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doukutsu-rs/src/player.rs

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use num_traits::clamp;
use crate::bitfield;
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use crate::caret::CaretType;
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use crate::common::{Direction, Rect};
use crate::entity::GameEntity;
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use crate::frame::Frame;
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use crate::ggez::{Context, GameResult};
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use crate::SharedGameState;
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use crate::str;
bitfield! {
pub struct Flags(u32);
impl Debug;
pub flag_x01, set_flag_x01: 0;
pub flag_x02, set_flag_x02: 1;
pub flag_x04, set_flag_x04: 2;
pub flag_x08, set_flag_x08: 3;
pub flag_x10, set_flag_x10: 4;
pub flag_x20, set_flag_x20: 5;
pub flag_x40, set_flag_x40: 6;
pub flag_x80, set_flag_x80: 7;
pub underwater, set_underwater: 8; // 0x100
pub flag_x200, set_flag_x200: 9;
pub flag_x400, set_flag_x400: 10;
pub flag_x800, set_flag_x800: 11;
pub force_left, set_force_left: 12; // 0x1000
pub force_up, set_force_up: 13; // 0x2000
pub force_right, set_force_right: 14; // 0x4000
pub force_down, set_force_down: 15; // 0x8000
pub flag_x10000, set_flag_x10000: 16; // 0x10000
pub flag_x20000, set_flag_x20000: 17; // 0x20000
pub flag_x40000, set_flag_x40000: 18; // 0x40000
pub flag_x80000, set_flag_x80000: 19; // 0x80000
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// engine specific flags
pub head_bounced, set_head_bounced: 31;
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}
bitfield! {
pub struct Equip(u16);
impl Debug;
pub has_booster_0_8, set_booster_0_8: 0;
pub has_map, set_map: 1;
pub has_arms_barrier, set_arms_barrier: 2;
pub has_turbocharge, set_turbocharge: 3;
pub has_air_tank, set_air_tank: 4;
pub has_booster_2_0, set_booster_2_0: 5;
pub has_mimiga_mask, set_mimiga_mask: 6;
pub has_whimsical_star, set_whimsical_star: 7;
pub has_nikumaru, set_nikumaru: 8;
// 7 bits wasted, thx pixel
}
bitfield! {
pub struct Cond(u16);
impl Debug;
pub cond_x01, set_cond_x01: 0;
pub cond_x02, set_cond_x02: 1;
pub cond_x04, set_cond_x04: 2;
pub cond_x08, set_cond_x08: 3;
pub cond_x10, set_cond_x10: 4;
pub cond_x20, set_cond_x20: 5;
pub cond_x40, set_cond_x40: 6;
pub visible, set_visible: 7;
}
pub struct Player {
pub x: isize,
pub y: isize,
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pub vel_x: isize,
pub vel_y: isize,
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pub target_x: isize,
pub target_y: isize,
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pub life: usize,
pub max_life: usize,
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pub cond: Cond,
pub flags: Flags,
pub equip: Equip,
pub direction: Direction,
pub view: Rect<usize>,
pub hit: Rect<usize>,
pub unit: u8,
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pub question: bool,
pub booster_fuel: usize,
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index_x: isize,
index_y: isize,
sprash: bool,
up: bool,
down: bool,
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shock_counter: u8,
booster_switch: u8,
star: u8,
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bubble: u8,
exp_wait: isize,
exp_count: isize,
anim_num: usize,
anim_wait: isize,
anim_rect: Rect<usize>,
tex_player_name: String,
}
impl Player {
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pub fn new(state: &mut SharedGameState) -> Self {
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let constants = &state.constants;
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let tex_player_name = str!("MyChar");
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Self {
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x: 0,
y: 0,
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vel_x: 0,
vel_y: 0,
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target_x: 0,
target_y: 0,
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life: constants.my_char.life,
max_life: constants.my_char.max_life,
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cond: Cond(constants.my_char.cond),
flags: Flags(constants.my_char.flags),
equip: Equip(constants.my_char.equip),
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direction: constants.my_char.direction,
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view: constants.my_char.view,
hit: constants.my_char.hit,
unit: constants.my_char.unit,
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question: false,
booster_fuel: 0,
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index_x: 0,
index_y: 0,
sprash: false,
up: false,
down: false,
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shock_counter: 0,
booster_switch: 0,
star: 0,
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bubble: 0,
exp_wait: 0,
exp_count: 0,
anim_num: 0,
anim_wait: 0,
anim_rect: constants.my_char.animations_right[0],
tex_player_name,
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}
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}
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fn tick_normal(&mut self, state: &mut SharedGameState) -> GameResult {
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if self.cond.cond_x02() {
return Ok(());
}
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let physics = if self.flags.underwater() { state.constants.my_char.water_physics } else { state.constants.my_char.air_physics };
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self.question = false;
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if self.flags.head_bounced() {
self.flags.set_head_bounced(false);
// todo: PlaySoundObject(3, SOUND_MODE_PLAY);
state.create_caret(self.x, self.y - self.hit.top as isize, CaretType::LittleParticles, Direction::Left);
state.create_caret(self.x, self.y - self.hit.top as isize, CaretType::LittleParticles, Direction::Left);
}
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if !state.control_flags.control_enabled() {
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self.booster_switch = 0;
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}
// todo: split those into separate procedures and refactor (try to not break the logic!)
// ground movement
if self.flags.flag_x08() || self.flags.flag_x10() || self.flags.flag_x20() {
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self.booster_switch = 0;
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if self.equip.has_booster_0_8() || self.equip.has_booster_2_0() {
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self.booster_fuel = state.constants.booster.fuel;
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} else {
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self.booster_fuel = 0;
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}
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if state.control_flags.control_enabled() {
if state.key_trigger.only_down() && state.key_state.only_down() && !self.cond.cond_x01() && !state.control_flags.flag_x04() {
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self.cond.set_cond_x01(true);
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self.question = true;
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} else {
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if state.key_state.left() && self.vel_x > -physics.max_dash {
self.vel_x -= physics.dash_ground;
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}
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if state.key_state.right() && self.vel_x < physics.max_dash {
self.vel_x += physics.dash_ground;
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}
if state.key_state.left() {
self.direction = Direction::Left;
}
if state.key_state.right() {
self.direction = Direction::Right;
}
}
}
if !self.cond.cond_x20() {
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if self.vel_x < 0 {
if self.vel_x > -physics.resist {
self.vel_x = 0;
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} else {
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self.vel_x += physics.resist;
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}
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}
if self.vel_x > 0 {
if self.vel_x < physics.resist {
self.vel_x = 0;
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} else {
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self.vel_x -= physics.resist;
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}
}
}
} else { // air movement
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if state.control_flags.control_enabled() {
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if state.key_trigger.jump() && self.booster_fuel != 0 {
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if self.equip.has_booster_0_8() {
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self.booster_switch = 1;
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if self.vel_y > 0x100 { // 0.5fix9
self.vel_y /= 2;
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}
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} else if self.equip.has_booster_2_0() {
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if state.key_state.up() {
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self.booster_switch = 2;
self.vel_x = 0;
self.vel_y = state.constants.booster.b2_0_up;
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} else if state.key_state.left() {
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self.booster_switch = 1;
self.vel_x = state.constants.booster.b2_0_left;
self.vel_y = 0;
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} else if state.key_state.right() {
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self.booster_switch = 1;
self.vel_x = state.constants.booster.b2_0_right;
self.vel_y = 0;
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} else if state.key_state.down() {
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self.booster_switch = 3;
self.vel_x = 0;
self.vel_y = state.constants.booster.b2_0_down;
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} else {
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self.booster_switch = 2;
self.vel_x = 0;
self.vel_y = state.constants.booster.b2_0_up_nokey;
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}
}
}
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if state.key_state.left() && self.vel_x > -physics.max_dash {
self.vel_x -= physics.dash_air;
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}
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if state.key_state.right() && self.vel_x < physics.max_dash {
self.vel_x += physics.dash_air;
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}
if state.key_state.left() {
self.direction = Direction::Left;
}
if state.key_state.right() {
self.direction = Direction::Right;
}
}
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if self.equip.has_booster_2_0() && self.booster_switch != 0 && (!state.key_state.jump() || self.booster_fuel == 0) {
match self.booster_switch {
1 => { self.vel_x /= 2 }
2 => { self.vel_y /= 2 }
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_ => {}
}
}
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if self.booster_fuel == 0 || !state.key_state.jump() {
self.booster_switch = 0;
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}
}
// jumping
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if state.control_flags.control_enabled() {
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self.up = state.key_state.up();
self.down = state.key_state.down() && !self.flags.flag_x08();
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if state.key_trigger.jump() && (self.flags.flag_x08() || self.flags.flag_x10() || self.flags.flag_x20()) && !self.flags.force_up() {
self.vel_y = -physics.jump;
// todo: PlaySoundObject(15, SOUND_MODE_PLAY);
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}
}
// stop interacting when moved
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if state.control_flags.control_enabled() && (state.key_state.left() || state.key_state.right() || state.key_state.up() || state.key_state.jump() || state.key_state.fire()) {
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self.cond.set_cond_x01(false);
}
// booster losing fuel
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if self.booster_switch != 0 && self.booster_fuel != 0 {
self.booster_fuel -= 1;
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}
// wind / current forces
if self.flags.force_left() {
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self.vel_x -= 0x88;
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}
if self.flags.force_up() {
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self.vel_y -= 0x80;
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}
if self.flags.force_right() {
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self.vel_x += 0x80;
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}
if self.flags.force_down() {
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self.vel_y += 0x55;
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}
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if self.equip.has_booster_2_0() && self.booster_switch != 0 {
match self.booster_switch {
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1 => {
if self.flags.flag_x01() || self.flags.flag_x04() {
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self.vel_y = -0x100; // -0.5fix9
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}
if self.direction == Direction::Left {
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self.vel_x -= 0x20; // 0.1fix9
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}
if self.direction == Direction::Right {
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self.vel_x += 0x20; // 0.1fix9
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}
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// todo: sound
if state.key_trigger.jump() || self.booster_fuel % 3 == 1 {
if self.direction == Direction::Left || self.direction == Direction::Right {
state.create_caret(self.x + 0x400, self.y + 0x400, CaretType::Exhaust, self.direction.opposite());
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}
// PlaySoundObject(113, SOUND_MODE_PLAY);
}
}
2 => {
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self.vel_y -= 0x20;
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// todo: sound
if state.key_trigger.jump() || self.booster_fuel % 3 == 1 {
state.create_caret(self.x, self.y + 6 * 0x200, CaretType::Exhaust, Direction::Bottom);
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// PlaySoundObject(113, SOUND_MODE_PLAY);
}
}
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// todo: sound
3 if state.key_trigger.jump() || self.booster_fuel % 3 == 1 => {
state.create_caret(self.x, self.y + 6 * 0x200, CaretType::Exhaust, Direction::Up);
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// PlaySoundObject(113, SOUND_MODE_PLAY);
}
_ => {}
}
} else if self.flags.force_up() {
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self.vel_y += physics.gravity_air;
} else if self.equip.has_booster_0_8() && self.booster_switch != 0 && self.vel_y > -0x400 {
self.vel_y -= 0x20;
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if self.booster_fuel % 3 == 0 {
state.create_caret(self.x, self.y + self.hit.bottom as isize / 2, CaretType::Exhaust, Direction::Bottom);
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// PlaySoundObject(113, SOUND_MODE_PLAY);
}
// bounce off of ceiling
if self.flags.flag_x02() {
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self.vel_y = 0x200; // 1.0fix9
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}
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} else if self.vel_y < 0 && state.control_flags.control_enabled() && state.key_state.jump() {
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self.vel_y += physics.gravity_air;
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} else {
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self.vel_y += physics.gravity_ground;
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}
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if !state.control_flags.control_enabled() || !state.key_trigger.jump() {
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if self.flags.flag_x10() && self.vel_x < 0 {
self.vel_y = -self.vel_x;
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}
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if self.flags.flag_x20() && self.vel_x > 0 {
self.vel_y = self.vel_x;
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}
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if (self.flags.flag_x08() && self.flags.flag_x80000() && self.vel_x < 0)
|| (self.flags.flag_x08() && self.flags.flag_x10000() && self.vel_x > 0)
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|| (self.flags.flag_x08() && self.flags.flag_x20000() && self.flags.flag_x40000()) {
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self.vel_y = 0x400; // 2.0fix9
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}
}
let max_move = if self.flags.underwater() && !(self.flags.force_left() || self.flags.force_up() || self.flags.force_right() || self.flags.force_down()) {
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state.constants.my_char.water_physics.max_move
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} else {
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state.constants.my_char.air_physics.max_move
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};
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self.vel_x = clamp(self.vel_x, -max_move, max_move);
self.vel_y = clamp(self.vel_y, -max_move, max_move);
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// todo: water splashing
if !self.flags.underwater() {
self.sprash = false;
}
// spike damage
if self.flags.flag_x400() {
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self.damage(10);
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}
// camera
if self.direction == Direction::Left {
self.index_x -= 0x200; // 1.0fix9
if self.index_x < -0x8000 { // -64.0fix9
self.index_x = -0x8000;
}
} else { // possible bug?
self.index_x += 0x200; // 1.0fix9
if self.index_x > 0x8000 { // -64.0fix9
self.index_x = 0x8000;
}
}
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if state.control_flags.control_enabled() && state.key_state.up() {
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self.index_y -= 0x200; // 1.0fix9
if self.index_y < -0x8000 { // -64.0fix9
self.index_y = -0x8000;
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}
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} else if state.control_flags.control_enabled() && state.key_state.down() {
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self.index_y += 0x200; // 1.0fix9
if self.index_y > 0x8000 { // -64.0fix9
self.index_y = 0x8000;
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}
} else {
if self.index_y > 0x200 { // 1.0fix9
self.index_y -= 0x200;
}
if self.index_y < -0x200 { // 1.0fix9
self.index_y += 0x200;
}
}
self.target_x = self.x + self.index_x;
self.target_y = self.y + self.index_y;
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if self.vel_x > physics.resist || self.vel_x < -physics.resist {
self.x += self.vel_x;
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}
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self.y += self.vel_y;
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Ok(())
}
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fn tick_stream(&mut self, state: &mut SharedGameState) -> GameResult {
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Ok(())
}
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fn tick_animation(&mut self, state: &SharedGameState) {
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if self.cond.cond_x02() {
return;
}
if self.flags.flag_x08() {
if self.cond.cond_x01() {
self.anim_num = 11;
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} else if state.control_flags.control_enabled() && state.key_state.up() && (state.key_state.left() || state.key_state.right()) {
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self.cond.set_cond_x04(true);
self.anim_wait += 1;
if self.anim_wait > 4 {
self.anim_wait = 0;
self.anim_num += 1;
if self.anim_num == 7 || self.anim_num == 9 {
// PlaySoundObject(24, SOUND_MODE_PLAY); todo
}
}
if self.anim_num > 9 || self.anim_num < 6 {
self.anim_num = 6;
}
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} else if state.control_flags.control_enabled() && (state.key_state.left() || state.key_state.right()) {
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self.cond.set_cond_x04(true);
self.anim_wait += 1;
if self.anim_wait > 4 {
self.anim_wait = 0;
self.anim_num += 1;
if self.anim_num == 2 || self.anim_num == 4 {
// PlaySoundObject(24, SOUND_MODE_PLAY); todo
}
}
if self.anim_num > 4 || self.anim_num < 1 {
self.anim_num = 1;
}
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} else if state.control_flags.control_enabled() && state.key_state.up() {
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if self.cond.cond_x04() {
// PlaySoundObject(24, SOUND_MODE_PLAY); todo
}
self.cond.set_cond_x04(false);
self.anim_num = 5;
} else {
if self.cond.cond_x04() {
// PlaySoundObject(24, SOUND_MODE_PLAY); todo
}
self.cond.set_cond_x04(false);
self.anim_num = 0;
}
} else if state.key_state.up() {
self.anim_num = 6;
} else if state.key_state.down() {
self.anim_num = 10;
} else {
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self.anim_num = if self.vel_y > 0 { 1 } else { 3 };
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}
match self.direction {
Direction::Left => {
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self.anim_rect = state.constants.my_char.animations_left[self.anim_num];
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}
Direction::Right => {
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self.anim_rect = state.constants.my_char.animations_right[self.anim_num];
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}
_ => {}
}
}
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pub fn damage(&mut self, hp: isize) {
if self.shock_counter > 0 {
return;
}
// PlaySoundObject(16, SOUND_MODE_PLAY); // todo: damage sound
self.shock_counter = 128;
self.cond.set_cond_x01(false);
if self.unit != 1 {
self.vel_y = -0x400; // -2.0fix9
}
self.life = if hp >= self.life as isize { 0 } else { (self.life as isize - hp) as usize };
if self.equip.has_whimsical_star() && self.star > 0 {
self.star -= 1;
}
}
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}
impl GameEntity for Player {
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fn tick(&mut self, state: &mut SharedGameState, _ctx: &mut Context) -> GameResult {
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if !self.cond.visible() {
return Ok(());
}
if self.exp_wait != 0 {
self.exp_wait -= 1;
}
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if self.shock_counter != 0 {
self.shock_counter -= 1;
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} else if self.exp_count != 0 {
// SetValueView(&self.x, &self.y, self.exp_count); // todo: damage popup
self.exp_count = 0;
}
match self.unit {
0 => {
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if state.control_flags.flag_x04() && state.control_flags.control_enabled() {
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// AirProcess(); // todo
}
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self.tick_normal(state)?;
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}
1 => {
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self.tick_stream(state)?;
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}
_ => {}
}
self.cond.set_cond_x20(false);
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self.tick_animation(state);
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Ok(())
}
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fn draw(&self, state: &mut SharedGameState, ctx: &mut Context, frame: &Frame) -> GameResult<()> {
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if !self.cond.visible() || self.cond.cond_x02() {
return Ok(());
}
// todo draw weapon
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let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, &self.tex_player_name)?;
batch.add_rect(
(((self.x - self.view.left as isize) / 0x200) - (frame.x / 0x200)) as f32,
(((self.y - self.view.top as isize) / 0x200) - (frame.y / 0x200)) as f32,
&self.anim_rect,
);
batch.draw(ctx)?;
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Ok(())
}
}