3 use core::controller::Controller;
4 use core::controller::ControllerManager;
5 use core::level::Level;
6 use core::render::Renderer;
8 use sdl2::event::Event;
9 use sdl2::joystick::PowerLevel;
10 use sdl2::keyboard::Keycode;
12 use sprites::SpriteManager;
13 use std::cell::RefCell;
17 ////////// GAMESTATE ///////////////////////////////////////////////////////////
20 pub struct GameState {
25 pub fn new() -> Self {
32 impl AppState for GameState {
33 fn enter(&mut self, ctrl_man: &ControllerManager) {
34 if let Some(ctrl) = ctrl_man.controllers.get(&0) {
35 self.world.add(Box::new(Character::new(ctrl.clone())));
39 fn leave(&mut self) {}
41 fn update(&mut self, dt: Duration) {
42 self.world.update(dt);
45 fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
46 self.world.render(renderer, sprites);
49 fn handle_event(&mut self, event: Event) {
51 Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
52 self.world.level.regenerate();
54 Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
55 self.world.level.increase_iteration();
57 Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
58 self.world.level.decrease_iteration();
65 ////////// WORLD ///////////////////////////////////////////////////////////////
74 pub fn new() -> Self {
76 level: Level::new(point!(0.0, 0.1), 600.0),
81 pub fn update(&mut self, dt: Duration) {
82 let mut breeding_ground = vec!();
84 for i in (0..self.objects.len()).rev() {
85 if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead {
86 self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array
90 for o in breeding_ground {
95 pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
96 self.level.render(renderer, sprites);
97 for o in &mut self.objects {
98 o.render(renderer, sprites);
102 pub fn add(&mut self, object: Box<dyn Object>) {
103 self.objects.push(object);
107 ////////// OBJECT //////////////////////////////////////////////////////////////
109 type Objects = Vec<Box<dyn Object>>;
112 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
113 fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
117 pub enum ObjectState { Alive, Dead }
118 use self::ObjectState::*;
121 pub trait Physical {}
122 pub trait Drawable {}
124 ////////// CHARACTER ///////////////////////////////////////////////////////////
126 pub struct Character {
127 ctrl: Rc<RefCell<Controller>>,
133 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
136 pos: point!(100.0, 100.0),
137 vel: point!(0.0, 0.0),
142 impl Object for Character {
143 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
144 self.vel += lvl.gravity;
145 self.pos += self.vel;
147 let ctrl = self.ctrl.borrow();
149 if self.pos.y >= lvl.ground {
150 self.pos.y = lvl.ground;
154 if ctrl.jump.is_pressed {
155 self.vel = ctrl.aim.to_point() * 5.0;
159 if ctrl.shoot.is_pressed {
160 use rand::distributions::{Distribution, Normal};
161 let normal = Normal::new(0.0, 0.1);
163 objects.push(Box::new(Boll {
165 vel: ctrl.aim.to_point() * (3.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
169 ctrl.rumble(1.0, dt);
172 if ctrl.start.is_pressed && !ctrl.start.was_pressed {
173 match ctrl.device.power_level() {
174 Ok(PowerLevel::Unknown) => { println!("power level unknown"); }
175 Ok(PowerLevel::Empty) => { println!("power level empty"); }
176 Ok(PowerLevel::Low) => { println!("power level low"); }
177 Ok(PowerLevel::Medium) => { println!("power level medium"); }
178 Ok(PowerLevel::Full) => { println!("power level full"); }
179 Ok(PowerLevel::Wired) => { println!("power level wired"); }
185 v if v < -0.9 => { self.vel.x -= 0.5 }
186 v if v > 0.9 => { self.vel.x += 0.5 }
193 fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
194 let block = sprites.get("mario");
196 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));
198 let ctrl = &self.ctrl.borrow();
200 let pos = (self.pos.x as i32, self.pos.y as i32);
202 let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into();
203 renderer.draw_line(pos, p, (0, 255, 0));
204 draw_cross(renderer, p);
205 // values limited to unit vector
206 let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
207 renderer.draw_line(pos, p, (255, 0, 0));
208 draw_cross(renderer, p);
210 let p = (self.pos + Point2D::from(ctrl.aim.a) * l).to_i32().into();
211 renderer.draw_line(pos, p, (0, 0, 255));
212 draw_cross(renderer, p);
216 fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) {
217 renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
218 renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
221 ////////// BOLL ////////////////////////////////////////////////////////////////
229 impl Object for Boll {
230 fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
231 self.vel += lvl.gravity;
232 self.pos += self.vel;
234 if self.pos.y >= lvl.ground {
235 if self.bounces == 0 {
239 self.pos.y = lvl.ground;
240 self.vel.y = -self.vel.y;
244 let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
245 let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
246 if lvl.grid.cells[x][y] {
247 if self.bounces == 0 {
250 self.vel = -self.vel;
252 use rand::distributions::{Distribution, Normal};
253 let normal = Normal::new(0.5, 0.4);
254 objects.push(Box::new(Boll {
255 vel: self.vel * normal.sample(&mut rand::thread_rng()),
263 fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
264 let block = _sprites.get("block");
265 let size = 4 + self.bounces * 6;
266 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));
267 // renderer.canvas().set_draw_color((0, self.bounces * 100, 255));
268 // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();