Find, filter and outline regions
[kaka/rust-sdl-test.git] / src / core / game.rs
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bf7b5671 1use AppState;
eb253fcc 2use ActiveState;
afbecec4 3use common::{Point2D, Radians};
eb253fcc 4use core::app::StateChange;
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5use core::controller::Controller;
6use core::controller::ControllerManager;
a6b57e45 7use core::level::Level;
6566d7e5 8use core::render::Renderer;
bf7b5671 9use point;
b0566120 10use sdl2::event::Event;
6566d7e5 11use sdl2::joystick::PowerLevel;
a6b57e45 12use sdl2::keyboard::Keycode;
bf7b5671 13use sdl2::rect::Rect;
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14use sprites::SpriteManager;
15use std::cell::RefCell;
16use std::rc::Rc;
902b2b31 17use time::Duration;
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18
19////////// GAMESTATE ///////////////////////////////////////////////////////////
20
21#[derive(Default)]
22pub struct GameState {
23 world: World,
24}
25
26impl GameState {
27 pub fn new() -> Self {
28 GameState {
29 world: World::new(),
30 }
31 }
32}
33
34impl AppState for GameState {
a82a4d23 35 fn enter(&mut self, ctrl_man: &ControllerManager) {
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36 for (_k, v) in ctrl_man.controllers.iter() {
37 self.world.add(Box::new(Character::new(v.clone())));
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38 }
39 }
40
41 fn leave(&mut self) {}
42
eb253fcc 43 fn update(&mut self, dt: Duration) -> Option<StateChange> {
b0566120 44 self.world.update(dt);
eb253fcc 45 None
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46 }
47
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48 fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
49 self.world.render(renderer, sprites);
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50 }
51
eb253fcc 52 fn handle_event(&mut self, event: Event) -> Option<StateChange> {
a6b57e45 53 match event {
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54 Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
55 return Some(StateChange::Pop)
56 }
57 Event::KeyDown { keycode: Some(Keycode::Return), .. } => {
58 return Some(StateChange::Push(Box::new(ActiveState::new((800, 600)))))
59 }
a6b57e45 60 Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
1f8c3018 61 self.world.level = Level::new(self.world.level.gravity);
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62 }
63 Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
64 self.world.level.increase_iteration();
65 }
66 Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
67 self.world.level.decrease_iteration();
68 }
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69 Event::KeyDown { keycode: Some(Keycode::KpEnter), .. } => {
70 self.world.level.filter_regions();
71 }
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72 _ => {}
73 }
eb253fcc 74 None
a6b57e45 75 }
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76}
77
78////////// WORLD ///////////////////////////////////////////////////////////////
79
80#[derive(Default)]
81pub struct World {
82 level: Level,
3583c453 83 objects: Objects,
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84}
85
86impl World {
87 pub fn new() -> Self {
88 World {
3fd8761b 89 level: Level::new(point!(0.0, 0.1)),
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90 ..Default::default()
91 }
92 }
93
902b2b31 94 pub fn update(&mut self, dt: Duration) {
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95 let mut breeding_ground = vec!();
96
97 for i in (0..self.objects.len()).rev() {
98 if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead {
99 self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array
100 }
101 }
102
103 for o in breeding_ground {
104 self.add(o);
b0566120 105 }
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106
107 println!("\x1b[Kobject count: {}\x1b[1A", self.objects.len()); // clear line, print, move cursor up
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108 }
109
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110 pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
111 self.level.render(renderer, sprites);
b0566120 112 for o in &mut self.objects {
6566d7e5 113 o.render(renderer, sprites);
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114 }
115 }
116
117 pub fn add(&mut self, object: Box<dyn Object>) {
118 self.objects.push(object);
119 }
120}
121
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122////////// OBJECT //////////////////////////////////////////////////////////////
123
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124type Objects = Vec<Box<dyn Object>>;
125
b0566120 126pub trait Object {
902b2b31 127 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
6566d7e5 128 fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
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129}
130
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131#[derive(PartialEq)]
132pub enum ObjectState { Alive, Dead }
133use self::ObjectState::*;
134
135
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136pub trait Physical {}
137pub trait Drawable {}
138
139////////// CHARACTER ///////////////////////////////////////////////////////////
140
141pub struct Character {
142 ctrl: Rc<RefCell<Controller>>,
143 pos: Point2D<f64>,
144 vel: Point2D<f64>,
145}
146
147impl Character {
148 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
149 Character {
150 ctrl,
3fd8761b 151 pos: point!(300.0, 300.0),
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152 vel: point!(0.0, 0.0),
153 }
154 }
155}
156
157impl Object for Character {
902b2b31 158 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
bf7b5671 159 let ctrl = self.ctrl.borrow();
b0566120 160
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161 let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
162 let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
163 if lvl.grid.cells[x][y] {
164 self.vel += lvl.gravity;
165 if self.vel.y > 0.0 && !(ctrl.mov.down() && ctrl.jump.is_pressed) {
166 self.vel.y = 0.0;
167 self.vel.x *= 0.9;
168 }
b0566120 169
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170 if !ctrl.mov.down() {
171 if ctrl.jump.is_pressed && !ctrl.jump.was_pressed {
172 self.vel.y = -5.0;
173 }
3583c453 174 }
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175 } else {
176 self.vel += lvl.gravity;
3583c453 177 }
3fd8761b 178 self.pos += self.vel;
3583c453 179
bf7b5671 180 if ctrl.shoot.is_pressed {
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181 use rand::distributions::{Distribution, Normal};
182 let normal = Normal::new(0.0, 0.1);
3fd8761b 183 let direction = if ctrl.aim.to_point().length() > 0.1 { ctrl.aim.to_point() } else { ctrl.mov.to_point() };
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184 for _i in 0..100 {
185 objects.push(Box::new(Boll {
186 pos: self.pos,
3fd8761b 187 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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188 bounces: 2,
189 }));
b0566120 190 }
902b2b31 191 ctrl.rumble(1.0, dt);
3fd8761b 192 self.vel -= direction * 0.1;
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193 }
194
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195 if ctrl.start.is_pressed && !ctrl.start.was_pressed {
196 match ctrl.device.power_level() {
197 Ok(PowerLevel::Unknown) => { println!("power level unknown"); }
198 Ok(PowerLevel::Empty) => { println!("power level empty"); }
199 Ok(PowerLevel::Low) => { println!("power level low"); }
200 Ok(PowerLevel::Medium) => { println!("power level medium"); }
201 Ok(PowerLevel::Full) => { println!("power level full"); }
202 Ok(PowerLevel::Wired) => { println!("power level wired"); }
203 Err(_) => {}
204 };
205 }
206
bf7b5671 207 match ctrl.mov.x {
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208 v if v < -0.9 && self.vel.x > -5.0 => { self.vel.x -= 0.5 }
209 v if v > 0.9 && self.vel.x < 5.0 => { self.vel.x += 0.5 }
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210 _ => {}
211 }
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212
213 Alive
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214 }
215
6566d7e5 216 fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
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217 let block = sprites.get("mario");
218 let size = 32;
6566d7e5 219 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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220
221 let ctrl = &self.ctrl.borrow();
222 let l = 300.0;
223 let pos = (self.pos.x as i32, self.pos.y as i32);
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224 // // axis values
225 // let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into();
226 // renderer.draw_line(pos, p, (0, 255, 0));
227 // draw_cross(renderer, p);
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228 // values limited to unit vector
229 let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
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230 renderer.draw_line(pos, p, (255, 0, 0));
231 draw_cross(renderer, p);
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232 let p = (self.pos + ctrl.mov.to_point() * l).to_i32().into();
233 renderer.draw_line(pos, p, (0, 255, 0));
6566d7e5 234 draw_cross(renderer, p);
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235 // // circle values
236 // let p = (self.pos + Point2D::from(ctrl.aim.a) * l).to_i32().into();
237 // renderer.draw_line(pos, p, (0, 0, 255));
238 // draw_cross(renderer, p);
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239 }
240}
241
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242fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) {
243 renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
244 renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
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245}
246
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247////////// BOLL ////////////////////////////////////////////////////////////////
248
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249pub struct Boll {
250 pos: Point2D<f64>,
251 vel: Point2D<f64>,
252 bounces: u8,
253}
254
255impl Object for Boll {
d34c324f 256 fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
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257 self.vel += lvl.gravity;
258 self.pos += self.vel;
3583c453 259
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260 let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
261 let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
262 if lvl.grid.cells[x][y] {
263 if self.bounces == 0 {
264 return Dead
265 }
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266 self.vel *= -0.25;
267 self.pos += self.vel;
a6b57e45 268 self.bounces -= 1;
d34c324f 269 use rand::distributions::{Distribution, Normal};
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270 let mut rng = rand::thread_rng();
271 let a = Radians(self.vel.to_radians().0 + Normal::new(0.0, 0.75).sample(&mut rng));
d34c324f 272 objects.push(Box::new(Boll {
afbecec4 273 vel: Point2D::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length(),
a6b57e45 274 ..*self
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275 }));
276 }
277
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278 Alive
279 }
280
6566d7e5 281 fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
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282 let block = _sprites.get("block");
283 let size = 4 + self.bounces * 6;
6566d7e5 284 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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285 // renderer.canvas().set_draw_color((0, self.bounces * 100, 255));
286 // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();
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287 }
288}