Commit | Line | Data |
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b0566120 TW |
1 | use sdl2::controller::{Axis, Button}; |
2 | use core::controller::ControllerManager; | |
3 | use std::cell::RefCell; | |
4 | use std::rc::Rc; | |
5 | use core::controller::Controller; | |
6 | use common::Point2D; | |
7 | use sdl2::rect::Rect; | |
8 | use common::Nanoseconds; | |
9 | use sdl2::event::Event; | |
10 | use sprites::SpriteManager; | |
11 | use sdl2::render::Canvas; | |
12 | use sdl2::video::Window; | |
13 | use AppState; | |
14 | use point; | |
15 | ||
16 | ////////// GAMESTATE /////////////////////////////////////////////////////////// | |
17 | ||
18 | #[derive(Default)] | |
19 | pub struct GameState { | |
20 | world: World, | |
21 | } | |
22 | ||
23 | impl GameState { | |
24 | pub fn new() -> Self { | |
25 | GameState { | |
26 | world: World::new(), | |
27 | } | |
28 | } | |
29 | } | |
30 | ||
31 | impl 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)] | |
54 | pub struct World { | |
55 | level: Level, | |
3583c453 | 56 | objects: Objects, |
b0566120 TW |
57 | } |
58 | ||
59 | impl 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) { | |
3583c453 TW |
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); | |
b0566120 TW |
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)] | |
99 | pub struct Level { | |
100 | gravity: Point2D<f64>, | |
101 | ground: f64, // just to have something | |
102 | } | |
103 | ||
104 | impl 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 | ||
3583c453 TW |
117 | type Objects = Vec<Box<dyn Object>>; |
118 | ||
b0566120 | 119 | pub trait Object { |
3583c453 TW |
120 | fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Nanoseconds) -> ObjectState; |
121 | fn render(&self, _canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager) {} | |
b0566120 TW |
122 | } |
123 | ||
3583c453 TW |
124 | #[derive(PartialEq)] |
125 | pub enum ObjectState { Alive, Dead } | |
126 | use self::ObjectState::*; | |
127 | ||
128 | ||
b0566120 TW |
129 | pub trait Physical {} |
130 | pub trait Drawable {} | |
131 | ||
132 | ////////// CHARACTER /////////////////////////////////////////////////////////// | |
133 | ||
134 | pub struct Character { | |
135 | ctrl: Rc<RefCell<Controller>>, | |
136 | pos: Point2D<f64>, | |
137 | vel: Point2D<f64>, | |
138 | } | |
139 | ||
140 | impl 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 | ||
150 | impl 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; |
b0566120 TW |
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); |
b0566120 TW |
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 | ||
3583c453 TW |
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 | })); | |
b0566120 TW |
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 | } | |
3583c453 TW |
185 | |
186 | Alive | |
b0566120 TW |
187 | } |
188 | ||
3583c453 | 189 | fn render(&self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) { |
b0566120 TW |
190 | let block = sprites.get("mario"); |
191 | let size = 32; | |
3583c453 TW |
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 | ||
200 | pub struct Boll { | |
201 | pos: Point2D<f64>, | |
202 | vel: Point2D<f64>, | |
203 | bounces: u8, | |
204 | } | |
205 | ||
206 | impl 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(); | |
b0566120 TW |
230 | } |
231 | } |