1 use sdl2::controller::{Axis, Button};
2 use core::controller::ControllerManager;
3 use std::cell::RefCell;
5 use core::controller::Controller;
8 use common::Nanoseconds;
9 use sdl2::event::Event;
10 use sprites::SpriteManager;
11 use sdl2::render::Canvas;
12 use sdl2::video::Window;
16 ////////// GAMESTATE ///////////////////////////////////////////////////////////
19 pub struct GameState {
24 pub fn new() -> Self {
31 impl AppState for GameState {
32 fn enter(&mut self, ctrl_man: &mut ControllerManager) {
33 if let Some(ctrl) = ctrl_man.controllers.get(&0) {
34 self.world.add(Box::new(Character::new(ctrl.clone())));
38 fn leave(&mut self) {}
40 fn update(&mut self, dt: Nanoseconds) {
41 self.world.update(dt);
44 fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
45 self.world.render(canvas, sprites);
48 fn handle_event(&mut self, _event: Event) {}
51 ////////// WORLD ///////////////////////////////////////////////////////////////
60 pub fn new() -> Self {
63 gravity: point!(0.0, 0.1),
70 pub fn update(&mut self, dt: Nanoseconds) {
71 let mut breeding_ground = vec!();
73 for i in (0..self.objects.len()).rev() {
74 if self.objects[i].update(&mut breeding_ground, &self.level, dt) == Dead {
75 self.objects.remove(i); // swap_remove is more efficient, but changes the order of the array
79 for o in breeding_ground {
84 pub fn render(&mut self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
85 self.level.render(canvas, sprites);
86 for o in &mut self.objects {
87 o.render(canvas, sprites);
91 pub fn add(&mut self, object: Box<dyn Object>) {
92 self.objects.push(object);
96 ////////// LEVEL ///////////////////////////////////////////////////////////////
100 gravity: Point2D<f64>,
101 ground: f64, // just to have something
105 pub fn render(&mut self, canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager) {
106 let w = canvas.viewport().width() as i32;
108 let y = (i * i - 1) as i32 + self.ground as i32;
109 canvas.set_draw_color((255 - i * 20, 255 - i * 20, 0));
110 canvas.draw_line((0, y), (w, y)).unwrap();
115 ////////// OBJECT //////////////////////////////////////////////////////////////
117 type Objects = Vec<Box<dyn Object>>;
120 fn update(&mut self, objects: &mut Objects, lvl: &Level, dt: Nanoseconds) -> ObjectState;
121 fn render(&self, _canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager) {}
125 pub enum ObjectState { Alive, Dead }
126 use self::ObjectState::*;
129 pub trait Physical {}
130 pub trait Drawable {}
132 ////////// CHARACTER ///////////////////////////////////////////////////////////
134 pub struct Character {
135 ctrl: Rc<RefCell<Controller>>,
141 pub fn new(ctrl: Rc<RefCell<Controller>>) -> Self {
144 pos: point!(100.0, 100.0),
145 vel: point!(0.0, 0.0),
150 impl Object for Character {
151 fn update(&mut self, objects: &mut Objects, lvl: &Level, _dt: Nanoseconds) -> ObjectState {
152 self.vel += lvl.gravity;
153 self.pos += self.vel;
155 let ctrl = &self.ctrl.borrow().ctrl;
156 let right_stick = point!(ctrl.axis(Axis::RightX) as f64 / 32768.0, ctrl.axis(Axis::RightY) as f64 / 32768.0);
158 if self.pos.y >= lvl.ground {
159 self.pos.y = lvl.ground;
163 if ctrl.button(Button::LeftShoulder) {
164 self.vel = right_stick * 5.0;
168 if ctrl.button(Button::RightShoulder) {
169 use rand::distributions::{Distribution, Normal};
170 let normal = Normal::new(0.0, 0.1);
172 objects.push(Box::new(Boll {
174 vel: right_stick * (3.0 + rand::random::<f64>()) + point!(normal.sample(&mut rand::thread_rng()), normal.sample(&mut rand::thread_rng())) + self.vel,
180 match ctrl.axis(Axis::LeftX) as f64 / 32768.0 {
181 v if v < -0.9 => { self.vel.x -= 0.5 }
182 v if v > 0.9 => { self.vel.x += 0.5 }
189 fn render(&self, canvas: &mut Canvas<Window>, sprites: &mut SpriteManager) {
190 let block = sprites.get("mario");
192 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();
193 let ctrl = &self.ctrl.borrow().ctrl;
194 let (x, y) = (ctrl.axis(Axis::RightX) as f64 / 32768.0, ctrl.axis(Axis::RightY) as f64 / 32768.0);
195 canvas.set_draw_color((0, 255, 0));
196 canvas.draw_line((self.pos.x as i32, self.pos.y as i32), ((self.pos.x + x * size as f64) as i32, (self.pos.y + y * size as f64) as i32)).unwrap();
206 impl Object for Boll {
207 fn update(&mut self, _objects: &mut Objects, lvl: &Level, _dt: Nanoseconds) -> ObjectState {
208 self.vel += lvl.gravity;
209 self.pos += self.vel;
211 if self.pos.y >= lvl.ground {
212 if self.bounces == 0 {
216 self.pos.y = lvl.ground;
217 self.vel.y = -self.vel.y;
224 fn render(&self, canvas: &mut Canvas<Window>, _sprites: &mut SpriteManager) {
225 let block = _sprites.get("block");
226 let size = 4 + self.bounces * 6;
227 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();
228 // canvas.set_draw_color((0, self.bounces * 100, 255));
229 // canvas.draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();