Use GameControllers instead of Joysticks
[kaka/rust-sdl-test.git] / src / core / game.rs
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79914631 1use AppState;
eb253fcc 2use core::app::StateChange;
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3use core::controller::Controller;
4use core::controller::ControllerManager;
60058b91 5use core::level::{Level, LevelGenerator, Wall, IntersectResult::Intersection};
6566d7e5 6use core::render::Renderer;
953b4c96 7use geometry::{Point, ToAngle};
bf7b5671 8use point;
b0566120 9use sdl2::event::Event;
a6b57e45 10use sdl2::keyboard::Keycode;
bf7b5671 11use sdl2::rect::Rect;
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12use sprites::SpriteManager;
13use std::cell::RefCell;
14use std::rc::Rc;
953b4c96 15use teststate::TestState;
902b2b31 16use time::Duration;
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17
18////////// GAMESTATE ///////////////////////////////////////////////////////////
19
20#[derive(Default)]
21pub struct GameState {
22 world: World,
79914631 23 lvlgen: LevelGenerator,
7b724ff3 24 debug_mode: bool,
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25}
26
27impl GameState {
28 pub fn new() -> Self {
9a6d1261 29 let lvlgen = LevelGenerator::new(0);
b0566120 30 GameState {
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31 world: World::new(lvlgen.generate()),
32 lvlgen,
7b724ff3 33 ..Default::default()
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34 }
35 }
36}
37
38impl AppState for GameState {
a82a4d23 39 fn enter(&mut self, ctrl_man: &ControllerManager) {
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40 for (_k, v) in ctrl_man.controllers.iter() {
41 self.world.add(Box::new(Character::new(v.clone())));
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42 }
43 }
44
45 fn leave(&mut self) {}
46
eb253fcc 47 fn update(&mut self, dt: Duration) -> Option<StateChange> {
b0566120 48 self.world.update(dt);
eb253fcc 49 None
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50 }
51
6566d7e5 52 fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
7b724ff3 53 self.world.render(renderer, sprites, self.debug_mode);
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54 }
55
eb253fcc 56 fn handle_event(&mut self, event: Event) -> Option<StateChange> {
a6b57e45 57 match event {
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58 Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
59 return Some(StateChange::Pop)
60 }
61 Event::KeyDown { keycode: Some(Keycode::Return), .. } => {
b0137bb6 62 return Some(StateChange::Push(Box::new(TestState::new())))
eb253fcc 63 }
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64 Event::KeyDown { keycode: Some(Keycode::KpEnter), .. } => {
65 self.debug_mode = !self.debug_mode;
66 }
a6b57e45 67 Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
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68 self.lvlgen.seed = std::time::UNIX_EPOCH.elapsed().unwrap().as_secs() as u32;
69 self.world.level = self.lvlgen.generate();
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70 }
71 Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
79914631 72 self.lvlgen.iterations += 1;
79914631 73 self.world.level = self.lvlgen.generate();
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74 }
75 Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
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76 if self.lvlgen.iterations > 0 {
77 self.lvlgen.iterations -= 1;
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78 self.world.level = self.lvlgen.generate();
79 }
80 }
81 Event::KeyDown { keycode: Some(Keycode::KpMultiply), .. } => {
82 self.lvlgen.wall_smooth_radius += 1;
83 self.world.level = self.lvlgen.generate();
84 }
85 Event::KeyDown { keycode: Some(Keycode::KpDivide), .. } => {
86 if self.lvlgen.wall_smooth_radius > 0 {
87 self.lvlgen.wall_smooth_radius -= 1;
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88 self.world.level = self.lvlgen.generate();
89 }
c80ba7f7 90 }
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91 _ => {}
92 }
eb253fcc 93 None
a6b57e45 94 }
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95}
96
97////////// WORLD ///////////////////////////////////////////////////////////////
98
99#[derive(Default)]
100pub struct World {
101 level: Level,
3583c453 102 objects: Objects,
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103}
104
105impl World {
79914631 106 pub fn new(level: Level) -> Self {
b0566120 107 World {
79914631 108 level,
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109 ..Default::default()
110 }
111 }
112
902b2b31 113 pub fn update(&mut self, dt: Duration) {
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114 let mut breeding_ground = vec!();
115
116 for i in (0..self.objects.len()).rev() {
117 if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead {
118 self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array
119 }
120 }
121
122 for o in breeding_ground {
123 self.add(o);
b0566120 124 }
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125
126 println!("\x1b[Kobject count: {}\x1b[1A", self.objects.len()); // clear line, print, move cursor up
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127 }
128
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129 pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager, debug_mode: bool) {
130 self.level.render(renderer, sprites, debug_mode);
b0566120 131 for o in &mut self.objects {
6566d7e5 132 o.render(renderer, sprites);
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133 }
134 }
135
136 pub fn add(&mut self, object: Box<dyn Object>) {
137 self.objects.push(object);
138 }
139}
140
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141////////// OBJECT //////////////////////////////////////////////////////////////
142
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143type Objects = Vec<Box<dyn Object>>;
144
b0566120 145pub trait Object {
902b2b31 146 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
6566d7e5 147 fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
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148}
149
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150#[derive(PartialEq)]
151pub enum ObjectState { Alive, Dead }
152use self::ObjectState::*;
153
154
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155pub trait Physical {}
156pub trait Drawable {}
157
158////////// CHARACTER ///////////////////////////////////////////////////////////
159
160pub struct Character {
161 ctrl: Rc<RefCell<Controller>>,
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162 pos: Point<f64>,
163 vel: Point<f64>,
92787d37 164 standing_on: Option<Wall>,
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165}
166
167impl Character {
168 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
169 Character {
170 ctrl,
3fd8761b 171 pos: point!(300.0, 300.0),
b0566120 172 vel: point!(0.0, 0.0),
92787d37 173 standing_on: None,
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174 }
175 }
176}
177
178impl Object for Character {
902b2b31 179 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
bf7b5671 180 let ctrl = self.ctrl.borrow();
b0566120 181
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182 match &self.standing_on {
183 Some(wall) => {
3fd8761b 184 if ctrl.jump.is_pressed && !ctrl.jump.was_pressed {
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185 if ctrl.mov.to_point().length() < 0.1 {
186 self.vel = wall.normal().into();
187 } else {
188 self.vel = ctrl.mov.to_point();
189 }
190 self.vel *= 5.0;
191 self.pos += self.vel * 0.1;
192 self.standing_on = None;
193 } else {
194 self.vel *= 0.9;
195 }
196 },
197 None => {
198 self.vel += lvl.gravity;
199 self.pos += self.vel;
200
201 match ctrl.mov.x {
202 v if v < -0.9 && self.vel.x > -5.0 => { self.vel.x -= 0.5 }
203 v if v > 0.9 && self.vel.x < 5.0 => { self.vel.x += 0.5 }
204 _ => {}
205 }
206
207 if let Intersection(wall, pos) = lvl.intersect_walls(self.pos - self.vel, self.pos) {
208 self.standing_on = Some(wall);
209 self.pos = pos;
210 self.vel = point!(0.0, 0.0);
3fd8761b 211 }
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212 }
213 }
214
bf7b5671 215 if ctrl.shoot.is_pressed {
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216 use rand::distributions::{Distribution, Normal};
217 let normal = Normal::new(0.0, 0.1);
3fd8761b 218 let direction = if ctrl.aim.to_point().length() > 0.1 { ctrl.aim.to_point() } else { ctrl.mov.to_point() };
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219 for _i in 0..100 {
220 objects.push(Box::new(Boll {
92787d37 221 pos: self.pos + point!(0.0, -16.0), // half the height of mario
3fd8761b 222 vel: direction * (10.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
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223 bounces: 2,
224 }));
b0566120 225 }
902b2b31 226 ctrl.rumble(1.0, dt);
3fd8761b 227 self.vel -= direction * 0.1;
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228 }
229
3583c453 230 Alive
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231 }
232
6566d7e5 233 fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
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234 let block = sprites.get("mario");
235 let size = 32;
6566d7e5 236 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));
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237
238 let ctrl = &self.ctrl.borrow();
239 let l = 300.0;
240 let pos = (self.pos.x as i32, self.pos.y as i32);
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241 // // axis values
242 // let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into();
243 // renderer.draw_line(pos, p, (0, 255, 0));
244 // draw_cross(renderer, p);
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245 // values limited to unit vector
246 let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
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247 renderer.draw_line(pos, p, (255, 0, 0));
248 draw_cross(renderer, p);
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249 let p = (self.pos + ctrl.mov.to_point() * l).to_i32().into();
250 renderer.draw_line(pos, p, (0, 255, 0));
6566d7e5 251 draw_cross(renderer, p);
3fd8761b 252 // // circle values
e570927a 253 // let p = (self.pos + Point::from(ctrl.aim.a) * l).to_i32().into();
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254 // renderer.draw_line(pos, p, (0, 0, 255));
255 // draw_cross(renderer, p);
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256 }
257}
258
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259fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) {
260 renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
261 renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
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262}
263
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264////////// BOLL ////////////////////////////////////////////////////////////////
265
3583c453 266pub struct Boll {
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267 pos: Point<f64>,
268 vel: Point<f64>,
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269 bounces: u8,
270}
271
272impl Object for Boll {
d34c324f 273 fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
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274 self.vel += lvl.gravity;
275 self.pos += self.vel;
3583c453 276
60058b91 277 if let Intersection(wall, pos) = lvl.intersect_walls(self.pos - self.vel, self.pos) {
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278 if self.bounces == 0 {
279 return Dead
280 }
a6b57e45 281 self.bounces -= 1;
40742678 282 let mut a = wall.normal().mirror(self.vel.to_angle()); // TODO interpolera normalen mellan närliggande väggdelar? bollarna studsar väldigt "kantigt" nu
e8d0376f 283 self.pos = pos + Point::from(wall.normal()) * 0.1; // får bollen att inte åka igenom väggen av misstag p.g.a nedan slumpvinkel
8065e264 284 self.vel = Point::from(a) * self.vel.length() * 0.35;
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285
286 // create another boll
d34c324f 287 use rand::distributions::{Distribution, Normal};
afbecec4 288 let mut rng = rand::thread_rng();
40742678 289 a += Normal::new(0.0, 0.1).sample(&mut rng).radians(); // TODO slumpen kan ge en vinkel som är under tangenten. vinkel-metoder på väggen istället kanske?
8065e264 290 use rand::Rng;
d34c324f 291 objects.push(Box::new(Boll {
8065e264 292 vel: Point::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length() * rng.gen_range(0.25, 1.0),
a6b57e45 293 ..*self
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294 }));
295 }
296
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297 Alive
298 }
299
6566d7e5 300 fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
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301 let block = _sprites.get("block");
302 let size = 4 + self.bounces * 6;
6566d7e5 303 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));
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304 // renderer.canvas().set_draw_color((0, self.bounces * 100, 255));
305 // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();
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306 }
307}