel::Low) => { println!("power level low"); }
204 Ok(PowerLevel::Medium) => { println!("power level medium"); }
205 Ok(PowerLevel::Full) => { println!("power level full"); }
206 Ok(PowerLevel::Wired) => { println!("power level wired"); }
207 Err(_) => {}
208 };
209 }
210
211 match ctrl.mov.x {
212 v if v < -0.9 && self.vel.x > -5.0 => { self.vel.x -= 0.5 }
213 v if v > 0.9 && self.vel.x < 5.0 => { self.vel.x += 0.5 }
214 _ => {}
215 }
216
217 Alive
218 }
219
220 fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
221 let block = sprites.get("mario");
222 let size = 32;
223 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));
224
225 let ctrl = &self.ctrl.borrow();
226 let l = 300.0;
227 let pos = (self.pos.x as i32, self.pos.y as i32);
228 // // axis values
229 // let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into();
230 // renderer.draw_line(pos, p, (0, 255, 0));
231 // draw_cross(renderer, p);
232 // values limited to unit vector
233 let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
234 renderer.draw_line(pos, p, (255, 0, 0));
235 draw_cross(renderer, p);
236 let p = (self.pos + ctrl.mov.to_point() * l).to_i32().into();
237 renderer.draw_line(pos, p, (0, 255, 0));
238 draw_cross(renderer, p);
239 // // circle values
240 // let p = (self.pos + Point::from(ctrl.aim.a) * l).to_i32().into();
241 // renderer.draw_line(pos, p, (0, 0, 255));
242 // draw_cross(renderer, p);
243 }
244}
245
246fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) {
247 renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
248 renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
249}
250
251////////// BOLL ////////////////////////////////////////////////////////////////
252
253pub struct Boll {
254 pos: Point<f64>,
255 vel: Point<f64>,
256 bounces: u8,
257}
258
259impl Object for Boll {
260 fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
261 self.vel += lvl.gravity;
262 self.pos += self.vel;
263
264 let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
265 let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
266 if lvl.grid.cells[x][y] {
267 if self.bounces == 0 {
268 return Dead
269 }
270 self.vel *= -0.25;
271 self.pos += self.vel;
272 self.bounces -= 1;
273 use rand::distributions::{Distribution, Normal};
274 let mut rng = rand::thread_rng();
275 let a = Radians(self.vel.to_radians().0 + Normal::new(0.0, 0.75).sample(&mut rng));
276 objects.push(Box::new(Boll {
277 vel: Point::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length(),
278 ..*self
279 }));
280 }
281
282 Alive
283 }
284
285 fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
286 let block = _sprites.get("block");
287 let size = 4 + self.bounces * 6;
288 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));
289 // renderer.canvas().set_draw_color((0, self.bounces * 100, 255));
290 // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();
291 }
292}