Refactored level generation + fixed bug with wall finding
[kaka/rust-sdl-test.git] / src / core / game.rs
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eb253fcc 1use ActiveState;
79914631 2use AppState;
afbecec4 3use common::{Point2D, Radians};
eb253fcc 4use core::app::StateChange;
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5use core::controller::Controller;
6use core::controller::ControllerManager;
79914631 7use core::level::{Level, LevelGenerator};
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,
79914631 24 lvlgen: LevelGenerator,
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25}
26
27impl GameState {
28 pub fn new() -> Self {
79914631 29 let lvlgen = LevelGenerator::new(0, 5);
b0566120 30 GameState {
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31 world: World::new(lvlgen.generate()),
32 lvlgen,
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33 }
34 }
35}
36
37impl AppState for GameState {
a82a4d23 38 fn enter(&mut self, ctrl_man: &ControllerManager) {
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39 for (_k, v) in ctrl_man.controllers.iter() {
40 self.world.add(Box::new(Character::new(v.clone())));
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41 }
42 }
43
44 fn leave(&mut self) {}
45
eb253fcc 46 fn update(&mut self, dt: Duration) -> Option<StateChange> {
b0566120 47 self.world.update(dt);
eb253fcc 48 None
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49 }
50
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51 fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
52 self.world.render(renderer, sprites);
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53 }
54
eb253fcc 55 fn handle_event(&mut self, event: Event) -> Option<StateChange> {
a6b57e45 56 match event {
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57 Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
58 return Some(StateChange::Pop)
59 }
60 Event::KeyDown { keycode: Some(Keycode::Return), .. } => {
61 return Some(StateChange::Push(Box::new(ActiveState::new((800, 600)))))
62 }
a6b57e45 63 Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
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64 self.lvlgen.seed = std::time::UNIX_EPOCH.elapsed().unwrap().as_secs() as u32;
65 self.world.level = self.lvlgen.generate();
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66 }
67 Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
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68 self.lvlgen.iterations += 1;
69 println!("{} iteration(s) of cellular automata", self.lvlgen.iterations);
70 self.world.level = self.lvlgen.generate();
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71 }
72 Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
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73 self.lvlgen.iterations = 1.max(self.lvlgen.iterations - 1);
74 println!("{} iteration(s) of cellular automata", self.lvlgen.iterations);
75 self.world.level = self.lvlgen.generate();
c80ba7f7 76 }
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77 _ => {}
78 }
eb253fcc 79 None
a6b57e45 80 }
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81}
82
83////////// WORLD ///////////////////////////////////////////////////////////////
84
85#[derive(Default)]
86pub struct World {
87 level: Level,
3583c453 88 objects: Objects,
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89}
90
91impl World {
79914631 92 pub fn new(level: Level) -> Self {
b0566120 93 World {
79914631 94 level,
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95 ..Default::default()
96 }
97 }
98
902b2b31 99 pub fn update(&mut self, dt: Duration) {
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100 let mut breeding_ground = vec!();
101
102 for i in (0..self.objects.len()).rev() {
103 if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead {
104 self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array
105 }
106 }
107
108 for o in breeding_ground {
109 self.add(o);
b0566120 110 }
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111
112 println!("\x1b[Kobject count: {}\x1b[1A", self.objects.len()); // clear line, print, move cursor up
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113 }
114
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115 pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
116 self.level.render(renderer, sprites);
b0566120 117 for o in &mut self.objects {
6566d7e5 118 o.render(renderer, sprites);
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119 }
120 }
121
122 pub fn add(&mut self, object: Box<dyn Object>) {
123 self.objects.push(object);
124 }
125}
126
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127////////// OBJECT //////////////////////////////////////////////////////////////
128
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129type Objects = Vec<Box<dyn Object>>;
130
b0566120 131pub trait Object {
902b2b31 132 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
6566d7e5 133 fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
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134}
135
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136#[derive(PartialEq)]
137pub enum ObjectState { Alive, Dead }
138use self::ObjectState::*;
139
140
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141pub trait Physical {}
142pub trait Drawable {}
143
144////////// CHARACTER ///////////////////////////////////////////////////////////
145
146pub struct Character {
147 ctrl: Rc<RefCell<Controller>>,
148 pos: Point2D<f64>,
149 vel: Point2D<f64>,
150}
151
152impl Character {
153 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
154 Character {
155 ctrl,
3fd8761b 156 pos: point!(300.0, 300.0),
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157 vel: point!(0.0, 0.0),
158 }
159 }
160}
161
162impl Object for Character {
902b2b31 163 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
bf7b5671 164 let ctrl = self.ctrl.borrow();
b0566120 165
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166 let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
167 let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
168 if lvl.grid.cells[x][y] {
169 self.vel += lvl.gravity;
170 if self.vel.y > 0.0 && !(ctrl.mov.down() && ctrl.jump.is_pressed) {
171 self.vel.y = 0.0;
172 self.vel.x *= 0.9;
173 }
b0566120 174
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175 if !ctrl.mov.down() {
176 if ctrl.jump.is_pressed && !ctrl.jump.was_pressed {
177 self.vel.y = -5.0;
178 }
3583c453 179 }
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180 } else {
181 self.vel += lvl.gravity;
3583c453 182 }
3fd8761b 183 self.pos += self.vel;
3583c453 184
bf7b5671 185 if ctrl.shoot.is_pressed {
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186 use rand::distributions::{Distribution, Normal};
187 let normal = Normal::new(0.0, 0.1);
3fd8761b 188 let direction = if ctrl.aim.to_point().length() > 0.1 { ctrl.aim.to_point() } else { ctrl.mov.to_point() };
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189 for _i in 0..100 {
190 objects.push(Box::new(Boll {
191 pos: self.pos,
3fd8761b 192 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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193 bounces: 2,
194 }));
b0566120 195 }
902b2b31 196 ctrl.rumble(1.0, dt);
3fd8761b 197 self.vel -= direction * 0.1;
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198 }
199
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200 if ctrl.start.is_pressed && !ctrl.start.was_pressed {
201 match ctrl.device.power_level() {
202 Ok(PowerLevel::Unknown) => { println!("power level unknown"); }
203 Ok(PowerLevel::Empty) => { println!("power level empty"); }
204 Ok(PowerLevel::Low) => { println!("power level low"); }
205 Ok(PowerLevel::Medium) => { println!("power level medium"); }
206 Ok(PowerLevel::Full) => { println!("power level full"); }
207 Ok(PowerLevel::Wired) => { println!("power level wired"); }
208 Err(_) => {}
209 };
210 }
211
bf7b5671 212 match ctrl.mov.x {
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213 v if v < -0.9 && self.vel.x > -5.0 => { self.vel.x -= 0.5 }
214 v if v > 0.9 && self.vel.x < 5.0 => { self.vel.x += 0.5 }
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215 _ => {}
216 }
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217
218 Alive
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219 }
220
6566d7e5 221 fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
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222 let block = sprites.get("mario");
223 let size = 32;
6566d7e5 224 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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225
226 let ctrl = &self.ctrl.borrow();
227 let l = 300.0;
228 let pos = (self.pos.x as i32, self.pos.y as i32);
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229 // // axis values
230 // let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into();
231 // renderer.draw_line(pos, p, (0, 255, 0));
232 // draw_cross(renderer, p);
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233 // values limited to unit vector
234 let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
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235 renderer.draw_line(pos, p, (255, 0, 0));
236 draw_cross(renderer, p);
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237 let p = (self.pos + ctrl.mov.to_point() * l).to_i32().into();
238 renderer.draw_line(pos, p, (0, 255, 0));
6566d7e5 239 draw_cross(renderer, p);
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240 // // circle values
241 // let p = (self.pos + Point2D::from(ctrl.aim.a) * l).to_i32().into();
242 // renderer.draw_line(pos, p, (0, 0, 255));
243 // draw_cross(renderer, p);
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244 }
245}
246
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247fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) {
248 renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
249 renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
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250}
251
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252////////// BOLL ////////////////////////////////////////////////////////////////
253
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254pub struct Boll {
255 pos: Point2D<f64>,
256 vel: Point2D<f64>,
257 bounces: u8,
258}
259
260impl Object for Boll {
d34c324f 261 fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
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262 self.vel += lvl.gravity;
263 self.pos += self.vel;
3583c453 264
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265 let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
266 let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
267 if lvl.grid.cells[x][y] {
268 if self.bounces == 0 {
269 return Dead
270 }
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271 self.vel *= -0.25;
272 self.pos += self.vel;
a6b57e45 273 self.bounces -= 1;
d34c324f 274 use rand::distributions::{Distribution, Normal};
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275 let mut rng = rand::thread_rng();
276 let a = Radians(self.vel.to_radians().0 + Normal::new(0.0, 0.75).sample(&mut rng));
d34c324f 277 objects.push(Box::new(Boll {
afbecec4 278 vel: Point2D::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length(),
a6b57e45 279 ..*self
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280 }));
281 }
282
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283 Alive
284 }
285
6566d7e5 286 fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
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287 let block = _sprites.get("block");
288 let size = 4 + self.bounces * 6;
6566d7e5 289 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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290 // renderer.canvas().set_draw_color((0, self.bounces * 100, 255));
291 // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();
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292 }
293}