3 use common::{Point2D, Radians};
4 use core::app::StateChange;
5 use core::controller::Controller;
6 use core::controller::ControllerManager;
7 use core::level::Level;
8 use core::render::Renderer;
10 use sdl2::event::Event;
11 use sdl2::joystick::PowerLevel;
12 use sdl2::keyboard::Keycode;
14 use sprites::SpriteManager;
15 use std::cell::RefCell;
19 ////////// GAMESTATE ///////////////////////////////////////////////////////////
22 pub struct GameState {
27 pub fn new() -> Self {
34 impl AppState for GameState {
35 fn enter(&mut self, ctrl_man: &ControllerManager) {
36 for (_k, v) in ctrl_man.controllers.iter() {
37 self.world.add(Box::new(Character::new(v.clone())));
41 fn leave(&mut self) {}
43 fn update(&mut self, dt: Duration) -> Option<StateChange> {
44 self.world.update(dt);
48 fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
49 self.world.render(renderer, sprites);
52 fn handle_event(&mut self, event: Event) -> Option<StateChange> {
54 Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
55 return Some(StateChange::Pop)
57 Event::KeyDown { keycode: Some(Keycode::Return), .. } => {
58 return Some(StateChange::Push(Box::new(ActiveState::new((800, 600)))))
60 Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
61 self.world.level.regenerate();
63 Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
64 self.world.level.increase_iteration();
66 Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
67 self.world.level.decrease_iteration();
69 Event::KeyDown { keycode: Some(Keycode::KpEnter), .. } => {
70 self.world.level.filter_regions();
78 ////////// WORLD ///////////////////////////////////////////////////////////////
87 pub fn new() -> Self {
89 level: Level::new(point!(0.0, 0.1)),
94 pub fn update(&mut self, dt: Duration) {
95 let mut breeding_ground = vec!();
97 for i in (0..self.objects.len()).rev() {
98 if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead {
99 self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array
103 for o in breeding_ground {
107 println!("\x1b[Kobject count: {}\x1b[1A", self.objects.len()); // clear line, print, move cursor up
110 pub fn render(&mut self, renderer: &mut Renderer, sprites: &SpriteManager) {
111 self.level.render(renderer, sprites);
112 for o in &mut self.objects {
113 o.render(renderer, sprites);
117 pub fn add(&mut self, object: Box<dyn Object>) {
118 self.objects.push(object);
122 ////////// OBJECT //////////////////////////////////////////////////////////////
124 type Objects = Vec<Box<dyn Object>>;
127 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState;
128 fn render(&self, _renderer: &mut Renderer, _sprites: &SpriteManager) {}
132 pub enum ObjectState { Alive, Dead }
133 use self::ObjectState::*;
136 pub trait Physical {}
137 pub trait Drawable {}
139 ////////// CHARACTER ///////////////////////////////////////////////////////////
141 pub struct Character {
142 ctrl: Rc<RefCell<Controller>>,
148 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
151 pos: point!(300.0, 300.0),
152 vel: point!(0.0, 0.0),
157 impl Object for Character {
158 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Duration) -> ObjectState {
159 let ctrl = self.ctrl.borrow();
161 let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
162 let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
163 if lvl.grid.cells[x][y] {
164 self.vel += lvl.gravity;
165 if self.vel.y > 0.0 && !(ctrl.mov.down() && ctrl.jump.is_pressed) {
170 if !ctrl.mov.down() {
171 if ctrl.jump.is_pressed && !ctrl.jump.was_pressed {
176 self.vel += lvl.gravity;
178 self.pos += self.vel;
180 if ctrl.shoot.is_pressed {
181 use rand::distributions::{Distribution, Normal};
182 let normal = Normal::new(0.0, 0.1);
183 let direction = if ctrl.aim.to_point().length() > 0.1 { ctrl.aim.to_point() } else { ctrl.mov.to_point() };
185 objects.push(Box::new(Boll {
187 vel: direction * (10.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
191 ctrl.rumble(1.0, dt);
192 self.vel -= direction * 0.1;
195 if ctrl.start.is_pressed && !ctrl.start.was_pressed {
196 match ctrl.device.power_level() {
197 Ok(PowerLevel::Unknown) => { println!("power level unknown"); }
198 Ok(PowerLevel::Empty) => { println!("power level empty"); }
199 Ok(PowerLevel::Low) => { println!("power level low"); }
200 Ok(PowerLevel::Medium) => { println!("power level medium"); }
201 Ok(PowerLevel::Full) => { println!("power level full"); }
202 Ok(PowerLevel::Wired) => { println!("power level wired"); }
208 v if v < -0.9 && self.vel.x > -5.0 => { self.vel.x -= 0.5 }
209 v if v > 0.9 && self.vel.x < 5.0 => { self.vel.x += 0.5 }
216 fn render(&self, renderer: &mut Renderer, sprites: &SpriteManager) {
217 let block = sprites.get("mario");
219 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));
221 let ctrl = &self.ctrl.borrow();
223 let pos = (self.pos.x as i32, self.pos.y as i32);
225 // let p = (self.pos + ctrl.aim.to_axis_point() * l).to_i32().into();
226 // renderer.draw_line(pos, p, (0, 255, 0));
227 // draw_cross(renderer, p);
228 // values limited to unit vector
229 let p = (self.pos + ctrl.aim.to_point() * l).to_i32().into();
230 renderer.draw_line(pos, p, (255, 0, 0));
231 draw_cross(renderer, p);
232 let p = (self.pos + ctrl.mov.to_point() * l).to_i32().into();
233 renderer.draw_line(pos, p, (0, 255, 0));
234 draw_cross(renderer, p);
236 // let p = (self.pos + Point2D::from(ctrl.aim.a) * l).to_i32().into();
237 // renderer.draw_line(pos, p, (0, 0, 255));
238 // draw_cross(renderer, p);
242 fn draw_cross(renderer: &mut Renderer, p: (i32, i32)) {
243 renderer.canvas().draw_line((p.0 - 5, p.1), (p.0 + 5, p.1)).unwrap();
244 renderer.canvas().draw_line((p.0, p.1 - 5), (p.0, p.1 + 5)).unwrap();
247 ////////// BOLL ////////////////////////////////////////////////////////////////
255 impl Object for Boll {
256 fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Duration) -> ObjectState {
257 self.vel += lvl.gravity;
258 self.pos += self.vel;
260 let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
261 let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
262 if lvl.grid.cells[x][y] {
263 if self.bounces == 0 {
267 self.pos += self.vel;
269 use rand::distributions::{Distribution, Normal};
270 let mut rng = rand::thread_rng();
271 let a = Radians(self.vel.to_radians().0 + Normal::new(0.0, 0.75).sample(&mut rng));
272 objects.push(Box::new(Boll {
273 vel: Point2D::from(a) * Normal::new(1.0, 0.25).sample(&mut rng) * self.vel.length(),
281 fn render(&self, renderer: &mut Renderer, _sprites: &SpriteManager) {
282 let block = _sprites.get("block");
283 let size = 4 + self.bounces * 6;
284 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));
285 // renderer.canvas().set_draw_color((0, self.bounces * 100, 255));
286 // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();