#![allow(dead_code)] mod engine; mod server; use core::panic; use std::{ collections::HashSet, f64::consts::PI, sync::{Arc, Mutex}, thread, time::Duration, }; use crate::{ engine::{Color, Key, Renderer, Scene, Shape, V2, V3}, server::Server, }; struct Skateboard { start_pos: V3, pos: V3, size: V3, vel: V3, rot: V3, nyoom_factor: f64, pivot_deg: f64, } impl Skateboard { fn update(&mut self, delta_time: Duration) { self.vel.0 = self.pivot_deg * delta_time.as_secs_f64(); self.pos += self.vel * delta_time.as_secs_f64(); self.nyoom_factor += 16.0 * delta_time.as_secs_f64(); } fn render(&self, scene: &mut Scene) { let board_size = V3(0.175, 0.005, 0.05); let trucks = { let anchor_size = V3(0.005, 0.01, 0.005); let anchor_y = -anchor_size.1 - board_size.1 * 0.5; let pivot = vec![ ShapeGroupShape { shape: Shape::new_cube(anchor_size), offset: V3( anchor_size.0 * -0.5 + board_size.0 * 0.4, anchor_y, anchor_size.2 * -0.5, ), }, ShapeGroupShape { shape: Shape::new_cube(anchor_size), offset: V3( anchor_size.0 * -0.5 - board_size.0 * 0.4, anchor_y, anchor_size.2 * -0.5, ), }, ]; let wheel_rail_size = V3(anchor_size.0, anchor_size.0, board_size.2 * 0.8); let wheel_rail_y = anchor_y - wheel_rail_size.1; let wheel_rail = vec![ ShapeGroupShape { shape: Shape::new_cube(wheel_rail_size), offset: V3( wheel_rail_size.0 * -0.5 + board_size.0 * 0.4, wheel_rail_y, wheel_rail_size.2 * -0.5, ), }, ShapeGroupShape { shape: Shape::new_cube(wheel_rail_size), offset: V3( wheel_rail_size.0 * -0.5 - board_size.0 * 0.4, wheel_rail_y, wheel_rail_size.2 * -0.5, ), }, ]; let wheel_size = V3(0.01, 0.01, 0.0025); let wheel_y = wheel_rail_y - wheel_size.1 * 0.25; let wheel_rot = V3(0.0, 0.0, self.nyoom_factor); let wheel_rot_trans = V3(0.5, 0.5, 0.0); let wheel = vec![ ShapeGroupShape { shape: Shape::new_cube(wheel_size) .translate(wheel_size * wheel_rot_trans * -1.0) .rotate(wheel_rot) .translate(wheel_size * wheel_rot_trans), offset: V3( wheel_size.0 * -0.5 + board_size.0 * 0.4, wheel_y, wheel_rail_size.2 * -0.5 - wheel_size.2, ), }, ShapeGroupShape { shape: Shape::new_cube(wheel_size) .translate(wheel_size * wheel_rot_trans * -1.0) .rotate(wheel_rot) .translate(wheel_size * wheel_rot_trans), offset: V3( wheel_size.0 * -0.5 - board_size.0 * 0.4, wheel_y, wheel_rail_size.2 * -0.5 - wheel_size.2, ), }, ShapeGroupShape { shape: Shape::new_cube(wheel_size) .translate(wheel_size * wheel_rot_trans * -1.0) .rotate(wheel_rot) .translate(wheel_size * wheel_rot_trans), offset: V3( wheel_size.0 * -0.5 + board_size.0 * 0.4, wheel_y, wheel_rail_size.2 * 0.5, ), }, ShapeGroupShape { shape: Shape::new_cube(wheel_size) .translate(wheel_size * wheel_rot_trans * -1.0) .rotate(wheel_rot) .translate(wheel_size * wheel_rot_trans), offset: V3( wheel_size.0 * -0.5 - board_size.0 * 0.4, wheel_y, wheel_rail_size.2 * 0.5, ), }, ]; vec![pivot, wheel_rail, wheel].into_iter().flatten() }; let board_pivot_trans = V3(0.0, 0.5, 0.5); let mut board = vec![ShapeGroupShape { shape: Shape::new_cube(board_size) .translate(board_size * board_pivot_trans * -1.0) .rotate(V3(self.pivot_deg * (PI / 180.0), 0.0, 0.0)) .translate(board_size * board_pivot_trans), offset: board_size * -0.5, }]; board.extend(trucks); let board = ShapeGroup::new(board).rotate(self.rot); board.draw(self.pos, scene, Color::Green, Color::Black); } } struct UpdateCx<'game> { skateboard: &'game mut Skateboard, } struct Game { skateboard: Skateboard, segments: Vec, camera_pos: V3, next_object_id: u32, keys_pressed: HashSet, } impl Game { fn new() -> Self { let start_pos = V3(0.0, -0.15, -0.4); Self { skateboard: Skateboard { start_pos, pos: start_pos, size: V3(0.05, 0.02, 0.15), vel: V3(0.0, 0.0, 0.2), rot: V3(0.0, PI * 0.5, 0.0), nyoom_factor: 0.0, pivot_deg: 0.0, }, camera_pos: V3(0.0, 0.0, -1.0), segments: Vec::new(), next_object_id: 0, keys_pressed: HashSet::new(), } } fn spawn(&mut self, segment: Segment) { self.segments.push(segment); } fn despawn(&mut self, id: i32) { let index = self .segments .iter() .position(|o| o.id == id) .expect("doesn't exist"); self.segments.remove(index); } } impl engine::Game for Game { fn update(&mut self, delta_time: Duration) { self.skateboard.update(delta_time); self.camera_pos = V3( self.skateboard.pos.0, self.skateboard.pos.1 + 0.15, self.skateboard.pos.2 - 0.4, ); if self.keys_pressed.contains(&Key::Left) == self.keys_pressed.contains(&Key::Right) { let decay_rate = 1.0 - (4.0 * delta_time.as_secs_f64()); self.skateboard.pivot_deg *= decay_rate; } if self.keys_pressed.contains(&Key::Left) { self.skateboard.pivot_deg -= 36.0 * delta_time.as_secs_f64(); if self.skateboard.pivot_deg < -12.5 { self.skateboard.pivot_deg = -12.5; } } if self.keys_pressed.contains(&Key::Right) { self.skateboard.pivot_deg += 36.0 * delta_time.as_secs_f64(); if self.skateboard.pivot_deg > 12.5 { self.skateboard.pivot_deg = 12.5; } } let ids = self .segments .iter() .enumerate() .map(|(i, object)| (i, object.id)) .collect::>(); let mut cx = UpdateCx { skateboard: &mut self.skateboard, }; for (i, id) in ids { let object = &mut self.segments[i]; object.update(&mut cx, delta_time); } } fn render(&mut self, r: &mut R) { let mut scene = Scene::new(); self.skateboard.render(&mut scene); for object in &self.segments { object.render(&mut scene); } scene.render(r, self.camera_pos); } fn event(&mut self, event: engine::Event) { match event { engine::Event::KeyDown { key } => self.keys_pressed.insert(key), engine::Event::KeyUp { key } => self.keys_pressed.remove(&key), }; } } struct Obstacle { pos: V3, vel: V3, size: V3, } struct Ground { pos: V3, rot: V3, grid_item_size: f64, grid_width: i32, grid_depth: i32, render_depth: i32, } struct Segment { id: i32, obstacles: Vec, ground: Ground, should_despawn: bool, } impl Segment { fn new(id: i32, obstacles: Vec, ground: Ground) -> Self { Self { id, obstacles, ground, should_despawn: false, } } fn update<'game>(&mut self, cx: &mut UpdateCx<'game>, delta_time: Duration) { for obstacle in &mut self.obstacles { obstacle.pos += obstacle.vel * delta_time.as_secs_f64(); let (skateboard_pos, skateboard_pos_and_size) = ( V2( cx.skateboard.pos.0 - cx.skateboard.size.0 / 2.0, cx.skateboard.pos.2 - cx.skateboard.size.2 / 2.0, ), V2( cx.skateboard.pos.0 + cx.skateboard.size.0 / 2.0, cx.skateboard.pos.2 + cx.skateboard.size.2 / 2.0, ), ); if skateboard_pos.0 < obstacle.pos.0 + obstacle.size.0 && skateboard_pos_and_size.0 > obstacle.pos.0 && skateboard_pos.1 < obstacle.pos.2 + obstacle.size.2 && skateboard_pos_and_size.1 > obstacle.pos.2 { panic!("You lost 🫵 😂"); } } if cx.skateboard.pos.2 >= cx.skateboard.start_pos.2 + self.ground.grid_depth as f64 * self.ground.grid_item_size as f64 { cx.skateboard.pos.2 -= self.ground.grid_depth as f64 * self.ground.grid_item_size as f64; } } fn render(&self, scene: &mut Scene) { for obstacle in &self.obstacles { scene.draw_shape( obstacle.pos, &Shape::new_cube(obstacle.size), Color::Red, Color::Black, ); } let mut shapes = Vec::new(); for z in 0..self.ground.grid_depth { for x in -self.ground.grid_width / 2..self.ground.grid_width / 2 { shapes.push(ShapeGroupShape { shape: Shape::new_plane(V3( self.ground.grid_item_size, 0.0, self.ground.grid_item_size, )), offset: V3( x as f64 * self.ground.grid_item_size, 0.0, z as f64 * self.ground.grid_item_size, ), }); } } let ground = ShapeGroup::new(shapes); ground.draw(self.ground.pos, scene, Color::Cyan, Color::Black); } } struct ShapeGroupShape { shape: Shape, offset: V3, } struct ShapeGroup { pub shapes: Vec, } impl ShapeGroup { pub fn new(shapes: Vec) -> Self { Self { shapes } } pub fn rotate(mut self, rot: V3) -> Self { for shape in &mut self.shapes { shape.shape = shape .shape .translate(shape.offset) .rotate(rot) .translate(shape.offset * -1.0); } self } pub fn translate(mut self, offset: V3) -> Self { for shape in &mut self.shapes { shape.shape = shape.shape.translate(offset); } self } pub fn draw(self, pos: V3, scene: &mut Scene, outline_color: Color, fill_color: Color) { for shape in self.shapes { scene.draw_shape( pos, &shape.shape.translate(shape.offset), outline_color, fill_color, ); } } } fn main() -> Result<(), Box> { let t = thread::spawn(|| { let mut server = Server::new().unwrap(); server .subscribe(|measurement| { println!("angle = {}", measurement.angle); }) .unwrap(); }); t.join().unwrap(); let mut sdl_io = engine::SdlIo::new()?; let mut game = Game::new(); let segments: Vec = vec![Segment::new( 0, vec![Obstacle { pos: V3(0.0, -0.248, 1.0), vel: V3(0.0, 0.0, 0.0), size: V3(0.1, 0.1, 0.1), }], Ground { pos: V3(0.0, -0.25, -0.4), rot: V3(0.0, 0.0, 0.0), grid_item_size: 0.1, grid_width: 10, grid_depth: 20, render_depth: 5, }, )]; for segment in segments { game.spawn(segment); } sdl_io.run(&mut game); Ok(()) }