+use ActiveState;
use AppState;
use common::{Point2D, Radians};
+use core::app::StateChange;
use core::controller::Controller;
use core::controller::ControllerManager;
-use core::level::Level;
+use core::level::{Level, LevelGenerator};
use core::render::Renderer;
use point;
use sdl2::event::Event;
#[derive(Default)]
pub struct GameState {
world: World,
+ lvlgen: LevelGenerator,
}
impl GameState {
pub fn new() -> Self {
+ let lvlgen = LevelGenerator::new(0, 5);
GameState {
- world: World::new(),
+ world: World::new(lvlgen.generate()),
+ lvlgen,
}
}
}
fn leave(&mut self) {}
- fn update(&mut self, dt: Duration) {
+ fn update(&mut self, dt: Duration) -> Option<StateChange> {
self.world.update(dt);
+ None
}
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) -> Option<StateChange> {
match event {
+ Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
+ return Some(StateChange::Pop)
+ }
+ Event::KeyDown { keycode: Some(Keycode::Return), .. } => {
+ return Some(StateChange::Push(Box::new(ActiveState::new((800, 600)))))
+ }
Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
- self.world.level.regenerate();
+ self.lvlgen.seed = std::time::UNIX_EPOCH.elapsed().unwrap().as_secs() as u32;
+ self.world.level = self.lvlgen.generate();
}
Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
- self.world.level.increase_iteration();
+ self.lvlgen.iterations += 1;
+ println!("{} iteration(s) of cellular automata", self.lvlgen.iterations);
+ self.world.level = self.lvlgen.generate();
}
Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
- self.world.level.decrease_iteration();
- }
- Event::KeyDown { keycode: Some(Keycode::KpEnter), .. } => {
- self.world.level.filter_regions();
+ self.lvlgen.iterations = 1.max(self.lvlgen.iterations - 1);
+ println!("{} iteration(s) of cellular automata", self.lvlgen.iterations);
+ self.world.level = self.lvlgen.generate();
}
_ => {}
}
+ None
}
}
}
impl World {
- pub fn new() -> Self {
+ pub fn new(level: Level) -> Self {
World {
- level: Level::new(point!(0.0, 0.1)),
+ level,
..Default::default()
}
}