extern crate sdl2; extern crate sdl2_image; use std::path::Path; use sdl2_image::LoadTexture; use sdl2::rect::Rect; use sdl2::keyboard::Keycode; use sdl2::pixels::Color; use tile::Layer; use camera::Camera; use keyboard::KeyboardHandler; use sprite::{Sprite, StaticSprite}; use timer::Timer; use game_object::GameObject; use player_components::{PlayerPhysicsComponent, PlayerGraphicsComponent}; mod timer; mod tile; mod camera; mod keyboard; mod sprite; mod game_object; mod component; mod player_components; const SCREEN_WIDTH : u32 = 960; const SCREEN_HEIGHT : u32 = 640; const TILE_WIDTH : u32 = 32; const TILE_HEIGHT : u32 = 32; const MS_PER_UPDATE : f64 = 10.0; const PLAYER_SPEED_X : f32 = 4.0; const PLAYER_THRESHOLD_X : f32 = 0.2; const PLAYER_ACCELERATION_X_START : f32 = 0.02; const PLAYER_ACCELERATION_X_STOP : f32 = 0.15; const PLAYER_ACCELERATION_X_CHANGE : f32 = 0.06; #[derive(Clone)] enum Tile<'a> { Empty, Static(&'a StaticSprite<'a>, bool), Background(Rect), Floor(Rect) } fn main() { let sdl_context = sdl2::init().unwrap(); let video_subsystem = sdl_context.video().unwrap(); let _ = sdl2_image::init(sdl2_image::INIT_PNG).unwrap(); let window = video_subsystem.window("Super Matte Bros", SCREEN_WIDTH, SCREEN_HEIGHT).position_centered().build().unwrap(); let mut renderer = window.renderer().software().build().unwrap(); let world_sprites = renderer.load_texture(Path::new("gfx/world.png")).unwrap(); let floor_sprite = StaticSprite::new(&world_sprites, 16 * 0, 16 * 0); let brick_sprite = StaticSprite::new(&world_sprites, 16 * 1, 16 * 0); let player_sprites = renderer.load_texture(Path::new("gfx/mario.png")).unwrap(); let timer = Timer::new(); let mut player = GameObject::new(390.0, 390.0, Box::new(PlayerPhysicsComponent::new()), Box::new(PlayerGraphicsComponent::new(&player_sprites))); let mut keyboard = KeyboardHandler::new(); let mut layer = Layer::new(212, 20, TILE_WIDTH, TILE_HEIGHT, Tile::Empty); layer.set_tile(2, 15, Tile::Background(Rect::new(16 * 9, 16 * 8, 16, 16))); layer.set_tile(1, 16, Tile::Background(Rect::new(16 * 8, 16 * 8, 16, 16))); layer.set_tile(2, 16, Tile::Background(Rect::new(16 * 8, 16 * 9, 16, 16))); layer.set_tile(3, 16, Tile::Background(Rect::new(16 * 10, 16 * 8, 16, 16))); layer.set_tile(0, 17, Tile::Background(Rect::new(16 * 8, 16 * 8, 16, 16))); layer.set_tile(1, 17, Tile::Background(Rect::new(16 * 8, 16 * 9, 16, 16))); layer.set_tile(2, 17, Tile::Background(Rect::new(16 * 9, 16 * 9, 16, 16))); layer.set_tile(3, 17, Tile::Background(Rect::new(16 * 8, 16 * 9, 16, 16))); layer.set_tile(4, 17, Tile::Background(Rect::new(16 * 10, 16 * 8, 16, 16))); layer.set_tile(11, 17, Tile::Background(Rect::new(16 * 11, 16 * 9, 16, 16))); layer.set_tile(12, 17, Tile::Background(Rect::new(16 * 12, 16 * 9, 16, 16))); layer.set_tile(13, 17, Tile::Background(Rect::new(16 * 12, 16 * 9, 16, 16))); layer.set_tile(14, 17, Tile::Background(Rect::new(16 * 12, 16 * 9, 16, 16))); layer.set_tile(15, 17, Tile::Background(Rect::new(16 * 13, 16 * 9, 16, 16))); layer.set_tile(16, 14, Tile::Floor(Rect::new(16 * 24, 16 * 0, 16, 16))); layer.set_tile(17, 16, Tile::Background(Rect::new(16 * 9, 16 * 8, 16, 16))); layer.set_tile(16, 17, Tile::Background(Rect::new(16 * 8, 16 * 8, 16, 16))); layer.set_tile(17, 17, Tile::Background(Rect::new(16 * 8, 16 * 9, 16, 16))); layer.set_tile(18, 17, Tile::Background(Rect::new(16 * 10, 16 * 8, 16, 16))); layer.set_tile(20, 14, Tile::Static(&brick_sprite, true)); layer.set_tile(21, 14, Tile::Floor(Rect::new(16 * 24, 16 * 0, 16, 16))); layer.set_tile(22, 14, Tile::Static(&brick_sprite, true)); layer.set_tile(23, 14, Tile::Floor(Rect::new(16 * 24, 16 * 0, 16, 16))); layer.set_tile(24, 14, Tile::Static(&brick_sprite, true)); layer.set_tile(22, 10, Tile::Floor(Rect::new(16 * 24, 16 * 0, 16, 16))); layer.set_tile(19, 7, Tile::Floor(Rect::new(16 * 0, 16 * 20, 16, 16))); layer.set_tile(20, 7, Tile::Floor(Rect::new(16 * 1, 16 * 20, 16, 16))); layer.set_tile(21, 7, Tile::Floor(Rect::new(16 * 2, 16 * 20, 16, 16))); layer.set_tile(19, 8, Tile::Floor(Rect::new(16 * 0, 16 * 21, 16, 16))); layer.set_tile(20, 8, Tile::Floor(Rect::new(16 * 1, 16 * 21, 16, 16))); layer.set_tile(21, 8, Tile::Floor(Rect::new(16 * 2, 16 * 21, 16, 16))); layer.set_tile(23, 17, Tile::Background(Rect::new(16 * 11, 16 * 9, 16, 16))); layer.set_tile(24, 17, Tile::Background(Rect::new(16 * 12, 16 * 9, 16, 16))); layer.set_tile(25, 17, Tile::Background(Rect::new(16 * 13, 16 * 9, 16, 16))); layer.set_tile(28, 16, Tile::Floor(Rect::new(16 * 0, 16 * 8, 16, 16))); layer.set_tile(29, 16, Tile::Floor(Rect::new(16 * 1, 16 * 8, 16, 16))); layer.set_tile(28, 17, Tile::Floor(Rect::new(16 * 0, 16 * 9, 16, 16))); layer.set_tile(29, 17, Tile::Floor(Rect::new(16 * 1, 16 * 9, 16, 16))); layer.set_tile(38, 15, Tile::Floor(Rect::new(16 * 0, 16 * 8, 16, 16))); layer.set_tile(39, 15, Tile::Floor(Rect::new(16 * 1, 16 * 8, 16, 16))); layer.set_tile(38, 16, Tile::Floor(Rect::new(16 * 0, 16 * 9, 16, 16))); layer.set_tile(39, 16, Tile::Floor(Rect::new(16 * 1, 16 * 9, 16, 16))); layer.set_tile(38, 17, Tile::Floor(Rect::new(16 * 0, 16 * 9, 16, 16))); layer.set_tile(39, 17, Tile::Floor(Rect::new(16 * 1, 16 * 9, 16, 16))); layer.set_tile(41, 17, Tile::Background(Rect::new(16 * 11, 16 * 9, 16, 16))); layer.set_tile(42, 17, Tile::Background(Rect::new(16 * 12, 16 * 9, 16, 16))); layer.set_tile(43, 17, Tile::Background(Rect::new(16 * 12, 16 * 9, 16, 16))); layer.set_tile(44, 17, Tile::Background(Rect::new(16 * 13, 16 * 9, 16, 16))); layer.set_tile(46, 14, Tile::Floor(Rect::new(16 * 0, 16 * 8, 16, 16))); layer.set_tile(47, 14, Tile::Floor(Rect::new(16 * 1, 16 * 8, 16, 16))); layer.set_tile(46, 15, Tile::Floor(Rect::new(16 * 0, 16 * 9, 16, 16))); layer.set_tile(47, 15, Tile::Floor(Rect::new(16 * 1, 16 * 9, 16, 16))); layer.set_tile(46, 16, Tile::Floor(Rect::new(16 * 0, 16 * 9, 16, 16))); layer.set_tile(47, 16, Tile::Floor(Rect::new(16 * 1, 16 * 9, 16, 16))); layer.set_tile(46, 17, Tile::Floor(Rect::new(16 * 0, 16 * 9, 16, 16))); layer.set_tile(47, 17, Tile::Floor(Rect::new(16 * 1, 16 * 9, 16, 16))); layer.set_tile(50, 15, Tile::Background(Rect::new(16 * 9, 16 * 8, 16, 16))); layer.set_tile(49, 16, Tile::Background(Rect::new(16 * 8, 16 * 8, 16, 16))); layer.set_tile(50, 16, Tile::Background(Rect::new(16 * 8, 16 * 9, 16, 16))); layer.set_tile(51, 16, Tile::Background(Rect::new(16 * 10, 16 * 8, 16, 16))); layer.set_tile(48, 17, Tile::Background(Rect::new(16 * 8, 16 * 8, 16, 16))); layer.set_tile(49, 17, Tile::Background(Rect::new(16 * 8, 16 * 9, 16, 16))); layer.set_tile(50, 17, Tile::Background(Rect::new(16 * 9, 16 * 9, 16, 16))); layer.set_tile(51, 17, Tile::Background(Rect::new(16 * 8, 16 * 9, 16, 16))); layer.set_tile(52, 17, Tile::Background(Rect::new(16 * 10, 16 * 8, 16, 16))); for x in 0..212 { layer.set_tile(x, 18, Tile::Static(&floor_sprite, true)); layer.set_tile(x, 19, Tile::Static(&floor_sprite, true)); } let mut camera = Camera::new(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, layer.to_rect()); let mut previous = timer.current_time(); let mut lag = 0.0; let mut event_pump = sdl_context.event_pump().unwrap(); 'main : loop { let current = timer.current_time(); let elapsed = current - previous; previous = current; lag += elapsed; keyboard.clear(); for event in event_pump.poll_iter() { use sdl2::event::Event; match event { Event::KeyDown {keycode, ..} if keycode == Some(Keycode::Escape) => break 'main, Event::Quit {..} => break 'main, _ => (), } keyboard.process(&event); } if keyboard.is_held(Keycode::Right) && (player.dx >= 0.0 || player.on_ground) { let a = if player.dx > 0.0 { PLAYER_ACCELERATION_X_START } else { PLAYER_ACCELERATION_X_CHANGE }; player.dx = a * PLAYER_SPEED_X + (1.0 - a) * player.dx; } else if keyboard.is_held(Keycode::Left) && (player.dx <= 0.0 || player.on_ground) { let a = if player.dx < 0.0 { PLAYER_ACCELERATION_X_START } else { PLAYER_ACCELERATION_X_CHANGE }; player.dx = a * -PLAYER_SPEED_X + (1.0 - a) * player.dx; } else if player.on_ground { player.dx *= 1.0 - PLAYER_ACCELERATION_X_STOP; if player.dx.abs() <= PLAYER_THRESHOLD_X { player.dx = 0.0; } } if player.on_ground && keyboard.was_pressed(Keycode::Up) { player.dy = -8.0; player.on_ground = false; } if keyboard.was_released(Keycode::Up) && player.dy < -4.0 { player.dy = -4.0; } while lag >= MS_PER_UPDATE { player.dy += player.gravity; if player.dy > 8.0 { player.dy = 8.0; } else if player.dy < -8.0 { player.dy = -8.0; } player.on_ground = false; if let Some(intersect) = layer.find_intersecting(&player.to_rect()) { if player.dx > 0.0 { let p = player.x + player.w as f32; let mut d = player.dx; for y in intersect.y()..(intersect.y() + intersect.height() as i32) { let mut x = intersect.x(); loop { let t = (x * TILE_WIDTH as i32) as f32 - p; if t > d { break; } d = match *layer.get_tile(x, y) { Tile::Floor(_) => d.min(t), Tile::Static(_, solid) => if solid { d.min(t) } else { d }, _ => d }; x += 1; } } if d > 0.0 { player.x += d; } else if d < 0.0 { player.x += d; player.dx = 0.0; } else { player.dx = 0.0; } } else if player.dx < 0.0 { let p = player.x; let mut d = player.dx; for y in intersect.y()..(intersect.y() + intersect.height() as i32) { let mut x = intersect.x(); loop { let t = (x * TILE_WIDTH as i32 + TILE_WIDTH as i32) as f32 - p; if t < d { break; } d = match *layer.get_tile(x, y) { Tile::Floor(_) => d.max(t), Tile::Static(_, solid) => if solid { d.max(t) } else { d }, _ => d }; x -= 1; } } if d < 0.0 { player.x += d; } else if d > 0.0 { player.x += d; player.dx = 0.0; } else { player.dx = 0.0; } } if player.dy > 0.0 { let p = player.y + player.h as f32; let mut d = player.dy; for x in intersect.x()..(intersect.x() + intersect.width() as i32) { let mut y = intersect.y(); loop { let t = (y * TILE_HEIGHT as i32) as f32 - p; if t > d { break; } d = match *layer.get_tile(x, y) { Tile::Floor(_) => d.min(t), Tile::Static(_, solid) => if solid { d.min(t) } else { d }, _ => d }; y += 1; } } if d > 0.0 { player.y += d; } else if d < 0.0 { player.y += d; player.dy = 0.0; player.on_ground = true; } else { player.dy = 0.0; player.on_ground = true; } } else if player.dy < 0.0 { let p = player.y; let mut d = player.dy; for x in intersect.x()..(intersect.x() + intersect.width() as i32) { let mut y = intersect.y(); loop { let t = (y * TILE_HEIGHT as i32 + TILE_HEIGHT as i32) as f32 - p; if t < d { break; } d = match *layer.get_tile(x, y) { Tile::Floor(_) => d.max(t), Tile::Static(_, solid) => if solid { d.max(t) } else { d }, _ => d }; y -= 1; } } if d < 0.0 { player.y += d; } else if d > 0.0 { player.y += d; player.dy = 0.0; } else { player.dy = 0.0; } } } player.update(); camera.center(&player.to_rect()); lag -= MS_PER_UPDATE; } renderer.set_draw_color(Color::RGB(93, 148, 251)); renderer.clear(); layer.for_each_intersecting(&camera.to_rect(), |tile: &Tile, position: &Rect| { let object = camera.to_relative_rect(position); match *tile { Tile::Background(src) | Tile::Floor(src) => renderer.copy(&world_sprites, Some(src), Some(object)).unwrap(), Tile::Static(ref sprite, _) => sprite.render(lag / MS_PER_UPDATE, &mut renderer, &object), _ => () } }); let player_rect = camera.to_relative_rect(&player.to_rect()); player.render(elapsed, &mut renderer, &player_rect); renderer.present(); } }