659 lines
20 KiB
Rust

#![allow(dead_code)]
mod engine;
mod random;
mod server;
use std::{
collections::{HashSet, VecDeque},
f64::consts::PI,
sync::{Arc, Mutex},
thread,
time::Duration,
};
use crate::{
engine::{Color, Key, Renderer, Scene, Shape, V2, V3},
server::Server,
};
struct Skateboard {
pos: V3,
size: V3,
vel: V3,
rot: V3,
nyoom_factor: f64,
pivot_deg: f64,
pivot_deg_target: f64,
}
enum UpdateResult {
Continue,
GameOver,
}
impl Skateboard {
fn update(&mut self, delta_time: Duration) -> UpdateResult {
self.vel.0 = self.pivot_deg * 2.0 * delta_time.as_secs_f64();
self.pos += self.vel * delta_time.as_secs_f64();
self.nyoom_factor += 16.0 * delta_time.as_secs_f64();
if self.pos.0 < -0.5 || self.pos.0 > 0.5 {
return UpdateResult::GameOver;
}
UpdateResult::Continue
}
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 GroundManager {
ground: VecDeque<Ground>,
start_position: V3,
grid_item_size: f64,
grid_width: i32,
grid_depth: i32,
}
impl GroundManager {
pub fn new(
start_position: V3,
grid_item_size: f64,
grid_width: i32,
grid_depth: i32,
render_distance: i32,
) -> Self {
let mut ground = VecDeque::new();
for i in 0..render_distance {
ground.push_back(Ground {
grid_width,
grid_depth,
grid_item_size,
pos: start_position + V3(0.0, 0.0, grid_depth as f64 * grid_item_size * i as f64),
});
}
Self {
start_position,
grid_depth,
grid_width,
grid_item_size,
ground,
}
}
pub fn shuffle(&mut self) {
let mut first = self.ground.pop_front().unwrap();
let last = self.ground.back().unwrap();
first.pos = last.pos + V3(0.0, 0.0, self.grid_depth as f64 * self.grid_item_size);
self.ground.push_back(first);
}
pub fn should_shuffle(&self, z: f64) -> bool {
let first = self.ground.front().unwrap();
first.pos.2 + self.grid_depth as f64 * self.grid_item_size < z
}
pub fn render(&self, scene: &mut Scene) {
for ground_part in &self.ground {
let mut shapes = Vec::new();
for z in 0..self.grid_depth {
for x in -self.grid_width / 2..self.grid_width / 2 {
shapes.push(ShapeGroupShape {
shape: Shape::new_plane(V3(self.grid_item_size, 0.0, self.grid_item_size)),
offset: V3(
x as f64 * self.grid_item_size,
0.0,
z as f64 * self.grid_item_size,
),
});
}
}
let ground = ShapeGroup::new(shapes);
ground.draw(ground_part.pos, scene, Color::Cyan, Color::Black);
}
}
}
struct SegmentFactory {
segment_depth: f64,
segment_width: f64,
}
impl SegmentFactory {
pub fn new(segment_depth: f64, segment_width: f64) -> Self {
Self {
segment_depth,
segment_width,
}
}
pub fn random_obstacle_segment(&self, pos: V3) -> Segment {
let mut obstacles: Vec<Obstacle> = Vec::new();
for i in 1..5 {
obstacles.push(Obstacle {
pos: V3(
random::next_in_range_f64(
(-self.segment_width / 2.0)..(self.segment_width / 2.0),
) - 0.1,
0.0,
self.segment_depth / i as f64,
),
vel: V3(0.0, 0.0, 0.0),
size: V3(0.1, 0.1, 0.1),
})
}
Segment::new(SegmentKind::RandomObstacles, pos, obstacles)
}
pub fn moving_obstacle_segment(&self, pos: V3) -> Segment {
let mut obstacles: Vec<Obstacle> = Vec::new();
for i in 1..4 {
obstacles.push(Obstacle {
pos: V3(
random::next_in_range_f64(
(-self.segment_width / 2.0)..(self.segment_width / 2.0),
) - 0.1,
0.0,
self.segment_depth / i as f64,
),
vel: V3(0.1, 0.0, 0.0),
size: V3(0.1, 0.1, 0.1),
})
}
Segment::new(SegmentKind::MovingObstacles, pos, obstacles)
}
pub fn slalom_obstacle_segment(&self, pos: V3) -> Segment {
let mut obstacles: Vec<Obstacle> = Vec::new();
for i in 0..3 {
let is_left = i % 2 == 0;
let width = 0.5;
let offset = if is_left { -0.5 } else { 0.5 - width };
obstacles.push(Obstacle {
pos: V3(offset as f64, 0.0, self.segment_depth / i as f64),
vel: V3(0.0, 0.0, 0.0),
size: V3(width, 0.1, 0.1),
})
}
Segment::new(SegmentKind::SlalomObstacles, pos, obstacles)
}
pub fn new_random_segment(&self, pos: V3) -> Segment {
let choice: usize = random::next() as usize;
match choice % 3 {
0 => self.random_obstacle_segment(pos),
1 => self.moving_obstacle_segment(pos),
2 => self.slalom_obstacle_segment(pos),
_ => unreachable!(),
}
}
}
struct SegmentManager {
segment_depth: f64,
segment_width: f64,
segment_factory: SegmentFactory,
segments: VecDeque<Segment>,
start_pos: V3,
}
impl SegmentManager {
pub fn new(
start_pos: V3,
render_distance: i32,
segment_depth: f64,
segment_width: f64,
) -> Self {
let mut segments: VecDeque<Segment> = VecDeque::new();
let segment_factory = SegmentFactory {
segment_depth,
segment_width,
};
for i in 0..render_distance {
segments.push_back(segment_factory.new_random_segment(V3(
start_pos.0,
start_pos.1,
start_pos.2 + segment_depth * i as f64,
)));
}
Self {
segment_depth,
segment_width,
segment_factory,
segments,
start_pos,
}
}
pub fn add_new_segment(&mut self) {
self.segments.pop_front().unwrap();
let last = self.segments.back().unwrap();
self.segments
.push_back(self.segment_factory.new_random_segment(V3(
last.pos.0,
last.pos.1,
last.pos.2 + self.segment_depth,
)));
}
pub fn should_add_new_segment(&self, z: f64) -> bool {
let first = self.segments.front().unwrap();
first.pos.2 + self.segment_depth < z
}
pub fn update(&mut self, cx: &mut UpdateCx, delta_time: Duration) -> UpdateResult {
for segment in &mut self.segments {
if let UpdateResult::GameOver = segment.update(cx, delta_time) {
return UpdateResult::GameOver;
}
}
UpdateResult::Continue
}
pub fn render(&self, scene: &mut Scene) {
for segment in &self.segments {
segment.render(scene);
}
}
}
struct Game {
skateboard: Skateboard,
segment_manager: SegmentManager,
camera_pos: V3,
keys_pressed: HashSet<Key>,
event_queue: Arc<Mutex<VecDeque<f64>>>,
ground: GroundManager,
joever_timer: Option<f64>,
}
impl Game {
fn new() -> Self {
Self {
skateboard: Skateboard {
pos: V3(0.0, -0.20, 0.0),
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,
pivot_deg_target: 0.0,
},
event_queue: Arc::new(Mutex::new(VecDeque::new())),
camera_pos: V3(0.0, 0.0, 0.0),
segment_manager: SegmentManager::new(V3(0.0, -0.24, 1.6), 4, 2.0, 1.0),
keys_pressed: HashSet::new(),
ground: GroundManager::new(V3(0.0, -0.25, -0.4), 0.1, 10, 20, 4),
joever_timer: None,
}
}
fn restart(&mut self) {
*self = Self::new();
}
}
impl<R: Renderer> engine::Game<R> for Game {
fn update(&mut self, delta_time: Duration) {
if let Some(joever_timer) = self.joever_timer.as_mut() {
*joever_timer -= delta_time.as_secs_f64();
if *joever_timer <= 0.0 {
self.restart();
}
return;
}
if let UpdateResult::GameOver = self.skateboard.update(delta_time) {
self.joever_timer = Some(5.0);
return;
}
self.camera_pos = V3(
self.skateboard.pos.0,
self.skateboard.pos.1 + 0.15,
self.skateboard.pos.2 - 0.4,
);
if self.ground.should_shuffle(self.camera_pos.2) {
self.ground.shuffle();
}
// 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.keys_pressed.contains(&Key::Right) {
self.skateboard.pivot_deg += 36.0 * delta_time.as_secs_f64();
}
{
let mut angles = self.event_queue.lock().unwrap();
for angle in angles.drain(..) {
self.skateboard.pivot_deg_target = angle;
}
}
self.skateboard.vel.2 += 0.02 * delta_time.as_secs_f64();
self.skateboard.pivot_deg += (self.skateboard.pivot_deg_target - self.skateboard.pivot_deg)
* 4.0
* delta_time.as_secs_f64();
self.skateboard.pivot_deg = self.skateboard.pivot_deg.clamp(-12.5, 12.5);
let mut cx = UpdateCx {
skateboard: &mut self.skateboard,
};
if let UpdateResult::GameOver = self.segment_manager.update(&mut cx, delta_time) {
self.joever_timer = Some(5.0);
return;
}
if self
.segment_manager
.should_add_new_segment(self.camera_pos.2)
{
self.segment_manager.add_new_segment();
}
}
fn render(&mut self, r: &mut R) {
let mut scene = Scene::new();
self.ground.render(&mut scene);
self.skateboard.render(&mut scene);
self.segment_manager.render(&mut scene);
scene.render(r, self.camera_pos);
{
let id = r.load_text(
&format!("{}", (self.skateboard.pos.2 * 100.0) as u32),
48.0,
Color::Green,
);
let V2(width, _height) = r.query_texture(id);
r.draw_texture(id, V2(r.screen_width() / 2.0 - width / 2.0, 50.0));
}
if let Some(joever_timer) = self.joever_timer {
let id = r.load_text(
&format!("{}", joever_timer.ceil() as u32),
96.0,
Color::Green,
);
let V2(width, height) = r.query_texture(id);
r.draw_texture(
id,
V2(
r.screen_width() / 2.0 - width / 2.0,
r.screen_height() / 2.0 - height / 2.0,
),
);
}
}
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),
};
}
}
#[derive(Clone, Copy)]
struct Obstacle {
pos: V3,
vel: V3,
size: V3,
}
#[derive(Clone, Copy)]
struct Ground {
pos: V3,
grid_item_size: f64,
grid_width: i32,
grid_depth: i32,
}
#[derive(Debug)]
enum SegmentKind {
RandomObstacles,
MovingObstacles,
SlalomObstacles,
}
struct Segment {
segment_kind: SegmentKind,
pos: V3,
obstacles: Vec<Obstacle>,
}
impl Segment {
fn new(segment_kind: SegmentKind, pos: V3, obstacles: Vec<Obstacle>) -> Self {
Self {
segment_kind,
pos,
obstacles,
}
}
fn update<'game>(&mut self, cx: &mut UpdateCx<'game>, delta_time: Duration) -> UpdateResult {
for obstacle in &mut self.obstacles {
obstacle.pos += obstacle.vel * delta_time.as_secs_f64();
match self.segment_kind {
SegmentKind::RandomObstacles => {}
SegmentKind::MovingObstacles => {
if obstacle.pos.0 > 0.5 - obstacle.size.0 {
obstacle.vel.0 = -obstacle.vel.0;
obstacle.pos.0 = 0.5 - obstacle.size.0;
} else if obstacle.pos.0 < (-0.5) {
obstacle.vel.0 = -obstacle.vel.0;
obstacle.pos.0 = -0.5;
}
}
SegmentKind::SlalomObstacles => {}
}
let actual_obstacle_pos = obstacle.pos + self.pos;
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 < actual_obstacle_pos.0 + obstacle.size.0
&& skateboard_pos_and_size.0 > actual_obstacle_pos.0
&& skateboard_pos.1 < actual_obstacle_pos.2 + obstacle.size.2
&& skateboard_pos_and_size.1 > actual_obstacle_pos.2
{
return UpdateResult::GameOver;
}
}
UpdateResult::Continue
}
fn render(&self, scene: &mut Scene) {
for obstacle in &self.obstacles {
scene.draw_shape(
self.pos + obstacle.pos,
&Shape::new_cube(obstacle.size),
Color::Red,
Color::Black,
);
}
}
}
struct ShapeGroupShape {
shape: Shape,
offset: V3,
}
struct ShapeGroup {
pub shapes: Vec<ShapeGroupShape>,
}
impl ShapeGroup {
pub fn new(shapes: Vec<ShapeGroupShape>) -> 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<dyn std::error::Error>> {
let mut sdl_io = engine::SdlIo::new()?;
let mut game = Game::new();
let event_queue = game.event_queue.clone();
let _ = thread::spawn(move || {
let mut server = Server::new("10.133.51.127:8888").unwrap();
server
.subscribe(|measurement| {
event_queue.lock().unwrap().push_back(measurement.angle);
println!("angle = {}", measurement.angle);
})
.unwrap();
});
sdl_io.run(&mut game);
Ok(())
}