Fleshed out the controller
[kaka/rust-sdl-test.git] / src / core / game.rs
CommitLineData
bf7b5671 1use AppState;
b0566120 2use common::Nanoseconds;
bf7b5671
TW
3use common::Point2D;
4use core::controller::Controller;
5use core::controller::ControllerManager;
6use point;
b0566120 7use sdl2::event::Event;
bf7b5671 8use sdl2::rect::Rect;
b0566120
TW
9use sdl2::render::Canvas;
10use sdl2::video::Window;
bf7b5671
TW
11use sprites::SpriteManager;
12use std::cell::RefCell;
13use std::rc::Rc;
b0566120
TW
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 {
31 fn enter(&mut self, ctrl_man: &mut ControllerManager) {
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
39 fn update(&mut self, dt: Nanoseconds) {
40 self.world.update(dt);
41 }
42
43 fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
44 self.world.render(canvas, sprites);
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,
b0566120
TW
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
69 pub fn update(&mut self, dt: Nanoseconds) {
3583c453
TW
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);
b0566120
TW
80 }
81 }
82
83 pub fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
84 self.level.render(canvas, sprites);
85 for o in &mut self.objects {
86 o.render(canvas, sprites);
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 {
104 pub fn render(&mut self, canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager) {
105 let w = canvas.viewport().width() as i32;
106 for i in 1..11 {
107 let y = (i * i - 1) as i32 + self.ground as i32;
108 canvas.set_draw_color((255 - i * 20, 255 - i * 20, 0));
109 canvas.draw_line((0, y), (w, y)).unwrap();
110 }
111 }
112}
113
114////////// OBJECT //////////////////////////////////////////////////////////////
115
3583c453
TW
116type Objects = Vec<Box<dyn Object>>;
117
b0566120 118pub trait Object {
3583c453
TW
119 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Nanoseconds) -> ObjectState;
120 fn render(&self, _canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager) {}
b0566120
TW
121}
122
3583c453
TW
123#[derive(PartialEq)]
124pub enum ObjectState { Alive, Dead }
125use self::ObjectState::*;
126
127
b0566120
TW
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 {
3583c453 150 fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Nanoseconds) -> ObjectState {
b0566120 151 self.vel += lvl.gravity;
2836f506 152 self.pos += self.vel;
b0566120 153
bf7b5671 154 let ctrl = self.ctrl.borrow();
b0566120
TW
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
bf7b5671
TW
161 if ctrl.jump.is_pressed {
162 self.vel = ctrl.aim.to_point() * 5.0;
3583c453
TW
163 }
164 }
165
bf7b5671 166 if ctrl.shoot.is_pressed {
3583c453
TW
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,
bf7b5671 172 vel: ctrl.aim.to_adjusted_point() * (3.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
3583c453
TW
173 bounces: 2,
174 }));
b0566120 175 }
bf7b5671 176 ctrl.rumble(1.0, _dt as u32 / 1_000_000);
b0566120
TW
177 }
178
bf7b5671 179 match ctrl.mov.x {
b0566120
TW
180 v if v < -0.9 => { self.vel.x -= 0.5 }
181 v if v > 0.9 => { self.vel.x += 0.5 }
182 _ => {}
183 }
3583c453
TW
184
185 Alive
b0566120
TW
186 }
187
3583c453 188 fn render(&self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
b0566120
TW
189 let block = sprites.get("mario");
190 let size = 32;
3583c453 191 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();
bf7b5671
TW
192
193 let ctrl = &self.ctrl.borrow();
194 let l = 300.0;
195 let pos = (self.pos.x as i32, self.pos.y as i32);
196 // axis values
197 let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
3583c453 198 canvas.set_draw_color((0, 255, 0));
bf7b5671
TW
199 canvas.draw_line(pos, p).unwrap();
200 draw_cross(canvas, p);
201 // adjusted values
202 let p = (self.pos + ctrl.aim.to_adjusted_point() * l).to_i32().into();
203 canvas.set_draw_color((255, 0, 0));
204 canvas.draw_line(pos, p).unwrap();
205 draw_cross(canvas, p);
206 // circle values
207 let p = (self.pos + Point2D::from(ctrl.aim.a) * l).to_i32().into();
208 canvas.set_draw_color((0, 0, 255));
209 canvas.draw_line(pos, p).unwrap();
210 draw_cross(canvas, p);
3583c453
TW
211 }
212}
213
bf7b5671
TW
214fn draw_cross(canvas: &mut Canvas<Window>, p: (i32, i32)) {
215 canvas.draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
216 canvas.draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
217}
218
3583c453
TW
219pub struct Boll {
220 pos: Point2D<f64>,
221 vel: Point2D<f64>,
222 bounces: u8,
223}
224
225impl Object for Boll {
226 fn update(&mut self, _objects: &mut Objects, lvl: &Level, _dt: Nanoseconds) -> ObjectState {
227 self.vel += lvl.gravity;
228 self.pos += self.vel;
229
230 if self.pos.y >= lvl.ground {
231 if self.bounces == 0 {
232 return Dead
233 } else {
234 self.bounces -= 1;
235 self.pos.y = lvl.ground;
236 self.vel.y = -self.vel.y;
237 }
238 }
239
240 Alive
241 }
242
243 fn render(&self, canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager) {
244 let block = _sprites.get("block");
245 let size = 4 + self.bounces * 6;
246 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();
247 // canvas.set_draw_color((0, self.bounces * 100, 255));
248 // canvas.draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();
b0566120
TW
249 }
250}