Delete smaller wall regions and leave only one room
[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;
a6b57e45 5use core::level::Level;
6566d7e5 6use core::render::Renderer;
bf7b5671 7use point;
b0566120 8use sdl2::event::Event;
6566d7e5 9use sdl2::joystick::PowerLevel;
a6b57e45 10use sdl2::keyboard::Keycode;
bf7b5671 11use sdl2::rect::Rect;
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12use sprites::SpriteManager;
13use std::cell::RefCell;
14use std::rc::Rc;
902b2b31 15use time::Duration;
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16
17////////// GAMESTATE ///////////////////////////////////////////////////////////
18
19#[derive(Default)]
20pub struct GameState {
21 world: World,
22}
23
24impl GameState {
25 pub fn new() -> Self {
26 GameState {
27 world: World::new(),
28 }
29 }
30}
31
32impl AppState for GameState {
a82a4d23 33 fn enter(&mut self, ctrl_man: &ControllerManager) {
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34 if let Some(ctrl) = ctrl_man.controllers.get(&0) {
35 self.world.add(Box::new(Character::new(ctrl.clone())));
36 }
37 }
38
39 fn leave(&mut self) {}
40
902b2b31 41 fn update(&mut self, dt: Duration) {
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42 self.world.update(dt);
43 }
44
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45 fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
46 self.world.render(renderer, sprites);
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47 }
48
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49 fn handle_event(&mut self, event: Event) {
50 match event {
51 Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
52 self.world.level.regenerate();
53 }
54 Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
55 self.world.level.increase_iteration();
56 }
57 Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
58 self.world.level.decrease_iteration();
59 }
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60 Event::KeyDown { keycode: Some(Keycode::KpEnter), .. } => {
61 self.world.level.filter_regions();
62 }
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63 _ => {}
64 }
65 }
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66}
67
68////////// WORLD ///////////////////////////////////////////////////////////////
69
70#[derive(Default)]
71pub struct World {
72 level: Level,
3583c453 73 objects: Objects,
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74}
75
76impl World {
77 pub fn new() -> Self {
78 World {
a6b57e45 79 level: Level::new(point!(0.0, 0.1), 600.0),
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80 ..Default::default()
81 }
82 }
83
902b2b31 84 pub fn update(&mut self, dt: Duration) {
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85 let mut breeding_ground = vec!();
86
87 for i in (0..self.objects.len()).rev() {
88 if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead {
89 self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array
90 }
91 }
92
93 for o in breeding_ground {
94 self.add(o);
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95 }
96 }
97
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98 pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
99 self.level.render(renderer, sprites);
b0566120 100 for o in &mut self.objects {
6566d7e5 101 o.render(renderer, sprites);
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102 }
103 }
104
105 pub fn add(&mut self, object: Box<dyn Object>) {
106 self.objects.push(object);
107 }
108}
109
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110////////// OBJECT //////////////////////////////////////////////////////////////
111
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112type Objects = Vec<Box<dyn Object>>;
113
b0566120 114pub trait Object {
902b2b31 115 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
6566d7e5 116 fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
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117}
118
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119#[derive(PartialEq)]
120pub enum ObjectState { Alive, Dead }
121use self::ObjectState::*;
122
123
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124pub trait Physical {}
125pub trait Drawable {}
126
127////////// CHARACTER ///////////////////////////////////////////////////////////
128
129pub struct Character {
130 ctrl: Rc<RefCell<Controller>>,
131 pos: Point2D<f64>,
132 vel: Point2D<f64>,
133}
134
135impl Character {
136 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
137 Character {
138 ctrl,
139 pos: point!(100.0, 100.0),
140 vel: point!(0.0, 0.0),
141 }
142 }
143}
144
145impl Object for Character {
902b2b31 146 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
b0566120 147 self.vel += lvl.gravity;
2836f506 148 self.pos += self.vel;
b0566120 149
bf7b5671 150 let ctrl = self.ctrl.borrow();
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151
152 if self.pos.y >= lvl.ground {
153 self.pos.y = lvl.ground;
154 self.vel.y = 0.0;
155 self.vel.x *= 0.9;
156
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157 if ctrl.jump.is_pressed {
158 self.vel = ctrl.aim.to_point() * 5.0;
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159 }
160 }
161
bf7b5671 162 if ctrl.shoot.is_pressed {
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163 use rand::distributions::{Distribution, Normal};
164 let normal = Normal::new(0.0, 0.1);
165 for _i in 0..100 {
166 objects.push(Box::new(Boll {
167 pos: self.pos,
eca25591 168 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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169 bounces: 2,
170 }));
b0566120 171 }
902b2b31 172 ctrl.rumble(1.0, dt);
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173 }
174
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175 if ctrl.start.is_pressed && !ctrl.start.was_pressed {
176 match ctrl.device.power_level() {
177 Ok(PowerLevel::Unknown) => { println!("power level unknown"); }
178 Ok(PowerLevel::Empty) => { println!("power level empty"); }
179 Ok(PowerLevel::Low) => { println!("power level low"); }
180 Ok(PowerLevel::Medium) => { println!("power level medium"); }
181 Ok(PowerLevel::Full) => { println!("power level full"); }
182 Ok(PowerLevel::Wired) => { println!("power level wired"); }
183 Err(_) => {}
184 };
185 }
186
bf7b5671 187 match ctrl.mov.x {
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188 v if v < -0.9 => { self.vel.x -= 0.5 }
189 v if v > 0.9 => { self.vel.x += 0.5 }
190 _ => {}
191 }
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192
193 Alive
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194 }
195
6566d7e5 196 fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
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197 let block = sprites.get("mario");
198 let size = 32;
6566d7e5 199 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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200
201 let ctrl = &self.ctrl.borrow();
202 let l = 300.0;
203 let pos = (self.pos.x as i32, self.pos.y as i32);
204 // axis values
eca25591 205 let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into();
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206 renderer.draw_line(pos, p, (0, 255, 0));
207 draw_cross(renderer, p);
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208 // values limited to unit vector
209 let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
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210 renderer.draw_line(pos, p, (255, 0, 0));
211 draw_cross(renderer, p);
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212 // circle values
213 let p = (self.pos + Point2D::from(ctrl.aim.a) * l).to_i32().into();
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214 renderer.draw_line(pos, p, (0, 0, 255));
215 draw_cross(renderer, p);
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216 }
217}
218
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219fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) {
220 renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
221 renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
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222}
223
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224////////// BOLL ////////////////////////////////////////////////////////////////
225
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226pub struct Boll {
227 pos: Point2D<f64>,
228 vel: Point2D<f64>,
229 bounces: u8,
230}
231
232impl Object for Boll {
d34c324f 233 fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
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234 self.vel += lvl.gravity;
235 self.pos += self.vel;
3583c453 236
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237 let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
238 let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
239 if lvl.grid.cells[x][y] {
240 if self.bounces == 0 {
241 return Dead
242 }
243 self.vel = -self.vel;
244 self.bounces -= 1;
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245 use rand::distributions::{Distribution, Normal};
246 let normal = Normal::new(0.5, 0.4);
247 objects.push(Box::new(Boll {
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248 vel: self.vel * normal.sample(&mut rand::thread_rng()),
249 ..*self
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250 }));
251 }
252
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253 Alive
254 }
255
6566d7e5 256 fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
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257 let block = _sprites.get("block");
258 let size = 4 + self.bounces * 6;
6566d7e5 259 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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260 // renderer.canvas().set_draw_color((0, self.bounces * 100, 255));
261 // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();
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262 }
263}