Do rendering via a renderer instead of sdl
[kaka/rust-sdl-test.git] / src / core / game.rs
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bf7b5671 1use AppState;
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2use common::Point2D;
3use core::controller::Controller;
4use core::controller::ControllerManager;
6566d7e5 5use core::render::Renderer;
bf7b5671 6use point;
b0566120 7use sdl2::event::Event;
6566d7e5 8use sdl2::joystick::PowerLevel;
bf7b5671 9use sdl2::rect::Rect;
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10use sprites::SpriteManager;
11use std::cell::RefCell;
12use std::rc::Rc;
902b2b31 13use time::Duration;
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14
15////////// GAMESTATE ///////////////////////////////////////////////////////////
16
17#[derive(Default)]
18pub struct GameState {
19 world: World,
20}
21
22impl GameState {
23 pub fn new() -> Self {
24 GameState {
25 world: World::new(),
26 }
27 }
28}
29
30impl AppState for GameState {
a82a4d23 31 fn enter(&mut self, ctrl_man: &ControllerManager) {
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32 if let Some(ctrl) = ctrl_man.controllers.get(&0) {
33 self.world.add(Box::new(Character::new(ctrl.clone())));
34 }
35 }
36
37 fn leave(&mut self) {}
38
902b2b31 39 fn update(&mut self, dt: Duration) {
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40 self.world.update(dt);
41 }
42
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43 fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
44 self.world.render(renderer, sprites);
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45 }
46
47 fn handle_event(&mut self, _event: Event) {}
48}
49
50////////// WORLD ///////////////////////////////////////////////////////////////
51
52#[derive(Default)]
53pub struct World {
54 level: Level,
3583c453 55 objects: Objects,
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56}
57
58impl World {
59 pub fn new() -> Self {
60 World {
61 level: Level {
62 gravity: point!(0.0, 0.1),
63 ground: 600.0,
64 },
65 ..Default::default()
66 }
67 }
68
902b2b31 69 pub fn update(&mut self, dt: Duration) {
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70 let mut breeding_ground = vec!();
71
72 for i in (0..self.objects.len()).rev() {
73 if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead {
74 self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array
75 }
76 }
77
78 for o in breeding_ground {
79 self.add(o);
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80 }
81 }
82
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83 pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
84 self.level.render(renderer, sprites);
b0566120 85 for o in &mut self.objects {
6566d7e5 86 o.render(renderer, sprites);
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87 }
88 }
89
90 pub fn add(&mut self, object: Box<dyn Object>) {
91 self.objects.push(object);
92 }
93}
94
95////////// LEVEL ///////////////////////////////////////////////////////////////
96
97#[derive(Default)]
98pub struct Level {
99 gravity: Point2D<f64>,
100 ground: f64, // just to have something
101}
102
103impl Level {
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104 pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager) {
105 let w = renderer.viewport().0 as i32;
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106 for i in 1..11 {
107 let y = (i * i - 1) as i32 + self.ground as i32;
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108 renderer.canvas().set_draw_color((255 - i * 20, 255 - i * 20, 0));
109 renderer.canvas().draw_line((0, y), (w, y)).unwrap();
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110 }
111 }
112}
113
114////////// OBJECT //////////////////////////////////////////////////////////////
115
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116type Objects = Vec<Box<dyn Object>>;
117
b0566120 118pub trait Object {
902b2b31 119 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
6566d7e5 120 fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
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121}
122
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123#[derive(PartialEq)]
124pub enum ObjectState { Alive, Dead }
125use self::ObjectState::*;
126
127
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128pub trait Physical {}
129pub trait Drawable {}
130
131////////// CHARACTER ///////////////////////////////////////////////////////////
132
133pub struct Character {
134 ctrl: Rc<RefCell<Controller>>,
135 pos: Point2D<f64>,
136 vel: Point2D<f64>,
137}
138
139impl Character {
140 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
141 Character {
142 ctrl,
143 pos: point!(100.0, 100.0),
144 vel: point!(0.0, 0.0),
145 }
146 }
147}
148
149impl Object for Character {
902b2b31 150 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
b0566120 151 self.vel += lvl.gravity;
2836f506 152 self.pos += self.vel;
b0566120 153
bf7b5671 154 let ctrl = self.ctrl.borrow();
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155
156 if self.pos.y >= lvl.ground {
157 self.pos.y = lvl.ground;
158 self.vel.y = 0.0;
159 self.vel.x *= 0.9;
160
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161 if ctrl.jump.is_pressed {
162 self.vel = ctrl.aim.to_point() * 5.0;
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163 }
164 }
165
bf7b5671 166 if ctrl.shoot.is_pressed {
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167 use rand::distributions::{Distribution, Normal};
168 let normal = Normal::new(0.0, 0.1);
169 for _i in 0..100 {
170 objects.push(Box::new(Boll {
171 pos: self.pos,
eca25591 172 vel: ctrl.aim.to_point() * (3.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
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173 bounces: 2,
174 }));
b0566120 175 }
902b2b31 176 ctrl.rumble(1.0, dt);
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177 }
178
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179 if ctrl.start.is_pressed && !ctrl.start.was_pressed {
180 match ctrl.device.power_level() {
181 Ok(PowerLevel::Unknown) => { println!("power level unknown"); }
182 Ok(PowerLevel::Empty) => { println!("power level empty"); }
183 Ok(PowerLevel::Low) => { println!("power level low"); }
184 Ok(PowerLevel::Medium) => { println!("power level medium"); }
185 Ok(PowerLevel::Full) => { println!("power level full"); }
186 Ok(PowerLevel::Wired) => { println!("power level wired"); }
187 Err(_) => {}
188 };
189 }
190
bf7b5671 191 match ctrl.mov.x {
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192 v if v < -0.9 => { self.vel.x -= 0.5 }
193 v if v > 0.9 => { self.vel.x += 0.5 }
194 _ => {}
195 }
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196
197 Alive
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198 }
199
6566d7e5 200 fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
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201 let block = sprites.get("mario");
202 let size = 32;
6566d7e5 203 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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204
205 let ctrl = &self.ctrl.borrow();
206 let l = 300.0;
207 let pos = (self.pos.x as i32, self.pos.y as i32);
208 // axis values
eca25591 209 let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into();
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210 renderer.draw_line(pos, p, (0, 255, 0));
211 draw_cross(renderer, p);
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212 // values limited to unit vector
213 let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
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214 renderer.draw_line(pos, p, (255, 0, 0));
215 draw_cross(renderer, p);
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216 // circle values
217 let p = (self.pos + Point2D::from(ctrl.aim.a) * l).to_i32().into();
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218 renderer.draw_line(pos, p, (0, 0, 255));
219 draw_cross(renderer, p);
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220 }
221}
222
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223fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) {
224 renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
225 renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
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226}
227
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228////////// BOLL ////////////////////////////////////////////////////////////////
229
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230pub struct Boll {
231 pos: Point2D<f64>,
232 vel: Point2D<f64>,
233 bounces: u8,
234}
235
236impl Object for Boll {
d34c324f 237 fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
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238 self.vel += lvl.gravity;
239 self.pos += self.vel;
240
241 if self.pos.y >= lvl.ground {
242 if self.bounces == 0 {
243 return Dead
244 } else {
245 self.bounces -= 1;
246 self.pos.y = lvl.ground;
247 self.vel.y = -self.vel.y;
248 }
249 }
250
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251 if self.pos.x <= 0.0 || self.pos.x >= 1280.0 { // only for testing
252 self.pos.x = self.pos.x.max(0.0).min(1280.0);
253 self.vel.x = -self.vel.x;
254 self.bounces = 0;
255 use rand::distributions::{Distribution, Normal};
256 let normal = Normal::new(0.5, 0.4);
257 objects.push(Box::new(Boll {
258 vel: self.vel * normal.sample(&mut rand::thread_rng()),
259 ..*self
260 }));
261 }
262
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263 Alive
264 }
265
6566d7e5 266 fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
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267 let block = _sprites.get("block");
268 let size = 4 + self.bounces * 6;
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269 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));
270 // renderer.set_draw_color((0, self.bounces * 100, 255));
271 // renderer.draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();
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272 }
273}