use AppState;
-use sdl2::joystick::PowerLevel;
use common::Point2D;
use core::controller::Controller;
use core::controller::ControllerManager;
+use core::level::Level;
+use core::render::Renderer;
use point;
use sdl2::event::Event;
+use sdl2::joystick::PowerLevel;
+use sdl2::keyboard::Keycode;
use sdl2::rect::Rect;
-use sdl2::render::Canvas;
-use sdl2::video::Window;
use sprites::SpriteManager;
use std::cell::RefCell;
use std::rc::Rc;
self.world.update(dt);
}
- fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &SpriteManager) {
- self.world.render(canvas, sprites);
+ fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
+ self.world.render(renderer, sprites);
}
- fn handle_event(&mut self, _event: Event) {}
+ fn handle_event(&mut self, event: Event) {
+ match event {
+ Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
+ self.world.level.regenerate();
+ }
+ Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
+ self.world.level.increase_iteration();
+ }
+ Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
+ self.world.level.decrease_iteration();
+ }
+ Event::KeyDown { keycode: Some(Keycode::KpEnter), .. } => {
+ self.world.level.filter_regions();
+ }
+ _ => {}
+ }
+ }
}
////////// WORLD ///////////////////////////////////////////////////////////////
impl World {
pub fn new() -> Self {
World {
- level: Level {
- gravity: point!(0.0, 0.1),
- ground: 600.0,
- },
+ level: Level::new(point!(0.0, 0.1), 600.0),
..Default::default()
}
}
}
}
- pub fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &SpriteManager) {
- self.level.render(canvas, sprites);
+ pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
+ self.level.render(renderer, sprites);
for o in &mut self.objects {
- o.render(canvas, sprites);
+ o.render(renderer, sprites);
}
}
}
}
-////////// LEVEL ///////////////////////////////////////////////////////////////
-
-#[derive(Default)]
-pub struct Level {
- gravity: Point2D<f64>,
- ground: f64, // just to have something
-}
-
-impl Level {
- pub fn render(&mut self, canvas: &mut Canvas<Window>, _sprites: &SpriteManager) {
- let w = canvas.viewport().width() as i32;
- for i in 1..11 {
- let y = (i * i - 1) as i32 + self.ground as i32;
- canvas.set_draw_color((255 - i * 20, 255 - i * 20, 0));
- canvas.draw_line((0, y), (w, y)).unwrap();
- }
- }
-}
-
////////// OBJECT //////////////////////////////////////////////////////////////
type Objects = Vec<Box<dyn Object>>;
pub trait Object {
fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
- fn render(&self, _canvas: &mut Canvas<Window>, _sprites: &SpriteManager) {}
+ fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
}
#[derive(PartialEq)]
Alive
}
- fn render(&self, canvas: &mut Canvas<Window>, sprites: &SpriteManager) {
+ fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
let block = sprites.get("mario");
let size = 32;
- canvas.copy(block, None, Rect::new(self.pos.x as i32 - size as i32 / 2, self.pos.y as i32 - size as i32, size, size)).unwrap();
+ 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();
- canvas.set_draw_color((0, 255, 0));
- canvas.draw_line(pos, p).unwrap();
- draw_cross(canvas, p);
+ 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();
- canvas.set_draw_color((255, 0, 0));
- canvas.draw_line(pos, p).unwrap();
- draw_cross(canvas, p);
+ renderer.draw_line(pos, p, (255, 0, 0));
+ draw_cross(renderer, p);
// circle values
let p = (self.pos + Point2D::from(ctrl.aim.a) * l).to_i32().into();
- canvas.set_draw_color((0, 0, 255));
- canvas.draw_line(pos, p).unwrap();
- draw_cross(canvas, p);
+ renderer.draw_line(pos, p, (0, 0, 255));
+ draw_cross(renderer, p);
}
}
-fn draw_cross(canvas: &mut Canvas<Window>, p: (i32, i32)) {
- canvas.draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
- canvas.draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
+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();
}
////////// BOLL ////////////////////////////////////////////////////////////////
self.vel += lvl.gravity;
self.pos += self.vel;
- if self.pos.y >= lvl.ground {
+ let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
+ let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
+ if lvl.grid.cells[x][y] {
if self.bounces == 0 {
return Dead
- } else {
- self.bounces -= 1;
- self.pos.y = lvl.ground;
- self.vel.y = -self.vel.y;
}
- }
-
- if self.pos.x <= 0.0 || self.pos.x >= 1280.0 { // only for testing
- self.pos.x = self.pos.x.max(0.0).min(1280.0);
- self.vel.x = -self.vel.x;
- self.bounces = 0;
+ self.vel = -self.vel;
+ self.bounces -= 1;
use rand::distributions::{Distribution, Normal};
let normal = Normal::new(0.5, 0.4);
objects.push(Box::new(Boll {
- vel: self.vel * normal.sample(&mut rand::thread_rng()),
- ..*self
+ vel: self.vel * normal.sample(&mut rand::thread_rng()),
+ ..*self
}));
}
Alive
}
- fn render(&self, canvas: &mut Canvas<Window>, _sprites: &SpriteManager) {
+ fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
let block = _sprites.get("block");
let size = 4 + self.bounces * 6;
- canvas.copy(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)).unwrap();
- // canvas.set_draw_color((0, self.bounces * 100, 255));
- // canvas.draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();
+ 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));
+ // renderer.canvas().set_draw_color((0, self.bounces * 100, 255));
+ // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();
}
}