2021-03-15 21:11:40 +00:00
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use num_traits::{abs, clamp};
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use crate::common::Direction;
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use crate::framework::error::GameResult;
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use crate::npc::list::NPCList;
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use crate::npc::NPC;
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use crate::player::Player;
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use crate::rng::RNG;
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use crate::shared_game_state::SharedGameState;
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use crate::weapon::bullet::BulletManager;
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2021-03-23 01:52:27 +00:00
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use crate::caret::CaretType;
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2021-03-15 21:11:40 +00:00
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impl NPC {
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pub(crate) fn tick_n117_curly(
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&mut self,
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state: &mut SharedGameState,
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players: [&mut Player; 2],
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npc_list: &NPCList,
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) -> GameResult {
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match self.action_num {
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0 | 1 => {
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if self.action_num == 0 {
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let player = self.get_closest_player_mut(players);
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if self.direction == Direction::FacingPlayer {
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self.direction = if self.x <= player.x { Direction::Right } else { Direction::Left };
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}
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self.action_num = 1;
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self.anim_num = 0;
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self.anim_counter = 0;
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}
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self.vel_x = 0;
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self.vel_y += 0x40;
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}
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3 | 4 => {
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if self.action_num == 3 {
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self.action_num = 4;
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self.anim_num = 1;
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self.anim_counter = 0;
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}
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self.animate(4, 1, 4);
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self.vel_x = self.direction.vector_x() * 0x200;
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self.vel_y += 0x40;
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}
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5 => {
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self.action_num = 6;
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self.anim_num = 5;
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2021-03-29 21:19:07 +00:00
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npc_list.create_death_smoke(self.x, self.y, self.display_bounds.right as usize, 8, state, &self.rng);
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2021-03-15 21:11:40 +00:00
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}
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6 => {
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self.anim_num = 5;
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}
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10 | 11 => {
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let player = self.get_closest_player_mut(players);
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if self.action_num == 10 {
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self.action_num = 11;
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self.anim_num = 1;
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self.anim_counter = 0;
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self.direction = if self.x <= player.x { Direction::Right } else { Direction::Left };
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}
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self.animate(4, 1, 4);
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self.x += self.direction.vector_x() * 0x200;
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if abs(self.x - player.x) > 0x2800 {
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self.action_num = 0;
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}
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}
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20 => {
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self.vel_x = 0;
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self.anim_num = 6;
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}
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21 => {
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self.vel_x = 0;
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self.anim_num = 9;
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}
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30 | 31 => {
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if self.action_num == 30 {
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self.action_num = 31;
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self.action_counter = 0;
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self.vel_y = -0x400;
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}
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self.anim_num = 7;
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self.vel_x = self.direction.vector_x() * 0x200;
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self.vel_y += 0x40;
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self.action_counter += 1;
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if self.action_counter > 0 && self.flags.hit_bottom_wall() {
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self.action_num = 32;
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}
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}
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32 => {
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self.vel_x = 0;
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self.vel_y += 0x40;
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self.anim_num = 8;
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}
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70 | 71 => {
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if self.action_num == 70 {
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self.action_num = 71;
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self.action_counter = 0;
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self.anim_num = 1;
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self.anim_counter = 0;
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}
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self.animate(8, 1, 4);
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self.x += self.direction.vector_x() * 0x100;
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}
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_ => {}
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}
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if self.vel_y > 0x5ff {
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self.vel_y = 0x5ff;
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}
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self.x += self.vel_x;
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self.y += self.vel_y;
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let dir_offset = if self.direction == Direction::Left { 0 } else { 10 };
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self.anim_rect = state.constants.npc.n117_curly[self.anim_num as usize + dir_offset];
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Ok(())
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}
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pub(crate) fn tick_n118_curly_boss(
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&mut self,
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state: &mut SharedGameState,
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players: [&mut Player; 2],
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npc_list: &NPCList,
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bullet_manager: &BulletManager,
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) -> GameResult {
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match self.action_num {
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0 => {
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self.action_num = 1;
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self.anim_num = 0;
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self.anim_counter = 0;
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}
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10 | 11 => {
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if self.action_num == 10 {
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self.action_num = 11;
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self.action_counter = self.rng.range(50..100) as u16;
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self.anim_num = 0;
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let player = self.get_closest_player_mut(players);
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self.direction = if self.x <= player.x { Direction::Right } else { Direction::Left };
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self.npc_flags.set_shootable(true);
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self.npc_flags.set_invulnerable(false);
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}
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if self.action_counter > 0 {
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self.action_counter -= 1;
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} else {
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self.action_num = 13;
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}
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}
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13 | 14 => {
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if self.action_num == 13 {
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self.action_num = 14;
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self.action_counter = self.rng.range(50..100) as u16;
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self.anim_num = 3;
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let player = self.get_closest_player_mut(players);
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self.direction = if self.x <= player.x { Direction::Right } else { Direction::Left };
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}
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self.animate(2, 3, 6);
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self.vel_x += self.direction.vector_x() * 0x40;
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if self.action_counter > 0 {
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self.action_counter -= 1;
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} else {
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self.npc_flags.set_shootable(true);
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self.action_num = 20;
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self.action_counter = 0;
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state.sound_manager.play_sfx(103);
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}
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}
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20 => {
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let player = self.get_closest_player_mut(players);
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self.direction = if self.x <= player.x { Direction::Right } else { Direction::Left };
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self.vel_x = 8 * self.vel_x / 9;
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self.anim_num += 1;
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if self.anim_num > 1 {
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self.anim_num = 0;
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}
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self.action_counter += 1;
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if self.action_counter > 50 {
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self.action_num = 21;
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self.action_counter = 0;
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}
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}
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21 => {
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self.action_counter += 1;
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if self.action_counter % 4 == 1 {
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let player = self.get_closest_player_mut(players);
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let facing_up = (self.direction == Direction::Left && self.x < player.x)
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|| (self.direction == Direction::Right && self.x > player.x);
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let mut npc = NPC::create(123, &state.npc_table);
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npc.cond.set_alive(true);
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if facing_up {
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self.anim_num = 2;
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npc.x = self.x;
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npc.y = self.y - 0x1000;
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npc.direction = Direction::Up;
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} else {
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self.anim_num = 0;
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self.x += self.direction.opposite().vector_x() * 0x200;
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npc.x = self.x + self.direction.vector_x() * 0x1000;
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npc.y = self.y + 0x800;
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npc.direction = self.direction;
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}
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let _ = npc_list.spawn(256, npc);
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}
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if self.action_counter > 30 {
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self.action_num = 10;
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}
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}
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30 => {
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self.anim_num += 1;
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if self.anim_num > 8 {
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self.anim_num = 7;
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}
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self.action_counter += 1;
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if self.action_counter > 30 {
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self.action_num = 10;
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self.anim_num = 0;
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}
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}
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_ => {}
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}
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if self.action_num > 10 && self.action_num < 30 && bullet_manager.count_bullets_type_idx_all(6) > 0 {
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self.action_num = 30;
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self.action_counter = 0;
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self.anim_num = 7;
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self.vel_x = 0;
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self.npc_flags.set_shootable(false);
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self.npc_flags.set_invulnerable(true);
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}
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self.vel_x = clamp(self.vel_x, -0x1ff, 0x1ff);
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self.vel_y += 0x20;
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if self.vel_y > 0x5ff {
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self.vel_y = 0x5ff;
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}
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self.x += self.vel_x;
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self.y += self.vel_y;
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let dir_offset = if self.direction == Direction::Left { 0 } else { 9 };
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self.anim_rect = state.constants.npc.n118_curly_boss[self.anim_num as usize + dir_offset];
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Ok(())
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}
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2021-03-23 01:52:27 +00:00
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pub(crate) fn tick_n123_curly_boss_bullet(&mut self, state: &mut SharedGameState) -> GameResult {
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if self.action_num == 0 {
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self.action_num = 1;
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state.create_caret(self.x, self.y, CaretType::Shoot, Direction::Left);
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state.sound_manager.play_sfx(32);
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match self.direction {
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Direction::Left => {
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self.vel_x = -0x1000;
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self.vel_y = self.rng.range(-0x80..0x80);
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}
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Direction::Up => {
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self.vel_x = self.rng.range(-0x80..0x80);
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self.vel_y = -0x1000;
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}
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Direction::Right => {
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self.vel_x = 0x1000;
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self.vel_y = self.rng.range(-0x80..0x80);
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}
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Direction::Bottom => {
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self.vel_x = self.rng.range(-0x80..0x80);
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self.vel_y = 0x1000;
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}
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Direction::FacingPlayer => unreachable!(),
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}
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self.anim_rect = state.constants.npc.n123_curly_boss_bullet[self.direction as usize];
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}
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if match self.direction {
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Direction::Left if self.flags.hit_left_wall() => true,
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Direction::Right if self.flags.hit_right_wall() => true,
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Direction::Up if self.flags.hit_top_wall() => true,
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Direction::Bottom if self.flags.hit_bottom_wall() => true,
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_ => false,
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} {
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state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Right);
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state.sound_manager.play_sfx(28);
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self.cond.set_alive(false);
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return Ok(());
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}
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self.x += self.vel_x;
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self.y += self.vel_y;
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Ok(())
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}
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2021-03-15 21:11:40 +00:00
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}
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