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authorRaymond Hogenson <rhogenson@posteo.net>2018-08-18 00:25:29 -0400
committerRaymond Hogenson <rhogenson@posteo.net>2018-08-18 00:25:29 -0400
commitdaa61a51eb97f868a56a52fc61b560832dde353b (patch)
tree4da42fd8b8265b7e639275e613d4c7f78bf980e9 /src/main.rs
downloadstallman-shooter-daa61a51eb97f868a56a52fc61b560832dde353b.tar.zst
Write a working bullet hell
I just fucked up the enemy movement, but hopefully I won't ever need that old code. The new one is going to look really cool and sweet. Anything with just modifying acceleration must look very cool and smooth.
Diffstat (limited to 'src/main.rs')
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1 files changed, 124 insertions, 0 deletions
diff --git a/src/main.rs b/src/main.rs
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+++ b/src/main.rs
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+extern crate sdl2;
+
+mod state;
+mod player;
+mod constants;
+
+use state::Positioned;
+use state::Drawable;
+
+enum Result {
+ Win,
+ Loss,
+ Nothing,
+}
+
+fn spawn(count: u64) -> Vec<state::Enemy> {
+ if count == 0 {
+ vec![state::Enemy::new()]
+ } else {
+ Vec::new()
+ }
+}
+
+fn frame(canvas: &mut sdl2::render::WindowCanvas, state: &mut state::State, events: &mut sdl2::event::EventPollIterator) -> Result {
+ let mut new_bullets = Vec::new();
+ let count = state.count;
+ for enemy in state.enemies.iter_mut() {
+ new_bullets.append(&mut enemy.act(count));
+ }
+ for bullet in state.bullets.iter_mut() {
+ bullet.act();
+ }
+ for bullet in state.player_bullets.iter_mut() {
+ bullet.act();
+ }
+ state.player.act(events);
+ if count % state.player.fire_rate as u64 == 0 {
+ state.player_bullets.push(state::PBullet::new(state.player.x, 0., state.player.y, -1.));
+ }
+ if state.bullets.iter().any(|bullet| state.player.overlaps(bullet)) || new_bullets.iter().any(|bullet| state.player.overlaps(bullet)) {
+ return Result::Loss;
+ }
+ for enemy in state.enemies.iter_mut() {
+ for bullet in state.player_bullets.iter_mut() {
+ if enemy.overlaps(bullet) {
+ bullet.delete();
+ enemy.health -= 1;
+ }
+ }
+ }
+ state.enemies.retain(|enemy| state::Enemy::health(enemy) > 0);
+ state.enemies.append(&mut spawn(count));
+ if state.enemies.len() == 0 {
+ return Result::Win;
+ }
+ state.bullets.retain(|bullet| !state::EBullet::outside(bullet));
+ state.bullets.append(&mut new_bullets);
+ state.player_bullets.retain(|bullet| !state::PBullet::outside(bullet));
+ for bullet in state.player_bullets.iter() {
+ bullet.draw(canvas);
+ }
+ for enemy in state.enemies.iter() {
+ enemy.draw(canvas);
+ }
+ for bullet in state.bullets.iter() {
+ bullet.draw(canvas);
+ }
+ state.player.draw(canvas);
+ state.count += 1;
+ Result::Nothing
+}
+
+fn main() {
+ let sdl_context = sdl2::init().unwrap();
+ let video_subsystem = sdl_context.video().unwrap();
+
+ let window = video_subsystem.window("rust-sdl2 demo", constants::X_DIM, constants::Y_DIM).position_centered().build().unwrap();
+ let mut canvas = window.into_canvas().build().unwrap();
+
+ canvas.set_draw_color(sdl2::pixels::Color::RGB(255, 255, 255));
+ canvas.clear();
+ canvas.present();
+ let mut event_pump = sdl_context.event_pump().unwrap();
+ let start = std::time::Instant::now();
+ let frame_duration = std::time::Duration::new(0, 1_000_000_000u32 / 60);
+ let mut frame_count = 0;
+ let mut state = state::State::new();
+ let mut won = false;
+ 'running: loop {
+ if won {
+ for event in event_pump.poll_iter() {
+ match event {
+ sdl2::event::Event::Quit {..} | sdl2::event::Event::KeyDown { keycode: Some(sdl2::keyboard::Keycode::Escape), .. } => {
+ std::process::exit(0);
+ },
+ _ => { },
+ }
+ }
+ } else {
+ canvas.set_draw_color(sdl2::pixels::Color::RGB(255, 255, 255));
+ canvas.clear();
+ match frame(&mut canvas, &mut state, &mut event_pump.poll_iter()) {
+ Result::Loss => {
+ break;
+ }
+ Result::Win => {
+ canvas.set_draw_color(sdl2::pixels::Color::RGB(255, 204, 102));
+ canvas.clear();
+ canvas.present();
+ won = true;
+ }
+ _ => {
+ canvas.present();
+ }
+ }
+ }
+ let calc_time = frame_duration * frame_count;
+ match calc_time.checked_sub(start.elapsed()) {
+ Some(t) => std::thread::sleep(t),
+ None => (),
+ }
+ frame_count += 1;
+ }
+}