doukutsu-rs/src/scene/game_scene.rs

869 lines
36 KiB
Rust
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use log::info;
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use crate::bullet::BulletManager;
use crate::caret::CaretType;
use crate::common::{Direction, FadeDirection, FadeState, Rect};
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use crate::entity::GameEntity;
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use crate::frame::Frame;
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use crate::ggez::{Context, GameResult, graphics, timer};
use crate::ggez::graphics::Color;
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use crate::ggez::nalgebra::clamp;
use crate::inventory::{Inventory, TakeExperienceResult};
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use crate::npc::NPCMap;
use crate::physics::PhysicalEntity;
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use crate::player::Player;
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use crate::scene::Scene;
use crate::shared_game_state::SharedGameState;
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use crate::stage::{BackgroundType, Stage};
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use crate::text_script::{ConfirmSelection, TextScriptExecutionState, TextScriptVM};
use crate::ui::Components;
use crate::weapon::WeaponType;
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pub struct GameScene {
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pub tick: usize,
pub stage: Stage,
pub frame: Frame,
pub player: Player,
pub inventory: Inventory,
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pub stage_id: usize,
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pub npc_map: NPCMap,
pub bullet_manager: BulletManager,
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tex_background_name: String,
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tex_tileset_name: String,
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life_bar: u16,
life_bar_counter: u16,
map_name_counter: u16,
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weapon_x_pos: isize,
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}
#[derive(Debug, EnumIter, PartialEq, Eq, Hash, Copy, Clone)]
pub enum TileLayer {
All,
Background,
Foreground,
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Snack,
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}
#[derive(Debug, EnumIter, PartialEq, Eq, Hash, Copy, Clone)]
pub enum Alignment {
Left,
Right,
}
impl GameScene {
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pub fn new(state: &mut SharedGameState, ctx: &mut Context, id: usize) -> GameResult<Self> {
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info!("Loading stage {} ({})", id, &state.stages[id].map);
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let stage = Stage::load(&state.base_path, &state.stages[id], ctx)?;
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info!("Loaded stage: {}", stage.data.name);
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let tex_background_name = stage.data.background.filename();
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let tex_tileset_name = ["Stage/", &stage.data.tileset.filename()].join("");
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Ok(Self {
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tick: 0,
stage,
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player: Player::new(state),
inventory: Inventory::new(),
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frame: Frame {
x: 0,
y: 0,
wait: 16,
},
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stage_id: id,
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npc_map: NPCMap::new(),
bullet_manager: BulletManager::new(),
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tex_background_name,
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tex_tileset_name,
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life_bar: 0,
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life_bar_counter: 0,
map_name_counter: 0,
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weapon_x_pos: 16,
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})
}
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pub fn display_map_name(&mut self, ticks: u16) {
self.map_name_counter = ticks;
}
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fn draw_number(&self, x: f32, y: f32, val: usize, align: Alignment, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
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let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "TextBox")?;
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let n = val.to_string();
let align_offset = if align == Alignment::Right { n.len() as f32 * 8.0 } else { 0.0 };
for (offset, chr) in n.chars().enumerate() {
let idx = chr as usize - '0' as usize;
batch.add_rect(x - align_offset + offset as f32 * 8.0, y, &Rect::<usize>::new_size(idx * 8, 56, 8, 8));
}
batch.draw(ctx)?;
Ok(())
}
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fn draw_hud(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
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// none
let weap_x = self.weapon_x_pos as f32;
let (ammo, max_ammo) = self.inventory.get_current_ammo();
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let (xp, max_xp, max_level) = self.inventory.get_current_max_exp(&state.constants);
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let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "TextBox")?;
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if max_ammo == 0 {
batch.add_rect(weap_x + 48.0, 16.0,
&Rect::<usize>::new_size(80, 48, 16, 8));
batch.add_rect(weap_x + 48.0, 24.0,
&Rect::<usize>::new_size(80, 48, 16, 8));
}
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// per
batch.add_rect(weap_x + 32.0, 24.0,
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&Rect::<usize>::new_size(72, 48, 8, 8));
// lv
batch.add_rect(weap_x, 32.0,
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&Rect::<usize>::new_size(80, 80, 16, 8));
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// xp box
batch.add_rect(weap_x + 24.0, 32.0,
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&Rect::<usize>::new_size(0, 72, 40, 8));
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if max_level {
batch.add_rect(weap_x + 24.0, 32.0,
&Rect::<usize>::new_size(40, 72, 40, 8));
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} else if max_xp > 0 {
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// xp bar
let bar_width = (xp as f32 / max_xp as f32 * 40.0) as usize;
batch.add_rect(weap_x + 24.0, 32.0,
&Rect::<usize>::new_size(0, 80, bar_width, 8));
}
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if self.player.max_life != 0 {
// life box
batch.add_rect(16.0, 40.0,
&Rect::<usize>::new_size(0, 40, 64, 8));
// yellow bar
batch.add_rect(40.0, 40.0,
&Rect::<usize>::new_size(0, 32, ((self.life_bar as usize * 40) / self.player.max_life as usize), 8));
// life
batch.add_rect(40.0, 40.0,
&Rect::<usize>::new_size(0, 24, ((self.player.life as usize * 40) / self.player.max_life as usize), 8));
}
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batch.draw(ctx)?;
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "ArmsImage")?;
let weapon_count = self.inventory.get_weapon_count();
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if weapon_count != 0 {
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let current_weapon = self.inventory.get_current_weapon_idx() as isize;
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let mut rect = Rect::new(0, 0, 0, 16);
for a in 0..weapon_count {
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let mut pos_x = ((a as isize - current_weapon) as f32 * 16.0) + weap_x;
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if pos_x < 8.0 {
pos_x += 48.0 + weapon_count as f32 * 16.0;
} else if pos_x >= 24.0 {
pos_x += 48.0;
}
if pos_x >= 72.0 + ((weapon_count - 1) as f32 * 16.0) {
pos_x -= 48.0 + weapon_count as f32 * 16.0;
} else if pos_x < 72.0 && pos_x >= 24.0 {
pos_x -= 48.0;
}
if let Some(weapon) = self.inventory.get_weapon(a) {
rect.left = weapon.wtype as usize * 16;
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rect.right = rect.left + 16;
batch.add_rect(pos_x, 16.0, &rect);
}
}
}
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batch.draw(ctx)?;
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if max_ammo != 0 {
self.draw_number(weap_x + 64.0, 16.0, ammo as usize, Alignment::Right, state, ctx)?;
self.draw_number(weap_x + 64.0, 24.0, max_ammo as usize, Alignment::Right, state, ctx)?;
}
self.draw_number(weap_x + 24.0, 32.0, self.inventory.get_current_level() as usize, Alignment::Right, state, ctx)?;
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self.draw_number(40.0, 40.0, self.life_bar as usize, Alignment::Right, state, ctx)?;
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Ok(())
}
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fn draw_background(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, &self.tex_background_name)?;
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match self.stage.data.background_type {
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BackgroundType::Stationary => {
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let count_x = state.canvas_size.0 as usize / batch.width() + 1;
let count_y = state.canvas_size.1 as usize / batch.height() + 1;
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for y in 0..count_y {
for x in 0..count_x {
batch.add((x * batch.width()) as f32, (y * batch.height()) as f32);
}
}
}
BackgroundType::MoveDistant | BackgroundType::MoveNear => {
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let (off_x, off_y) = if self.stage.data.background_type == BackgroundType::MoveNear {
(
self.frame.x as usize % (batch.width() * 0x200),
self.frame.y as usize % (batch.height() * 0x200)
)
} else {
(
self.frame.x as usize / 2 % (batch.width() * 0x200),
self.frame.y as usize / 2 % (batch.height() * 0x200)
)
};
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let count_x = state.canvas_size.0 as usize / batch.width() + 2;
let count_y = state.canvas_size.1 as usize / batch.height() + 2;
for y in 0..count_y {
for x in 0..count_x {
batch.add((x * batch.width()) as f32 - (off_x / 0x200) as f32,
(y * batch.height()) as f32 - (off_y / 0x200) as f32);
}
}
}
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BackgroundType::Water => {}
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BackgroundType::Black => {
graphics::clear(ctx, Color::from_rgb(0, 0, 32));
}
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BackgroundType::Autoscroll => {}
BackgroundType::OutsideWind | BackgroundType::Outside => {
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let offset = (self.tick % 640) as isize;
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batch.add_rect(((state.canvas_size.0 - 320.0) / 2.0).floor(), 0.0,
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&Rect::<usize>::new_size(0, 0, 320, 88));
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for x in ((-offset / 2)..(state.canvas_size.0 as isize)).step_by(320) {
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batch.add_rect(x as f32, 88.0,
&Rect::<usize>::new_size(0, 88, 320, 35));
}
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for x in ((-offset % 320)..(state.canvas_size.0 as isize)).step_by(320) {
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batch.add_rect(x as f32, 123.0,
&Rect::<usize>::new_size(0, 123, 320, 23));
}
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for x in ((-offset * 2)..(state.canvas_size.0 as isize)).step_by(320) {
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batch.add_rect(x as f32, 146.0,
&Rect::<usize>::new_size(0, 146, 320, 30));
}
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for x in ((-offset * 4)..(state.canvas_size.0 as isize)).step_by(320) {
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batch.add_rect(x as f32, 176.0,
&Rect::<usize>::new_size(0, 176, 320, 64));
}
}
}
batch.draw(ctx)?;
Ok(())
}
fn draw_bullets(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "Bullet")?;
let mut x: isize;
let mut y: isize;
for bullet in self.bullet_manager.bullets.iter() {
match bullet.direction {
Direction::Left => {
x = bullet.x - bullet.display_bounds.left as isize;
y = bullet.y - bullet.display_bounds.top as isize;
}
Direction::Up => {
x = bullet.x - bullet.display_bounds.top as isize;
y = bullet.y - bullet.display_bounds.left as isize;
}
Direction::Right => {
x = bullet.x - bullet.display_bounds.right as isize;
y = bullet.y - bullet.display_bounds.top as isize;
}
Direction::Bottom => {
x = bullet.x - bullet.display_bounds.top as isize;
y = bullet.y - bullet.display_bounds.right as isize;
}
}
batch.add_rect(((x / 0x200) - (self.frame.x / 0x200)) as f32,
((y / 0x200) - (self.frame.y / 0x200)) as f32,
&bullet.anim_rect);
}
batch.draw(ctx)?;
Ok(())
}
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fn draw_carets(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
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let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "Caret")?;
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for caret in state.carets.iter() {
batch.add_rect((((caret.x - caret.offset_x) / 0x200) - (self.frame.x / 0x200)) as f32,
(((caret.y - caret.offset_y) / 0x200) - (self.frame.y / 0x200)) as f32,
&caret.anim_rect);
}
batch.draw(ctx)?;
Ok(())
}
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fn draw_fade(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
match state.fade_state {
FadeState::Visible => { return Ok(()); }
FadeState::Hidden => {
graphics::clear(ctx, Color::from_rgb(0, 0, 32));
}
FadeState::FadeIn(tick, direction) | FadeState::FadeOut(tick, direction) => {
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let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "Fade")?;
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let mut rect = Rect::<usize>::new(0, 0, 16, 16);
match direction {
FadeDirection::Left | FadeDirection::Right => {
let mut frame = tick;
for x in (0..(state.canvas_size.0 as isize + 16)).step_by(16) {
if frame > 15 { frame = 15; } else { frame += 1; }
if frame >= 0 {
rect.left = frame as usize * 16;
rect.right = rect.left + 16;
for y in (0..(state.canvas_size.1 as isize + 16)).step_by(16) {
if direction == FadeDirection::Left {
batch.add_rect(state.canvas_size.0 - x as f32, y as f32, &rect);
} else {
batch.add_rect(x as f32, y as f32, &rect);
}
}
}
}
}
FadeDirection::Up | FadeDirection::Down => {
let mut frame = tick;
for y in (0..(state.canvas_size.1 as isize + 16)).step_by(16) {
if frame > 15 { frame = 15; } else { frame += 1; }
if frame >= 0 {
rect.left = frame as usize * 16;
rect.right = rect.left + 16;
for x in (0..(state.canvas_size.0 as isize + 16)).step_by(16) {
if direction == FadeDirection::Down {
batch.add_rect(x as f32, y as f32, &rect);
} else {
batch.add_rect(x as f32, state.canvas_size.1 - y as f32, &rect);
}
}
}
}
}
FadeDirection::Center => {
let center_x = (state.canvas_size.0 / 2.0 - 8.0) as isize;
let center_y = (state.canvas_size.1 / 2.0 - 8.0) as isize;
let mut start_frame = tick;
for x in (0..(center_x + 16)).step_by(16) {
let mut frame = start_frame;
for y in (0..(center_y + 16)).step_by(16) {
if frame > 15 { frame = 15; } else { frame += 1; }
if frame >= 0 {
rect.left = frame as usize * 16;
rect.right = rect.left + 16;
batch.add_rect((center_x - x) as f32, (center_y + y) as f32, &rect);
batch.add_rect((center_x - x) as f32, (center_y - y) as f32, &rect);
batch.add_rect((center_x + x) as f32, (center_y + y) as f32, &rect);
batch.add_rect((center_x + x) as f32, (center_y - y) as f32, &rect);
}
}
start_frame += 1;
}
}
}
batch.draw(ctx)?;
}
}
Ok(())
}
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fn draw_black_bars(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
Ok(())
}
fn draw_text_boxes(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
if !state.textscript_vm.flags.render() { return Ok(()); }
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let top_pos = if state.textscript_vm.flags.position_top() { 32.0 } else { state.canvas_size.1 as f32 - 66.0 };
let left_pos = (state.canvas_size.0 / 2.0 - 122.0).floor();
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{
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let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "TextBox")?;
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if state.textscript_vm.flags.background_visible() {
batch.add_rect(left_pos, top_pos, &state.constants.textscript.textbox_rect_top);
for i in 1..7 {
batch.add_rect(left_pos, top_pos + i as f32 * 8.0, &state.constants.textscript.textbox_rect_middle);
}
batch.add_rect(left_pos, top_pos + 56.0, &state.constants.textscript.textbox_rect_bottom);
}
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if state.textscript_vm.item != 0 {
batch.add_rect((state.canvas_size.0 / 2.0 - 40.0).floor(), state.canvas_size.1 - 112.0,
&state.constants.textscript.get_item_top_left);
batch.add_rect((state.canvas_size.0 / 2.0 - 40.0).floor(), state.canvas_size.1 - 96.0,
&state.constants.textscript.get_item_bottom_left);
batch.add_rect((state.canvas_size.0 / 2.0 + 32.0).floor(), state.canvas_size.1 - 112.0,
&state.constants.textscript.get_item_top_right);
batch.add_rect((state.canvas_size.0 / 2.0 + 32.0).floor(), state.canvas_size.1 - 104.0,
&state.constants.textscript.get_item_right);
batch.add_rect((state.canvas_size.0 / 2.0 + 32.0).floor(), state.canvas_size.1 - 96.0,
&state.constants.textscript.get_item_right);
batch.add_rect((state.canvas_size.0 / 2.0 + 32.0).floor(), state.canvas_size.1 - 88.0,
&state.constants.textscript.get_item_bottom_right);
}
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if let TextScriptExecutionState::WaitConfirmation(_, _, _, wait, selection) = state.textscript_vm.state {
let pos_y = if wait > 14 {
state.canvas_size.1 - 96.0 - (wait as f32 - 2.0) * 4.0
} else {
state.canvas_size.1 - 96.0
};
batch.add_rect((state.canvas_size.0 / 2.0 + 56.0).floor(), pos_y,
&state.constants.textscript.textbox_rect_yes_no);
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if wait == 0 {
let pos_x = if selection == ConfirmSelection::No { 41.0 } else { 0.0 };
batch.add_rect((state.canvas_size.0 / 2.0 + 51.0).floor() + pos_x,
state.canvas_size.1 - 86.0,
&state.constants.textscript.textbox_rect_cursor);
}
}
batch.draw(ctx)?;
}
if state.textscript_vm.face != 0 {
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let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "Face")?;
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batch.add_rect(left_pos + 14.0, top_pos + 8.0, &Rect::<usize>::new_size(
(state.textscript_vm.face as usize % 6) * 48,
(state.textscript_vm.face as usize / 6) * 48,
48, 48,
));
batch.draw(ctx)?;
}
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if state.textscript_vm.item != 0 {
let mut rect = Rect::<usize>::new(0, 0, 0, 0);
if state.textscript_vm.item < 1000 {
let item_id = state.textscript_vm.item as usize;
rect.left = (item_id % 16) * 16;
rect.right = rect.left + 16;
rect.top = (item_id / 16) * 16;
rect.bottom = rect.top + 16;
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "ArmsImage")?;
batch.add_rect((state.canvas_size.0 / 2.0 - 12.0).floor(), state.canvas_size.1 - 104.0, &rect);
batch.draw(ctx)?;
} else {
let item_id = state.textscript_vm.item as usize - 1000;
rect.left = (item_id % 8) * 32;
rect.right = rect.left + 32;
rect.top = (item_id / 8) * 16;
rect.bottom = rect.top + 16;
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "ItemImage")?;
batch.add_rect((state.canvas_size.0 / 2.0 - 20.0).floor(), state.canvas_size.1 - 104.0, &rect);
batch.draw(ctx)?;
}
}
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let text_offset = if state.textscript_vm.face == 0 { 0.0 } else { 56.0 };
if !state.textscript_vm.line_1.is_empty() {
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state.font.draw_text(state.textscript_vm.line_1.iter().copied(), left_pos + text_offset + 14.0, top_pos + 10.0, &state.constants, &mut state.texture_set, ctx)?;
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}
if !state.textscript_vm.line_2.is_empty() {
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state.font.draw_text(state.textscript_vm.line_2.iter().copied(), left_pos + text_offset + 14.0, top_pos + 10.0 + 16.0, &state.constants, &mut state.texture_set, ctx)?;
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}
if !state.textscript_vm.line_3.is_empty() {
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state.font.draw_text(state.textscript_vm.line_3.iter().copied(), left_pos + text_offset + 14.0, top_pos + 10.0 + 32.0, &state.constants, &mut state.texture_set, ctx)?;
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}
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Ok(())
}
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fn draw_tiles(&self, state: &mut SharedGameState, ctx: &mut Context, layer: TileLayer) -> GameResult {
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let tex = match layer {
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TileLayer::Snack => "Npc/NpcSym",
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_ => &self.tex_tileset_name,
};
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, tex)?;
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let mut rect = Rect::<usize>::new(0, 0, 16, 16);
let tile_start_x = clamp(self.frame.x / 0x200 / 16, 0, self.stage.map.width as isize) as usize;
let tile_start_y = clamp(self.frame.y / 0x200 / 16, 0, self.stage.map.height as isize) as usize;
let tile_end_x = clamp((self.frame.x / 0x200 + 8 + state.canvas_size.0 as isize) / 16 + 1, 0, self.stage.map.width as isize) as usize;
let tile_end_y = clamp((self.frame.y / 0x200 + 8 + state.canvas_size.1 as isize) / 16 + 1, 0, self.stage.map.height as isize) as usize;
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if layer == TileLayer::Snack {
rect = state.constants.world.snack_rect;
}
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for y in tile_start_y..tile_end_y {
for x in tile_start_x..tile_end_x {
let tile = *self.stage.map.tiles
.get((y * self.stage.map.width) + x)
.unwrap();
match layer {
TileLayer::Background => {
if self.stage.map.attrib[tile as usize] >= 0x20 {
continue;
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}
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rect.left = (tile as usize % 16) * 16;
rect.top = (tile as usize / 16) * 16;
rect.right = rect.left + 16;
rect.bottom = rect.top + 16;
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}
TileLayer::Foreground => {
let attr = self.stage.map.attrib[tile as usize];
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if attr < 0x40 || attr >= 0x80 || attr == 0x43 {
continue;
}
rect.left = (tile as usize % 16) * 16;
rect.top = (tile as usize / 16) * 16;
rect.right = rect.left + 16;
rect.bottom = rect.top + 16;
}
TileLayer::Snack => {
if self.stage.map.attrib[tile as usize] != 0x43 {
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continue;
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}
}
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_ => {}
}
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batch.add_rect((x as f32 * 16.0 - 8.0) - (self.frame.x / 0x200) as f32,
(y as f32 * 16.0 - 8.0) - (self.frame.y / 0x200) as f32, &rect);
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}
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}
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batch.draw(ctx)?;
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Ok(())
}
pub fn tick_npc_bullet_collissions(&mut self, state: &mut SharedGameState) {
let mut dead_npcs = Vec::new();
for npc_id in self.npc_map.npc_ids.iter() {
if let Some(npc_cell) = self.npc_map.npcs.get(npc_id) {
let mut npc = npc_cell.borrow_mut();
if !npc.cond.alive() {
continue;
}
if npc.npc_flags.shootable() && npc.npc_flags.interactable() {
continue;
}
for bullet in self.bullet_manager.bullets.iter_mut() {
if bullet.damage < 1 {
continue;
}
let hit = (
npc.npc_flags.shootable()
&& (npc.x - npc.hit_bounds.right as isize) < (bullet.x + bullet.enemy_hit_width as isize)
&& (npc.x + npc.hit_bounds.right as isize) > (bullet.x - bullet.enemy_hit_width as isize)
&& (npc.y - npc.hit_bounds.top as isize) < (bullet.y + bullet.enemy_hit_height as isize)
&& (npc.y + npc.hit_bounds.bottom as isize) > (bullet.y - bullet.enemy_hit_height as isize)
) || (
npc.npc_flags.invulnerable()
&& (npc.x - npc.hit_bounds.right as isize) < (bullet.x + bullet.hit_bounds.right as isize)
&& (npc.x + npc.hit_bounds.right as isize) > (bullet.x - bullet.hit_bounds.left as isize)
&& (npc.y - npc.hit_bounds.top as isize) < (bullet.y + bullet.hit_bounds.bottom as isize)
&& (npc.y + npc.hit_bounds.bottom as isize) > (bullet.y - bullet.hit_bounds.top as isize)
);
if !hit {
continue;
}
if npc.npc_flags.shootable() {
log::info!("damage: {} {}", npc.life, -(bullet.damage.min(npc.life) as isize));
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npc.life = npc.life.saturating_sub(bullet.damage);
if npc.life == 0 {
if npc.npc_flags.show_damage() {
// todo show damage
}
if self.player.cond.alive() && npc.npc_flags.event_when_killed() {
state.control_flags.set_tick_world(true);
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state.control_flags.set_interactions_disabled(true);
state.textscript_vm.start_script(npc.event_num);
} else {
npc.cond.set_explode_die(true);
}
} else {
if npc.shock < 14 {
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if let Some(table_entry) = state.npc_table.get_entry(npc.npc_type) {
state.sound_manager.play_sfx(table_entry.hurt_sound);
}
npc.shock = 16;
}
if npc.npc_flags.show_damage() {
// todo show damage
}
}
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} else if !bullet.flags.hit_right_slope()
&& bullet.btype != 13 && bullet.btype != 14 && bullet.btype != 15
&& bullet.btype != 28 && bullet.btype != 29 && bullet.btype != 30 {
state.create_caret((bullet.x + npc.x) / 2, (bullet.y + npc.y) / 2, CaretType::ProjectileDissipation, Direction::Right);
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state.sound_manager.play_sfx(31);
bullet.life = 0;
continue;
}
if bullet.life > 0 {
bullet.life -= 1;
}
}
if npc.cond.explode_die() {
dead_npcs.push(npc.id);
}
}
}
if !dead_npcs.is_empty() {
self.npc_map.process_dead_npcs(&dead_npcs, state);
self.npc_map.garbage_collect();
}
}
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}
impl Scene for GameScene {
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fn init(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
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state.textscript_vm.set_scene_script(self.stage.load_text_script(&state.base_path, ctx)?);
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state.textscript_vm.suspend = false;
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let npcs = self.stage.load_npcs(&state.base_path, ctx)?;
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for npc_data in npcs.iter() {
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log::info!("creating npc: {:?}", npc_data);
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let npc = self.npc_map.create_npc_from_data(&state.npc_table, npc_data);
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if npc.npc_flags.appear_when_flag_set() {
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if let Some(true) = state.game_flags.get(npc_data.flag_num as usize) {
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npc.cond.set_alive(true);
}
} else if npc.npc_flags.hide_unless_flag_set() {
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if let Some(false) = state.game_flags.get(npc_data.flag_num as usize) {
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npc.cond.set_alive(true);
}
} else {
npc.cond.set_alive(true);
}
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}
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state.npc_table.tileset_name = self.tex_tileset_name.to_owned();
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state.npc_table.tex_npc1_name = ["Npc/", &self.stage.data.npc1.filename()].join("");
state.npc_table.tex_npc2_name = ["Npc/", &self.stage.data.npc2.filename()].join("");
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self.player.target_x = self.player.x;
self.player.target_y = self.player.y;
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self.frame.immediate_update(state, &self.player, &self.stage);
// self.inventory.add_weapon(WeaponType::PolarStar, 0);
// self.inventory.add_xp(120, state);
// self.player.equip.set_booster_2_0(true);
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Ok(())
}
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fn tick(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
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state.update_key_trigger();
if state.control_flags.tick_world() {
self.player.current_weapon = {
if let Some(weapon) = self.inventory.get_current_weapon_mut() {
weapon.wtype as u8
} else {
0
}
};
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self.player.tick(state, ())?;
if self.player.damage > 0 {
let xp_loss = self.player.damage * if self.player.equip.has_arms_barrier() { 1 } else { 2 };
match self.inventory.take_xp(xp_loss, state) {
TakeExperienceResult::LevelDown if self.player.life > 0 => {
state.create_caret(self.player.x, self.player.y, CaretType::LevelUp, Direction::Right);
}
_ => {}
}
self.player.damage = 0;
}
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for npc_id in self.npc_map.npc_ids.iter() {
if let Some(npc_cell) = self.npc_map.npcs.get(npc_id) {
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let mut npc = npc_cell.borrow_mut();
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if npc.cond.alive() {
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npc.tick(state, (&mut self.player, &self.npc_map.npcs, &self.stage))?;
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}
}
}
self.npc_map.process_npc_changes(state);
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self.npc_map.garbage_collect();
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self.player.flags.0 = 0;
self.player.tick_map_collisions(state, &mut self.stage);
self.player.tick_npc_collisions(state, &mut self.npc_map, &mut self.inventory);
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self.npc_map.process_npc_changes(state);
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for npc_id in self.npc_map.npc_ids.iter() {
if let Some(npc_cell) = self.npc_map.npcs.get_mut(npc_id) {
let mut npc = npc_cell.borrow_mut();
if npc.cond.alive() && !npc.npc_flags.ignore_solidity() {
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npc.flags.0 = 0;
npc.tick_map_collisions(state, &mut self.stage);
}
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}
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}
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self.npc_map.process_npc_changes(state);
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self.npc_map.garbage_collect();
self.tick_npc_bullet_collissions(state);
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state.tick_carets();
self.bullet_manager.tick_bullets(state, &self.player, &mut self.stage);
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self.frame.update(state, &self.player, &self.stage);
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}
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if state.control_flags.control_enabled() {
if let Some(weapon) = self.inventory.get_current_weapon_mut() {
weapon.shoot_bullet(&self.player, &mut self.bullet_manager, state);
}
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if state.key_trigger.weapon_next() {
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state.sound_manager.play_sfx(4);
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self.inventory.next_weapon();
self.weapon_x_pos = 32;
}
if state.key_trigger.weapon_prev() {
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state.sound_manager.play_sfx(4);
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self.inventory.prev_weapon();
self.weapon_x_pos = 0;
}
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// update health bar
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if self.life_bar < self.player.life as u16 {
self.life_bar = self.player.life as u16;
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}
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if self.life_bar > self.player.life as u16 {
self.life_bar_counter += 1;
if self.life_bar_counter > 30 {
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self.life_bar -= 1;
}
} else {
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self.life_bar_counter = 0;
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}
}
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if self.map_name_counter > 0 {
self.map_name_counter -= 1;
}
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if self.weapon_x_pos > 16 {
self.weapon_x_pos -= 2;
} else if self.weapon_x_pos < 16 {
self.weapon_x_pos += 2;
}
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match state.fade_state {
FadeState::FadeOut(tick, direction) if tick < 15 => {
state.fade_state = FadeState::FadeOut(tick + 1, direction);
}
FadeState::FadeOut(tick, _) if tick == 15 => {
state.fade_state = FadeState::Hidden;
}
FadeState::FadeIn(tick, direction) if tick > -15 => {
state.fade_state = FadeState::FadeIn(tick - 1, direction);
}
FadeState::FadeIn(tick, _) if tick == -15 => {
state.fade_state = FadeState::Visible;
}
_ => {}
}
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TextScriptVM::run(state, self, ctx)?;
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self.tick = self.tick.wrapping_add(1);
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Ok(())
}
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fn draw(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
self.draw_background(state, ctx)?;
self.draw_tiles(state, ctx, TileLayer::Background)?;
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for npc_id in self.npc_map.npc_ids.iter() {
if let Some(npc_cell) = self.npc_map.npcs.get(npc_id) {
npc_cell.borrow().draw(state, ctx, &self.frame)?;
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}
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}
self.draw_bullets(state, ctx)?;
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self.player.draw(state, ctx, &self.frame)?;
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self.draw_tiles(state, ctx, TileLayer::Foreground)?;
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self.draw_tiles(state, ctx, TileLayer::Snack)?;
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self.draw_carets(state, ctx)?;
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self.draw_black_bars(state, ctx)?;
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if state.control_flags.control_enabled() {
self.draw_hud(state, ctx)?;
}
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self.draw_fade(state, ctx)?;
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if self.map_name_counter > 0 {
let width = state.font.text_width(self.stage.data.name.chars(), &state.constants);
state.font.draw_text(self.stage.data.name.chars(),
((state.canvas_size.0 - width) / 2.0).floor(), 80.0,
&state.constants, &mut state.texture_set, ctx)?;
}
self.draw_text_boxes(state, ctx)?;
self.draw_number(state.canvas_size.0 - 8.0, 8.0, timer::fps(ctx) as usize, Alignment::Right, state, ctx)?;
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Ok(())
}
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fn debug_overlay_draw(&mut self, components: &mut Components, state: &mut SharedGameState, ctx: &mut Context, ui: &mut imgui::Ui) -> GameResult {
components.live_debugger.run_ingame(self, state, ctx, ui)?;
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Ok(())
}
}