mirror of
https://github.com/Mercantec-GHC/h5-projekt-mst.git
synced 2026-08-26 21:27:38 +02:00
417 lines
14 KiB
Rust
417 lines
14 KiB
Rust
#![allow(dead_code)]
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use std::{
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collections::HashSet,
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f64::consts::PI,
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sync::{Arc, Mutex},
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time::Duration,
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};
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use crate::{
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engine::{Color, Key, Renderer, Scene, Shape, V3},
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event_queue::EventQueue,
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vermiparous::Server,
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};
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mod engine;
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mod event_queue;
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mod vermiparous;
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struct Game {
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objects: Vec<Object>,
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next_object_id: u32,
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event_queue: Arc<Mutex<EventQueue>>,
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keys_pressed: HashSet<Key>,
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}
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impl Game {
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fn new(event_queue: Arc<Mutex<EventQueue>>) -> Self {
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Self {
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objects: Vec::new(),
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next_object_id: 0,
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event_queue,
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keys_pressed: HashSet::new(),
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}
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}
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fn spawn(&mut self, object_kind: ObjectKind) {
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let object = Object {
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kind: object_kind,
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id: self.next_object_id,
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};
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self.objects.push(object);
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self.next_object_id += 1
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}
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fn despawn(&mut self, id: u32) {
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let index = self
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.objects
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.iter()
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.position(|o| o.id == id)
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.expect("doesn't exist");
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self.objects.remove(index);
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}
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}
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impl<R: Renderer> engine::Game<R> for Game {
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fn update(&mut self, delta_time: Duration) {
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for object in &mut self.objects {
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if self.keys_pressed.contains(&Key::Left) == self.keys_pressed.contains(&Key::Right) {
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match &mut object.kind {
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ObjectKind::SkateBoard {
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pivot_deg: pivot_factor,
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..
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} => {
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let decay_rate = 1.0 - (2.0 * delta_time.as_secs_f64());
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*pivot_factor *= decay_rate;
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}
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_ => {}
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}
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}
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if self.keys_pressed.contains(&Key::Left) {
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match &mut object.kind {
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ObjectKind::SkateBoard { pivot_deg, .. } => {
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*pivot_deg -= 18.0 * delta_time.as_secs_f64();
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if *pivot_deg < -12.5 {
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*pivot_deg = -12.5;
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}
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}
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_ => {}
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}
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}
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if self.keys_pressed.contains(&Key::Right) {
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match &mut object.kind {
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ObjectKind::SkateBoard {
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pivot_deg: pivot_factor,
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..
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} => {
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*pivot_factor += 18.0 * delta_time.as_secs_f64();
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if *pivot_factor > 12.5 {
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*pivot_factor = 12.5;
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}
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}
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_ => {}
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}
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}
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object.update(delta_time);
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}
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}
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fn render(&mut self, r: &mut R) {
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let mut scene = Scene::new();
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for object in &self.objects {
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object.render(&mut scene);
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}
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scene.render(r, V3(0.0, 0.0, -1.0));
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}
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fn event(&mut self, event: engine::Event) {
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match event {
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engine::Event::KeyDown { key } => self.keys_pressed.insert(key),
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engine::Event::KeyUp { key } => self.keys_pressed.remove(&key),
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};
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}
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}
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struct Object {
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kind: ObjectKind,
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id: u32,
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}
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enum ObjectKind {
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SkateBoard {
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pos: V3,
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vel: V3,
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rot: V3,
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nyoom_factor: f64,
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pivot_deg: f64,
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},
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Obstacle {
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pos: V3,
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vel: V3,
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},
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Ground {
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original_pos: V3,
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pos: V3,
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vel: V3,
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rot: V3,
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grid_item_size: f64,
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grid_width: i32,
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grid_depth: i32,
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},
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}
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struct ShapeGroupShape {
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shape: Shape,
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offset: V3,
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}
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struct ShapeGroup {
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pub shapes: Vec<ShapeGroupShape>,
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}
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impl ShapeGroup {
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pub fn new(shapes: Vec<ShapeGroupShape>) -> Self {
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Self { shapes }
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}
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pub fn rotate(mut self, rot: V3) -> Self {
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for shape in &mut self.shapes {
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shape.shape = shape
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.shape
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.translate(shape.offset)
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.rotate(rot)
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.translate(shape.offset * -1.0);
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}
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self
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}
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pub fn translate(mut self, offset: V3) -> Self {
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for shape in &mut self.shapes {
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shape.shape = shape.shape.translate(offset);
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}
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self
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}
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pub fn draw(self, pos: V3, scene: &mut Scene, outline_color: Color, fill_color: Color) {
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for shape in self.shapes {
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scene.draw_shape(
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pos,
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&shape.shape.translate(shape.offset),
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outline_color,
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fill_color,
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);
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}
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}
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}
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impl Object {
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fn update(&mut self, delta_time: Duration) {
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match &mut self.kind {
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ObjectKind::SkateBoard {
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pos,
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vel,
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nyoom_factor,
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pivot_deg: pivot_factor,
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..
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} => {
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vel.0 = *pivot_factor * delta_time.as_secs_f64();
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*pos += *vel * delta_time.as_secs_f64();
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*nyoom_factor += 16.0 * delta_time.as_secs_f64();
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// rot.0 += delta_time.as_secs_f64() * PI * 1.0;
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// rot.1 += delta_time.as_secs_f64() * PI * 0.2;
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// rot.2 += delta_time.as_secs_f64() * PI * 2.0;
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}
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ObjectKind::Obstacle { pos, vel } => {
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*pos += *vel * delta_time.as_secs_f64();
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}
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ObjectKind::Ground {
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pos,
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vel,
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grid_depth,
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grid_item_size,
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original_pos,
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..
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} => {
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*pos += *vel * delta_time.as_secs_f64();
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*vel += V3(vel.0, vel.1, vel.0 - 0.01 * delta_time.as_secs_f64());
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if pos.2 <= original_pos.2 - *grid_depth as f64 * *grid_item_size as f64 {
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pos.2 += *grid_depth as f64 * *grid_item_size as f64
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}
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}
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}
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}
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fn render(&self, scene: &mut Scene) {
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match self.kind {
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ObjectKind::SkateBoard {
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pos,
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rot,
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nyoom_factor,
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pivot_deg,
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..
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} => {
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let board_size = V3(0.175, 0.005, 0.05);
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let trucks = {
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let anchor_size = V3(0.005, 0.01, 0.005);
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let anchor_y = -anchor_size.1 - board_size.1 * 0.5;
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let pivot = vec![
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ShapeGroupShape {
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shape: Shape::new_cube(anchor_size),
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offset: V3(
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anchor_size.0 * -0.5 + board_size.0 * 0.4,
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anchor_y,
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anchor_size.2 * -0.5,
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),
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},
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ShapeGroupShape {
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shape: Shape::new_cube(anchor_size),
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offset: V3(
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anchor_size.0 * -0.5 - board_size.0 * 0.4,
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anchor_y,
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anchor_size.2 * -0.5,
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),
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},
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];
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let wheel_rail_size = V3(anchor_size.0, anchor_size.0, board_size.2 * 0.8);
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let wheel_rail_y = anchor_y - wheel_rail_size.1;
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let wheel_rail = vec![
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ShapeGroupShape {
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shape: Shape::new_cube(wheel_rail_size),
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offset: V3(
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wheel_rail_size.0 * -0.5 + board_size.0 * 0.4,
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wheel_rail_y,
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wheel_rail_size.2 * -0.5,
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),
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},
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ShapeGroupShape {
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shape: Shape::new_cube(wheel_rail_size),
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offset: V3(
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wheel_rail_size.0 * -0.5 - board_size.0 * 0.4,
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wheel_rail_y,
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wheel_rail_size.2 * -0.5,
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),
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},
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];
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let wheel_size = V3(0.01, 0.01, 0.0025);
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let wheel_y = wheel_rail_y - wheel_size.1 * 0.25;
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let wheel_rot = V3(0.0, 0.0, nyoom_factor);
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let wheel_rot_trans = V3(0.5, 0.5, 0.0);
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let wheel = vec![
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ShapeGroupShape {
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shape: Shape::new_cube(wheel_size)
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.translate(wheel_size * wheel_rot_trans * -1.0)
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.rotate(wheel_rot)
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.translate(wheel_size * wheel_rot_trans),
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offset: V3(
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wheel_size.0 * -0.5 + board_size.0 * 0.4,
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wheel_y,
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wheel_rail_size.2 * -0.5 - wheel_size.2,
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),
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},
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ShapeGroupShape {
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shape: Shape::new_cube(wheel_size)
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.translate(wheel_size * wheel_rot_trans * -1.0)
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.rotate(wheel_rot)
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.translate(wheel_size * wheel_rot_trans),
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offset: V3(
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wheel_size.0 * -0.5 - board_size.0 * 0.4,
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wheel_y,
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wheel_rail_size.2 * -0.5 - wheel_size.2,
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),
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},
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ShapeGroupShape {
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shape: Shape::new_cube(wheel_size)
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.translate(wheel_size * wheel_rot_trans * -1.0)
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.rotate(wheel_rot)
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.translate(wheel_size * wheel_rot_trans),
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offset: V3(
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wheel_size.0 * -0.5 + board_size.0 * 0.4,
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wheel_y,
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wheel_rail_size.2 * 0.5,
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),
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},
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ShapeGroupShape {
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shape: Shape::new_cube(wheel_size)
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.translate(wheel_size * wheel_rot_trans * -1.0)
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.rotate(wheel_rot)
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.translate(wheel_size * wheel_rot_trans),
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offset: V3(
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wheel_size.0 * -0.5 - board_size.0 * 0.4,
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wheel_y,
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wheel_rail_size.2 * 0.5,
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),
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},
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];
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vec![pivot, wheel_rail, wheel].into_iter().flatten()
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};
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let board_pivot_trans = V3(0.0, 0.5, 0.5);
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let mut board = vec![ShapeGroupShape {
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shape: Shape::new_cube(board_size)
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.translate(board_size * board_pivot_trans * -1.0)
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.rotate(V3(pivot_deg * (PI / 180.0), 0.0, 0.0))
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.translate(board_size * board_pivot_trans),
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offset: board_size * -0.5,
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}];
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board.extend(trucks);
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let board = ShapeGroup::new(board).rotate(rot);
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board.draw(pos, scene, Color::Green, Color::Black);
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}
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ObjectKind::Obstacle { pos, .. } => {
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scene.draw_shape(
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pos,
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&Shape::new_cube(V3(0.2, 0.1, 0.2)),
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Color::Green,
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Color::Black,
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);
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}
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ObjectKind::Ground {
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pos,
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grid_depth,
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grid_item_size,
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grid_width,
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..
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} => {
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for grid in 0..5 {
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let mut shapes = Vec::new();
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for z in 0..grid_depth {
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for x in -grid_width / 2..grid_width / 2 {
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shapes.push(ShapeGroupShape {
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shape: Shape::new_plane(V3(grid_item_size, 0.0, grid_item_size)),
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offset: V3(
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x as f64 * grid_item_size,
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0.0,
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z as f64 * grid_item_size
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+ grid as f64 * grid_depth as f64 * grid_item_size,
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),
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});
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}
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}
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let ground = ShapeGroup::new(shapes);
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ground.draw(pos, scene, Color::Cyan, Color::Black);
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}
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}
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}
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}
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}
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fn main() -> Result<(), Box<dyn std::error::Error>> {
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let mut sdl_io = engine::SdlIo::new()?;
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let event_queue = Arc::new(Mutex::new(EventQueue::new()));
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let mut game = Game::new(event_queue.clone());
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std::thread::spawn(move || {
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let server = Server::bind("10.133.51.127:5000");
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server.start(event_queue);
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});
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let mut objects: Vec<ObjectKind> = Vec::new();
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objects.push(ObjectKind::SkateBoard {
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pos: V3(0.0, -0.1, -0.7),
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vel: V3(0.0, 0.0, 0.0),
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rot: V3(0.0, PI * 0.5, 0.0),
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nyoom_factor: 0.0,
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pivot_deg: 0.0,
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});
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objects.push(ObjectKind::Ground {
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original_pos: V3(0.0, -0.25, -0.6),
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pos: V3(0.0, -0.25, -0.6),
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vel: V3(0.0, 0.0, -0.1),
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rot: V3(0.0, 0.0, 0.0),
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grid_item_size: 0.1,
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grid_width: 10,
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grid_depth: 10,
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});
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objects.push(ObjectKind::Obstacle {
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pos: V3(0.5, -0.2, 0.0),
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vel: V3(0.0, 0.0, -0.1),
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});
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for object in objects {
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game.spawn(object)
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}
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sdl_io.run(&mut game);
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Ok(())
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}
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