Added simple bolls mario can shoot
[kaka/rust-sdl-test.git] / src / core / game.rs
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1use sdl2::controller::{Axis, Button};
2use core::controller::ControllerManager;
3use std::cell::RefCell;
4use std::rc::Rc;
5use core::controller::Controller;
6use common::Point2D;
7use sdl2::rect::Rect;
8use common::Nanoseconds;
9use sdl2::event::Event;
10use sprites::SpriteManager;
11use sdl2::render::Canvas;
12use sdl2::video::Window;
13use AppState;
14use point;
15
16////////// GAMESTATE ///////////////////////////////////////////////////////////
17
18#[derive(Default)]
19pub struct GameState {
20 world: World,
21}
22
23impl GameState {
24 pub fn new() -> Self {
25 GameState {
26 world: World::new(),
27 }
28 }
29}
30
31impl AppState for GameState {
32 fn enter(&mut self, ctrl_man: &mut ControllerManager) {
33 if let Some(ctrl) = ctrl_man.controllers.get(&0) {
34 self.world.add(Box::new(Character::new(ctrl.clone())));
35 }
36 }
37
38 fn leave(&mut self) {}
39
40 fn update(&mut self, dt: Nanoseconds) {
41 self.world.update(dt);
42 }
43
44 fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
45 self.world.render(canvas, sprites);
46 }
47
48 fn handle_event(&mut self, _event: Event) {}
49}
50
51////////// WORLD ///////////////////////////////////////////////////////////////
52
53#[derive(Default)]
54pub struct World {
55 level: Level,
3583c453 56 objects: Objects,
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57}
58
59impl World {
60 pub fn new() -> Self {
61 World {
62 level: Level {
63 gravity: point!(0.0, 0.1),
64 ground: 600.0,
65 },
66 ..Default::default()
67 }
68 }
69
70 pub fn update(&mut self, dt: Nanoseconds) {
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71 let mut breeding_ground = vec!();
72
73 for i in (0..self.objects.len()).rev() {
74 if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead {
75 self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array
76 }
77 }
78
79 for o in breeding_ground {
80 self.add(o);
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81 }
82 }
83
84 pub fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
85 self.level.render(canvas, sprites);
86 for o in &mut self.objects {
87 o.render(canvas, sprites);
88 }
89 }
90
91 pub fn add(&mut self, object: Box<dyn Object>) {
92 self.objects.push(object);
93 }
94}
95
96////////// LEVEL ///////////////////////////////////////////////////////////////
97
98#[derive(Default)]
99pub struct Level {
100 gravity: Point2D<f64>,
101 ground: f64, // just to have something
102}
103
104impl Level {
105 pub fn render(&mut self, canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager) {
106 let w = canvas.viewport().width() as i32;
107 for i in 1..11 {
108 let y = (i * i - 1) as i32 + self.ground as i32;
109 canvas.set_draw_color((255 - i * 20, 255 - i * 20, 0));
110 canvas.draw_line((0, y), (w, y)).unwrap();
111 }
112 }
113}
114
115////////// OBJECT //////////////////////////////////////////////////////////////
116
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117type Objects = Vec<Box<dyn Object>>;
118
b0566120 119pub trait Object {
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120 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Nanoseconds) -> ObjectState;
121 fn render(&self, _canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager) {}
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122}
123
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124#[derive(PartialEq)]
125pub enum ObjectState { Alive, Dead }
126use self::ObjectState::*;
127
128
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129pub trait Physical {}
130pub trait Drawable {}
131
132////////// CHARACTER ///////////////////////////////////////////////////////////
133
134pub struct Character {
135 ctrl: Rc<RefCell<Controller>>,
136 pos: Point2D<f64>,
137 vel: Point2D<f64>,
138}
139
140impl Character {
141 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
142 Character {
143 ctrl,
144 pos: point!(100.0, 100.0),
145 vel: point!(0.0, 0.0),
146 }
147 }
148}
149
150impl Object for Character {
3583c453 151 fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Nanoseconds) -> ObjectState {
b0566120 152 self.vel += lvl.gravity;
2836f506 153 self.pos += self.vel;
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154
155 let ctrl = &self.ctrl.borrow().ctrl;
3583c453 156 let right_stick = point!(ctrl.axis(Axis::RightX) as f64 / 32768.0, ctrl.axis(Axis::RightY) as f64 / 32768.0);
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157
158 if self.pos.y >= lvl.ground {
159 self.pos.y = lvl.ground;
160 self.vel.y = 0.0;
161 self.vel.x *= 0.9;
162
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163 if ctrl.button(Button::LeftShoulder) {
164 self.vel = right_stick * 5.0;
165 }
166 }
167
168 if ctrl.button(Button::RightShoulder) {
169 use rand::distributions::{Distribution, Normal};
170 let normal = Normal::new(0.0, 0.1);
171 for _i in 0..100 {
172 objects.push(Box::new(Boll {
173 pos: self.pos,
174 vel: right_stick * (3.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
175 bounces: 2,
176 }));
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177 }
178 }
179
180 match ctrl.axis(Axis::LeftX) as f64 / 32768.0 {
181 v if v < -0.9 => { self.vel.x -= 0.5 }
182 v if v > 0.9 => { self.vel.x += 0.5 }
183 _ => {}
184 }
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185
186 Alive
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187 }
188
3583c453 189 fn render(&self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
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190 let block = sprites.get("mario");
191 let size = 32;
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192 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();
193 let ctrl = &self.ctrl.borrow().ctrl;
194 let (x, y) = (ctrl.axis(Axis::RightX) as f64 / 32768.0, ctrl.axis(Axis::RightY) as f64 / 32768.0);
195 canvas.set_draw_color((0, 255, 0));
196 canvas.draw_line((self.pos.x as i32, self.pos.y as i32), ((self.pos.x + x * size as f64) as i32, (self.pos.y + y * size as f64) as i32)).unwrap();
197 }
198}
199
200pub struct Boll {
201 pos: Point2D<f64>,
202 vel: Point2D<f64>,
203 bounces: u8,
204}
205
206impl Object for Boll {
207 fn update(&mut self, _objects: &mut Objects, lvl: &Level, _dt: Nanoseconds) -> ObjectState {
208 self.vel += lvl.gravity;
209 self.pos += self.vel;
210
211 if self.pos.y >= lvl.ground {
212 if self.bounces == 0 {
213 return Dead
214 } else {
215 self.bounces -= 1;
216 self.pos.y = lvl.ground;
217 self.vel.y = -self.vel.y;
218 }
219 }
220
221 Alive
222 }
223
224 fn render(&self, canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager) {
225 let block = _sprites.get("block");
226 let size = 4 + self.bounces * 6;
227 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();
228 // canvas.set_draw_color((0, self.bounces * 100, 255));
229 // canvas.draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();
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230 }
231}