use common::Point2D;
use core::controller::Controller;
use core::controller::ControllerManager;
+use core::level::Level;
use core::render::Renderer;
use point;
use sdl2::event::Event;
use sdl2::joystick::PowerLevel;
+use sdl2::keyboard::Keycode;
use sdl2::rect::Rect;
use sprites::SpriteManager;
use std::cell::RefCell;
self.world.render(renderer, sprites);
}
- fn handle_event(&mut self, _event: Event) {}
+ fn handle_event(&mut self, event: Event) {
+ match event {
+ Event::KeyDown { keycode: Some(Keycode::Space), .. } => {
+ self.world.level.regenerate();
+ }
+ Event::KeyDown { keycode: Some(Keycode::KpPlus), .. } => {
+ self.world.level.increase_iteration();
+ }
+ Event::KeyDown { keycode: Some(Keycode::KpMinus), .. } => {
+ self.world.level.decrease_iteration();
+ }
+ _ => {}
+ }
+ }
}
////////// WORLD ///////////////////////////////////////////////////////////////
impl World {
pub fn new() -> Self {
World {
- level: Level {
- gravity: point!(0.0, 0.1),
- ground: 600.0,
- },
+ level: Level::new(point!(0.0, 0.1), 600.0),
..Default::default()
}
}
}
}
-////////// LEVEL ///////////////////////////////////////////////////////////////
-
-#[derive(Default)]
-pub struct Level {
- gravity: Point2D<f64>,
- ground: f64, // just to have something
-}
-
-impl Level {
- pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager) {
- let w = renderer.viewport().0 as i32;
- for i in 1..11 {
- let y = (i * i - 1) as i32 + self.ground as i32;
- renderer.canvas().set_draw_color((255 - i * 20, 255 - i * 20, 0));
- renderer.canvas().draw_line((0, y), (w, y)).unwrap();
- }
- }
-}
-
////////// OBJECT //////////////////////////////////////////////////////////////
type Objects = Vec<Box<dyn Object>>;
}
}
- if self.pos.x <= 0.0 || self.pos.x >= 1280.0 { // only for testing
- self.pos.x = self.pos.x.max(0.0).min(1280.0);
- self.vel.x = -self.vel.x;
- self.bounces = 0;
+ let x = (self.pos.x / lvl.grid.cell_size as f64).min(lvl.grid.width as f64 - 1.0).max(0.0) as usize;
+ let y = (self.pos.y / lvl.grid.cell_size as f64).min(lvl.grid.height as f64 - 1.0).max(0.0) as usize;
+ if lvl.grid.cells[x][y] {
+ if self.bounces == 0 {
+ return Dead
+ }
+ self.vel = -self.vel;
+ self.bounces -= 1;
use rand::distributions::{Distribution, Normal};
let normal = Normal::new(0.5, 0.4);
objects.push(Box::new(Boll {
- vel: self.vel * normal.sample(&mut rand::thread_rng()),
- ..*self
+ vel: self.vel * normal.sample(&mut rand::thread_rng()),
+ ..*self
}));
}
let block = _sprites.get("block");
let size = 4 + self.bounces * 6;
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));
- // renderer.set_draw_color((0, self.bounces * 100, 255));
- // renderer.draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();
+ // renderer.canvas().set_draw_color((0, self.bounces * 100, 255));
+ // renderer.canvas().draw_point((self.pos.x as i32, self.pos.y as i32)).unwrap();
}
}