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extern crate gate;

use gate::{App, Audio};
use gate::app_info::AppInfo;
use gate::input::*;
use gate::renderer::{Renderer, Affine};

extern crate rand;

use rand::distributions::IndependentSample;
use rand::Isaac64Rng;
use std::f64::consts::PI;
                          
mod asset_id { include!(concat!(env!("OUT_DIR"), "/asset_id.rs")); }
use asset_id::*;

mod geometry;
use geometry::*;

mod hitbox;
use hitbox::*;

mod entities;
use entities::bug::Bug;
use entities::home::Home;

struct BugBasherGame {
    rng: Isaac64Rng,
    bugs: Vec<Bug>,
    home: Home,
    points: i64,
    lives: i64,
    game_over: bool,
    time_to_next_bug: f64
}

impl App<AssetId> for BugBasherGame {
    fn start(&mut self, _audio: &mut Audio<AssetId>) {
    }

    fn advance(&mut self, seconds: f64, _audio: &mut Audio<AssetId>) -> bool {
        if !self.game_over {
            self.bugs.retain(|b| b.alive);
            for bug in self.bugs.iter_mut() {
                bug.advance(seconds);
                if self.home.touches_circle(bug) {
                    bug.alive = false;
                    self.lives -= 1;
                }
            }
            if self.lives <= 0 {
                self.game_over = true;
            }
        
            self.time_to_next_bug -= seconds;
            if self.time_to_next_bug <= 0. {
                let time_dist = rand::distributions::Normal::new(2.0, 1.0);
                self.time_to_next_bug = time_dist.ind_sample(&mut self.rng);

                let angle_dist = rand::distributions::Range::new(0., 2.*PI);
                let angle = angle_dist.ind_sample(&mut self.rng);
                self.bugs.push(Bug::new(
                    angle.cos()*1000.,
                    angle.sin()*1000.,
                    angle + PI
                ));
                
            }
        }
        
        true
    }

    fn input(&mut self, evt: InputEvent, _audio: &mut Audio<AssetId>) -> bool {
        match evt {
            InputEvent::MousePressed(MouseButton::Left, x, y) => {
                for bug in self.bugs.iter_mut().filter(|bug| bug.touches_point(Vec2d { x, y })) {
                    if !self.game_over && bug.alive == true {
                        self.points += 1;
                    }

                    bug.alive = false;
                }
            },
            InputEvent::KeyPressed(KeyCode::Return) => {
                self.reset();
            },
            _ => {}
        }
        true
    }

    fn render(&mut self, renderer: &mut Renderer<AssetId>) {
        let (app_width, app_height) = (renderer.app_width(), renderer.app_height());
        renderer.clear((255,255,255));
        {
            let points_str = format!("{}", self.points);
            let lives_str = format!("{}", self.lives);
            BugBasherGame::print_string(renderer, &points_str, - app_width / 2. + 50., app_height / 2. - 50.);
            BugBasherGame::print_string(renderer, &lives_str, app_width / 2. - 50. - lives_str.len() as f64 * 25., app_height / 2. - 50.);
        }
        {
            let mut renderer = renderer.sprite_mode();
            renderer.draw(
                &Affine::translate(self.home.pos.x, self.home.pos.y),
                SpriteId::Home
            );
            for bug in &self.bugs {
                renderer.draw(
                    &Affine::translate(bug.pos.x, bug.pos.y).pre_rotate(bug.rotation),
                    SpriteId::Bug
                );
            }
        }
    }
}

impl BugBasherGame {
    fn new() -> BugBasherGame {
        let mut game = BugBasherGame {
            rng: Isaac64Rng::new_unseeded(),
            home: Home::new(0., 0.),
            bugs: Vec::new(),
            points: 0,
            lives: 0,
            game_over: true,
            time_to_next_bug: 0.
        };
        game.reset();
        game
    }

    fn reset(&mut self) {
        self.bugs = Vec::new();
        self.points = 0;
        self.lives = 3;
        self.game_over = false;
    }

    fn print_string(renderer: &mut Renderer<AssetId>, string: &str, x: f64, y: f64) {
        let mut renderer = renderer.tiled_mode(-x, -y);
        let spacing = 25.;
        for (i, c) in string.chars().enumerate() {
            let affine = Affine::translate(i as f64 * spacing, 0.);
            let tile = match c {
                '-' => TileId::NumberFontR0C0,
                '0' => TileId::NumberFontR0C1,
                '1' => TileId::NumberFontR0C2,
                '2' => TileId::NumberFontR0C3,
                '3' => TileId::NumberFontR0C4,
                '4' => TileId::NumberFontR0C5,
                '5' => TileId::NumberFontR0C6,
                '6' => TileId::NumberFontR0C7,
                '7' => TileId::NumberFontR0C8,
                '8' => TileId::NumberFontR0C9,
                '9' => TileId::NumberFontR0C10,
                _ => TileId::NumberFontR0C0,
            };
            renderer.draw(&affine, tile);
        };
    }
}

fn main() {
    let info = AppInfo::with_app_height(1000.).title("Bug Basher").build();
    gate::run(info, BugBasherGame::new());
}