2021-03-23 01:48:46 +00:00
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use crate::common::{Color, Direction, Rect};
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use crate::player::skin::{PlayerAnimationState, PlayerAppearanceState, PlayerSkin};
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#[derive(Clone)]
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pub struct BasicPlayerSkin {
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texture_name: String,
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color: Color,
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state: PlayerAnimationState,
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appearance: PlayerAppearanceState,
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direction: Direction,
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tick: u16,
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}
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impl BasicPlayerSkin {
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pub fn new(texture_name: String) -> BasicPlayerSkin {
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BasicPlayerSkin {
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texture_name,
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color: Color::new(1.0, 1.0, 1.0, 1.0),
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state: PlayerAnimationState::Idle,
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appearance: PlayerAppearanceState::Default,
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direction: Direction::Left,
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tick: 0,
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}
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}
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}
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impl PlayerSkin for BasicPlayerSkin {
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fn animation_frame_for(&self, state: PlayerAnimationState, direction: Direction, tick: u16) -> Rect<u16> {
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let frame_id = match self.state {
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PlayerAnimationState::Idle => 0u16,
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PlayerAnimationState::Walking => {
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const WALK_INDEXES: [u16; 4] = [1, 0, 2, 0];
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2021-03-23 13:28:51 +00:00
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WALK_INDEXES[(tick as usize / 5) % 4]
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2021-03-23 01:48:46 +00:00
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}
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PlayerAnimationState::WalkingUp => {
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const WALK_UP_INDEXES: [u16; 4] = [4, 3, 5, 3];
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2021-03-23 13:28:51 +00:00
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WALK_UP_INDEXES[(tick as usize / 5) % 4]
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2021-03-23 01:48:46 +00:00
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}
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PlayerAnimationState::LookingUp => 3,
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PlayerAnimationState::Examining => 7,
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PlayerAnimationState::Sitting => 8,
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PlayerAnimationState::Collapsed => 9,
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PlayerAnimationState::Jumping => 2,
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PlayerAnimationState::Falling => 1,
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PlayerAnimationState::FallingLookingUp => 4,
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PlayerAnimationState::FallingLookingDown => 6,
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PlayerAnimationState::FallingUpsideDown => 10,
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};
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2021-03-29 21:19:07 +00:00
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let y_offset = if direction == Direction::Left { 0 } else { 16 }
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2021-03-23 01:48:46 +00:00
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+ match self.appearance {
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PlayerAppearanceState::Default => 0,
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PlayerAppearanceState::MimigaMask => 32,
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PlayerAppearanceState::Custom(i) => (i as u16).saturating_mul(16),
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};
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Rect::new_size(frame_id * 16, y_offset, 16, 16)
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}
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fn animation_frame(&self) -> Rect<u16> {
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self.animation_frame_for(self.state, self.direction, self.tick)
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}
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fn tick(&mut self) {
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2021-03-23 13:28:51 +00:00
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if self.state == PlayerAnimationState::Walking || self.state == PlayerAnimationState::WalkingUp {
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self.tick = self.tick.wrapping_add(1);
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}
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2021-03-23 01:48:46 +00:00
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}
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fn set_state(&mut self, state: PlayerAnimationState) {
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if self.state != state {
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self.state = state;
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self.tick = 0;
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}
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}
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fn get_state(&self) -> PlayerAnimationState {
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self.state
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}
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fn set_appearance(&mut self, appearance: PlayerAppearanceState) {
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self.appearance = appearance;
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}
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fn get_appearance(&mut self) -> PlayerAppearanceState {
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self.appearance
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}
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fn set_color(&mut self, color: Color) {
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self.color = color;
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}
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fn get_color(&self) -> Color {
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self.color
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}
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fn set_direction(&mut self, direction: Direction) {
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self.direction = direction;
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}
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fn get_direction(&self) -> Direction {
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self.direction
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}
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fn get_skin_texture_name(&self) -> &str {
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self.texture_name.as_str()
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}
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fn get_mask_texture_name(&self) -> &str {
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""
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}
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}
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