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use piston_window::Button;
use piston_window::Context;
use piston_window::G2d;
use piston_window::Key;
use piston_window::Line;
use piston_window::Transformed;
use piston_window::UpdateArgs;
use color;
use elements::Ball;
use elements::BallStatus;
use elements::FieldSide;
use elements::Movement;
use elements::Player;
const SPEED_CHANGE_INTERVAL: f64 = 10.0;
const SPEED_CHANGE: f64 = 10.0;
pub struct Field {
ball: Ball,
last_speed_change: f64,
players: [Player; 2],
height: u32,
width: u32,
}
impl Field {
pub fn new(size: [u32; 2]) -> Field {
Field {
ball: Ball::new(size),
last_speed_change: 0.0,
players: [
Player::new(FieldSide::Left, size[0]),
Player::new(FieldSide::Right, size[0])
],
height: size[1],
width: size[0],
}
}
pub fn get_player_scores(&self) -> [isize; 2] {
[
self.players[0].get_score(),
self.players[1].get_score(),
]
}
pub fn on_button_pressed(&mut self, button: Button) {
if let Button::Keyboard(key) = button {
match key {
Key::W => self.players[0].set_movement(Movement::Up),
Key::S => self.players[0].set_movement(Movement::Down),
Key::Up => self.players[1].set_movement(Movement::Up),
Key::Down => self.players[1].set_movement(Movement::Down),
_ => {},
}
}
}
pub fn on_button_released(&mut self, button: Button) {
if let Button::Keyboard(key) = button {
match key {
Key::W | Key::S => self.players[0].set_movement(Movement::None),
Key::Up | Key::Down => self.players[1].set_movement(Movement::None),
_ => {},
}
}
}
pub fn on_render(&self, context: Context, graphics: &mut G2d) {
let line_width: f64 = 1.0;
let center_line = Line::new(color::GRAY, line_width);
let position_x: f64 = f64::from(self.width) / 2.0 - line_width;
let number_of_dashes: u32 = 10;
let height: f64 = f64::from(self.height) / (f64::from(number_of_dashes) * 2.0 - 1.0);
for i in 0..number_of_dashes {
let position_y: f64 = f64::from(i) * height * 2.0;
let transformation = context.transform.trans(position_x, position_y);
center_line.draw([0.0, 0.0, 0.0, height], &context.draw_state, transformation, graphics);
}
let line = Line::new(color::WHITE, line_width);
let transformation = context.transform.trans(0.0, 0.0 + line_width);
line.draw([0.0, 0.0, f64::from(self.width), 0.0], &context.draw_state, transformation, graphics);
for player in &self.players {
player.draw(&context, graphics);
}
self.ball.draw(&context, graphics);
}
pub fn on_resize(&mut self, new_width: u32, new_height: u32) {
self.width = new_width;
self.height = new_height;
for player in &mut self.players {
player.update_position(new_width);
}
}
pub fn on_update(&mut self, update_arguments: &UpdateArgs) {
let dt: f64 = update_arguments.dt;
self.last_speed_change += dt;
if self.last_speed_change >= SPEED_CHANGE_INTERVAL {
self.last_speed_change = 0.0;
self.ball.change_speed(SPEED_CHANGE);
for player in &mut self.players {
player.change_speed(SPEED_CHANGE);
}
}
self.players[0].update(dt, self.height);
self.players[1].update(dt, self.height);
let player_handles = [
self.players[0].get_bounding_box(),
self.players[1].get_bounding_box(),
];
let status: BallStatus = self.ball.update(dt, self.width, self.height, &player_handles);
self.update_scores(status);
}
fn update_scores(&mut self, status: BallStatus) {
match status {
BallStatus::WithinGame => return,
BallStatus::LeftOnLeftSide => {
self.players[1].update_score(1);
},
BallStatus::LeftOnRightSide => {
self.players[0].update_score(1);
}
}
self.ball = Ball::new([self.width, self.height]);
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn new() {
let field = Field::new([200, 100]);
assert!(field.last_speed_change <= 0.0);
assert_eq!(field.width, 200);
assert_eq!(field.height, 100);
}
#[test]
fn get_player_scores() {
let mut field = Field::new([200, 100]);
field.players[0].update_score(42);
field.players[1].update_score(-42);
let scores: [isize; 2] = field.get_player_scores();
assert_eq!(scores, [42, -42]);
}
#[test]
fn on_resize() {
let mut field = Field::new([200, 100]);
field.on_resize(100, 200);
assert_eq!(field.width, 100);
assert_eq!(field.height, 200);
}
}