From 1180b8137329d37ae71735dce28ac5ae3b073e31 Mon Sep 17 00:00:00 2001 From: Alula Date: Fri, 4 Dec 2020 19:58:59 +0100 Subject: [PATCH] fix bullet hit glitches --- src/bullet.rs | 39 ++++++++------- src/common.rs | 14 ++++++ src/engine_constants/mod.rs | 96 ++++++++++++++++++------------------- src/scene/game_scene.rs | 4 +- 4 files changed, 85 insertions(+), 68 deletions(-) diff --git a/src/bullet.rs b/src/bullet.rs index af31179..8a018f7 100644 --- a/src/bullet.rs +++ b/src/bullet.rs @@ -1,7 +1,7 @@ use num_traits::clamp; use crate::caret::CaretType; -use crate::common::{Condition, Direction, Flag, Rect}; +use crate::common::{BulletFlag, Condition, Direction, Flag, Rect}; use crate::engine_constants::{BulletData, EngineConstants}; use crate::npc::NPCMap; use crate::physics::{OFF_X, OFF_Y, PhysicalEntity}; @@ -61,7 +61,7 @@ pub struct Bullet { pub lifetime: u16, pub damage: u16, pub cond: Condition, - pub weapon_flags: Flag, + pub weapon_flags: BulletFlag, pub flags: Flag, pub direction: Direction, pub anim_rect: Rect, @@ -83,7 +83,7 @@ impl Bullet { damage: 0, life: 0, lifetime: 0, - flags: Flag(0), + flags: BulletFlag(0), enemy_hit_width: 0, enemy_hit_height: 0, block_hit_width: 0, @@ -161,7 +161,6 @@ impl Bullet { self.anim_num = (self.anim_num + 1) % 3; - let dir_offset = if self.direction == Direction::Left { 0 } else { 4 }; self.anim_rect = state.constants.weapon.bullet_rects.b001_snake_l1[self.anim_num as usize + dir_offset]; @@ -397,7 +396,7 @@ impl Bullet { let block_y = (y * 16 + 8) * 0x200; for (i, &attr) in hit_attribs.iter().enumerate() { - if self.weapon_flags.snack_destroy() { + if self.weapon_flags.flag_x40() { hits[i] = attr == 0x41 || attr == 0x61; } else { hits[i] = attr == 0x41 || attr == 0x43 || attr == 0x61; @@ -468,15 +467,15 @@ impl Bullet { self.flags.set_hit_bottom_wall(true); } - if self.weapon_flags.hit_bottom_wall() { + if self.weapon_flags.flag_x08() { if self.flags.hit_left_wall() { self.x = block_x + self.hit_bounds.right as isize; } else if self.flags.hit_right_wall() { - self.x = block_x + self.hit_bounds.left as isize; - } else if self.flags.hit_left_wall() { - self.x = block_x + self.hit_bounds.right as isize; - } else if self.flags.hit_right_wall() { - self.x = block_x + self.hit_bounds.left as isize; + self.x = block_x - self.hit_bounds.left as isize; + } else if self.flags.hit_top_wall() { + self.y = block_y + self.hit_bounds.bottom as isize; + } else if self.flags.hit_bottom_wall() { + self.y = block_y - self.hit_bounds.top as isize; } } else if self.flags.hit_left_wall() || self.flags.hit_top_wall() || self.flags.hit_right_wall() || self.flags.hit_bottom_wall() { @@ -566,15 +565,15 @@ impl PhysicalEntity for Bullet { } fn tick_map_collisions(&mut self, state: &mut SharedGameState, stage: &mut Stage) { + self.flags().0 = 0; + if self.weapon_flags.flag_x04() { // ??? + return; + } + let x = clamp(self.x() / 16 / 0x200, 0, stage.map.width as isize); let y = clamp(self.y() / 16 / 0x200, 0, stage.map.height as isize); let mut hit_attribs = [0u8; 4]; - self.flags().0 = 0; - if self.weapon_flags.hit_right_wall() { // ??? - return; - } - for (idx, (&ox, &oy)) in OFF_X.iter().zip(OFF_Y.iter()).enumerate() { if idx == 4 || !self.cond.alive() { break; @@ -589,10 +588,12 @@ impl PhysicalEntity for Bullet { self.judge_hit_block(state, x + ox, y + oy); } 0x43 => { + let old_hit = self.flags; + self.flags.0 = 0; self.judge_hit_block(state, x + ox, y + oy); - if self.flags.0 != 0 && (self.weapon_flags.hit_left_slope() || self.weapon_flags.snack_destroy()) { - if !self.weapon_flags.snack_destroy() { + if self.flags.weapon_hit_block() && (self.weapon_flags.flag_x20() || self.weapon_flags.flag_x40()) { + if !self.weapon_flags.flag_x40() { self.cond.set_alive(false); } @@ -616,6 +617,8 @@ impl PhysicalEntity for Bullet { *tile = tile.wrapping_sub(1); } } + + self.flags.0 |= old_hit.0; } // Slopes 0x50 | 0x70 => { diff --git a/src/common.rs b/src/common.rs index e595022..09e1325 100644 --- a/src/common.rs +++ b/src/common.rs @@ -96,6 +96,20 @@ bitfield! { pub wind, set_wind: 15; } +bitfield! { + #[derive(Clone, Copy)] + pub struct BulletFlag(u16); + impl Debug; + pub flag_x01, set_flag_x01: 0; // 0x01 + pub flag_x02, set_flag_x02: 1; // 0x02 + pub flag_x04, set_flag_x04: 2; // 0x04 + pub flag_x08, set_flag_x08: 3; // 0x08 + pub flag_x10, set_flag_x10: 4; // 0x10 + pub flag_x20, set_flag_x20: 5; // 0x20 + pub flag_x40, set_flag_x40: 6; // 0x40 + pub flag_x80, set_flag_x80: 7; // 0x80 +} + #[derive(Debug, Clone, Copy, PartialEq, Eq)] #[repr(u8)] pub enum FadeDirection { diff --git a/src/engine_constants/mod.rs b/src/engine_constants/mod.rs index 12eebc9..f7cbeeb 100644 --- a/src/engine_constants/mod.rs +++ b/src/engine_constants/mod.rs @@ -2,7 +2,7 @@ use case_insensitive_hashmap::CaseInsensitiveHashMap; use log::info; use crate::case_insensitive_hashmap; -use crate::common::{Flag, Rect}; +use crate::common::{Flag, Rect, BulletFlag}; use crate::player::ControlMode; use crate::str; use crate::text_script::TextScriptEncoding; @@ -96,7 +96,7 @@ pub struct BulletData { pub damage: u8, pub life: u8, pub lifetime: u16, - pub flags: Flag, + pub flags: BulletFlag, pub enemy_hit_width: u16, pub enemy_hit_height: u16, pub block_hit_width: u16, @@ -410,71 +410,71 @@ impl EngineConstants { weapon: WeaponConsts { bullet_table: vec![ // Null - BulletData { damage: 0, life: 0, lifetime: 0, flags: Flag(0), enemy_hit_width: 0, enemy_hit_height: 0, block_hit_width: 0, block_hit_height: 0, display_bounds: Rect { left: 0, top: 0, right: 0, bottom: 0 } }, + BulletData { damage: 0, life: 0, lifetime: 0, flags: BulletFlag(0), enemy_hit_width: 0, enemy_hit_height: 0, block_hit_width: 0, block_hit_height: 0, display_bounds: Rect { left: 0, top: 0, right: 0, bottom: 0 } }, // Snake - BulletData { damage: 4, life: 1, lifetime: 20, flags: Flag(36), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, - BulletData { damage: 6, life: 1, lifetime: 23, flags: Flag(36), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, - BulletData { damage: 8, life: 1, lifetime: 30, flags: Flag(36), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, + BulletData { damage: 4, life: 1, lifetime: 20, flags: BulletFlag(36), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, + BulletData { damage: 6, life: 1, lifetime: 23, flags: BulletFlag(36), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, + BulletData { damage: 8, life: 1, lifetime: 30, flags: BulletFlag(36), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, // Polar Star - BulletData { damage: 1, life: 1, lifetime: 8, flags: Flag(32), enemy_hit_width: 6, enemy_hit_height: 6, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, - BulletData { damage: 2, life: 1, lifetime: 12, flags: Flag(32), enemy_hit_width: 6, enemy_hit_height: 6, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, - BulletData { damage: 4, life: 1, lifetime: 16, flags: Flag(32), enemy_hit_width: 6, enemy_hit_height: 6, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, + BulletData { damage: 1, life: 1, lifetime: 8, flags: BulletFlag(32), enemy_hit_width: 6, enemy_hit_height: 6, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, + BulletData { damage: 2, life: 1, lifetime: 12, flags: BulletFlag(32), enemy_hit_width: 6, enemy_hit_height: 6, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, + BulletData { damage: 4, life: 1, lifetime: 16, flags: BulletFlag(32), enemy_hit_width: 6, enemy_hit_height: 6, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, // Fireball - BulletData { damage: 2, life: 2, lifetime: 100, flags: Flag(8), enemy_hit_width: 8, enemy_hit_height: 16, block_hit_width: 4, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, - BulletData { damage: 3, life: 2, lifetime: 100, flags: Flag(8), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 4, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, - BulletData { damage: 3, life: 2, lifetime: 100, flags: Flag(8), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 4, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, + BulletData { damage: 2, life: 2, lifetime: 100, flags: BulletFlag(8), enemy_hit_width: 8, enemy_hit_height: 16, block_hit_width: 4, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, + BulletData { damage: 3, life: 2, lifetime: 100, flags: BulletFlag(8), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 4, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, + BulletData { damage: 3, life: 2, lifetime: 100, flags: BulletFlag(8), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 4, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, // Machine Gun - BulletData { damage: 2, life: 1, lifetime: 20, flags: Flag(32), enemy_hit_width: 2, enemy_hit_height: 2, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, - BulletData { damage: 4, life: 1, lifetime: 20, flags: Flag(32), enemy_hit_width: 2, enemy_hit_height: 2, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, - BulletData { damage: 6, life: 1, lifetime: 20, flags: Flag(32), enemy_hit_width: 2, enemy_hit_height: 2, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, + BulletData { damage: 2, life: 1, lifetime: 20, flags: BulletFlag(32), enemy_hit_width: 2, enemy_hit_height: 2, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, + BulletData { damage: 4, life: 1, lifetime: 20, flags: BulletFlag(32), enemy_hit_width: 2, enemy_hit_height: 2, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, + BulletData { damage: 6, life: 1, lifetime: 20, flags: BulletFlag(32), enemy_hit_width: 2, enemy_hit_height: 2, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, // Missile Launcher - BulletData { damage: 0, life: 10, lifetime: 50, flags: Flag(40), enemy_hit_width: 2, enemy_hit_height: 2, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, - BulletData { damage: 0, life: 10, lifetime: 70, flags: Flag(40), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 4, block_hit_height: 4, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, - BulletData { damage: 0, life: 10, lifetime: 90, flags: Flag(40), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 0, block_hit_height: 0, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, + BulletData { damage: 0, life: 10, lifetime: 50, flags: BulletFlag(40), enemy_hit_width: 2, enemy_hit_height: 2, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, + BulletData { damage: 0, life: 10, lifetime: 70, flags: BulletFlag(40), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 4, block_hit_height: 4, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, + BulletData { damage: 0, life: 10, lifetime: 90, flags: BulletFlag(40), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 0, block_hit_height: 0, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, // Missile Launcher explosion - BulletData { damage: 1, life: 100, lifetime: 100, flags: Flag(20), enemy_hit_width: 16, enemy_hit_height: 16, block_hit_width: 0, block_hit_height: 0, display_bounds: Rect { left: 0, top: 0, right: 0, bottom: 0 } }, - BulletData { damage: 1, life: 100, lifetime: 100, flags: Flag(20), enemy_hit_width: 16, enemy_hit_height: 16, block_hit_width: 0, block_hit_height: 0, display_bounds: Rect { left: 0, top: 0, right: 0, bottom: 0 } }, - BulletData { damage: 1, life: 100, lifetime: 100, flags: Flag(20), enemy_hit_width: 16, enemy_hit_height: 16, block_hit_width: 0, block_hit_height: 0, display_bounds: Rect { left: 0, top: 0, right: 0, bottom: 0 } }, + BulletData { damage: 1, life: 100, lifetime: 100, flags: BulletFlag(20), enemy_hit_width: 16, enemy_hit_height: 16, block_hit_width: 0, block_hit_height: 0, display_bounds: Rect { left: 0, top: 0, right: 0, bottom: 0 } }, + BulletData { damage: 1, life: 100, lifetime: 100, flags: BulletFlag(20), enemy_hit_width: 16, enemy_hit_height: 16, block_hit_width: 0, block_hit_height: 0, display_bounds: Rect { left: 0, top: 0, right: 0, bottom: 0 } }, + BulletData { damage: 1, life: 100, lifetime: 100, flags: BulletFlag(20), enemy_hit_width: 16, enemy_hit_height: 16, block_hit_width: 0, block_hit_height: 0, display_bounds: Rect { left: 0, top: 0, right: 0, bottom: 0 } }, // Bubbler - BulletData { damage: 1, life: 1, lifetime: 20, flags: Flag(8), enemy_hit_width: 2, enemy_hit_height: 2, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 4, top: 4, right: 4, bottom: 4 } }, - BulletData { damage: 2, life: 1, lifetime: 20, flags: Flag(8), enemy_hit_width: 2, enemy_hit_height: 2, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 4, top: 4, right: 4, bottom: 4 } }, - BulletData { damage: 2, life: 1, lifetime: 20, flags: Flag(8), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 4, block_hit_height: 4, display_bounds: Rect { left: 4, top: 4, right: 4, bottom: 4 } }, + BulletData { damage: 1, life: 1, lifetime: 20, flags: BulletFlag(8), enemy_hit_width: 2, enemy_hit_height: 2, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 4, top: 4, right: 4, bottom: 4 } }, + BulletData { damage: 2, life: 1, lifetime: 20, flags: BulletFlag(8), enemy_hit_width: 2, enemy_hit_height: 2, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 4, top: 4, right: 4, bottom: 4 } }, + BulletData { damage: 2, life: 1, lifetime: 20, flags: BulletFlag(8), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 4, block_hit_height: 4, display_bounds: Rect { left: 4, top: 4, right: 4, bottom: 4 } }, // Bubbler level 3 thorns - BulletData { damage: 3, life: 1, lifetime: 32, flags: Flag(32), enemy_hit_width: 2, enemy_hit_height: 2, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 4, top: 4, right: 4, bottom: 4 } }, + BulletData { damage: 3, life: 1, lifetime: 32, flags: BulletFlag(32), enemy_hit_width: 2, enemy_hit_height: 2, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 4, top: 4, right: 4, bottom: 4 } }, // Blade slashes - BulletData { damage: 0, life: 100, lifetime: 0, flags: Flag(36), enemy_hit_width: 8, enemy_hit_height: 8, block_hit_width: 8, block_hit_height: 8, display_bounds: Rect { left: 12, top: 12, right: 12, bottom: 12 } }, + BulletData { damage: 0, life: 100, lifetime: 0, flags: BulletFlag(36), enemy_hit_width: 8, enemy_hit_height: 8, block_hit_width: 8, block_hit_height: 8, display_bounds: Rect { left: 12, top: 12, right: 12, bottom: 12 } }, // Falling spike - BulletData { damage: 127, life: 1, lifetime: 2, flags: Flag(4), enemy_hit_width: 8, enemy_hit_height: 4, block_hit_width: 8, block_hit_height: 4, display_bounds: Rect { left: 0, top: 0, right: 0, bottom: 0 } }, + BulletData { damage: 127, life: 1, lifetime: 2, flags: BulletFlag(4), enemy_hit_width: 8, enemy_hit_height: 4, block_hit_width: 8, block_hit_height: 4, display_bounds: Rect { left: 0, top: 0, right: 0, bottom: 0 } }, // Blade - BulletData { damage: 15, life: 1, lifetime: 30, flags: Flag(36), enemy_hit_width: 8, enemy_hit_height: 8, block_hit_width: 4, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, - BulletData { damage: 6, life: 3, lifetime: 18, flags: Flag(36), enemy_hit_width: 10, enemy_hit_height: 10, block_hit_width: 4, block_hit_height: 2, display_bounds: Rect { left: 12, top: 12, right: 12, bottom: 12 } }, - BulletData { damage: 1, life: 100, lifetime: 30, flags: Flag(36), enemy_hit_width: 6, enemy_hit_height: 6, block_hit_width: 4, block_hit_height: 4, display_bounds: Rect { left: 12, top: 12, right: 12, bottom: 12 } }, + BulletData { damage: 15, life: 1, lifetime: 30, flags: BulletFlag(36), enemy_hit_width: 8, enemy_hit_height: 8, block_hit_width: 4, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, + BulletData { damage: 6, life: 3, lifetime: 18, flags: BulletFlag(36), enemy_hit_width: 10, enemy_hit_height: 10, block_hit_width: 4, block_hit_height: 2, display_bounds: Rect { left: 12, top: 12, right: 12, bottom: 12 } }, + BulletData { damage: 1, life: 100, lifetime: 30, flags: BulletFlag(36), enemy_hit_width: 6, enemy_hit_height: 6, block_hit_width: 4, block_hit_height: 4, display_bounds: Rect { left: 12, top: 12, right: 12, bottom: 12 } }, // Super Missile Launcher - BulletData { damage: 0, life: 10, lifetime: 30, flags: Flag(40), enemy_hit_width: 2, enemy_hit_height: 2, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, - BulletData { damage: 0, life: 10, lifetime: 40, flags: Flag(40), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 4, block_hit_height: 4, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, - BulletData { damage: 0, life: 10, lifetime: 40, flags: Flag(40), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 0, block_hit_height: 0, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, + BulletData { damage: 0, life: 10, lifetime: 30, flags: BulletFlag(40), enemy_hit_width: 2, enemy_hit_height: 2, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, + BulletData { damage: 0, life: 10, lifetime: 40, flags: BulletFlag(40), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 4, block_hit_height: 4, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, + BulletData { damage: 0, life: 10, lifetime: 40, flags: BulletFlag(40), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 0, block_hit_height: 0, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, // Super Missile Launcher explosion - BulletData { damage: 2, life: 100, lifetime: 100, flags: Flag(20), enemy_hit_width: 12, enemy_hit_height: 12, block_hit_width: 0, block_hit_height: 0, display_bounds: Rect { left: 0, top: 0, right: 0, bottom: 0 } }, - BulletData { damage: 2, life: 100, lifetime: 100, flags: Flag(20), enemy_hit_width: 12, enemy_hit_height: 12, block_hit_width: 0, block_hit_height: 0, display_bounds: Rect { left: 0, top: 0, right: 0, bottom: 0 } }, - BulletData { damage: 2, life: 100, lifetime: 100, flags: Flag(20), enemy_hit_width: 12, enemy_hit_height: 12, block_hit_width: 0, block_hit_height: 0, display_bounds: Rect { left: 0, top: 0, right: 0, bottom: 0 } }, + BulletData { damage: 2, life: 100, lifetime: 100, flags: BulletFlag(20), enemy_hit_width: 12, enemy_hit_height: 12, block_hit_width: 0, block_hit_height: 0, display_bounds: Rect { left: 0, top: 0, right: 0, bottom: 0 } }, + BulletData { damage: 2, life: 100, lifetime: 100, flags: BulletFlag(20), enemy_hit_width: 12, enemy_hit_height: 12, block_hit_width: 0, block_hit_height: 0, display_bounds: Rect { left: 0, top: 0, right: 0, bottom: 0 } }, + BulletData { damage: 2, life: 100, lifetime: 100, flags: BulletFlag(20), enemy_hit_width: 12, enemy_hit_height: 12, block_hit_width: 0, block_hit_height: 0, display_bounds: Rect { left: 0, top: 0, right: 0, bottom: 0 } }, // Nemesis - BulletData { damage: 4, life: 4, lifetime: 20, flags: Flag(32), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 3, block_hit_height: 3, display_bounds: Rect { left: 8, top: 8, right: 24, bottom: 8 } }, - BulletData { damage: 4, life: 2, lifetime: 20, flags: Flag(32), enemy_hit_width: 2, enemy_hit_height: 2, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 24, bottom: 8 } }, - BulletData { damage: 1, life: 1, lifetime: 20, flags: Flag(32), enemy_hit_width: 2, enemy_hit_height: 2, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 24, bottom: 8 } }, + BulletData { damage: 4, life: 4, lifetime: 20, flags: BulletFlag(32), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 3, block_hit_height: 3, display_bounds: Rect { left: 8, top: 8, right: 24, bottom: 8 } }, + BulletData { damage: 4, life: 2, lifetime: 20, flags: BulletFlag(32), enemy_hit_width: 2, enemy_hit_height: 2, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 24, bottom: 8 } }, + BulletData { damage: 1, life: 1, lifetime: 20, flags: BulletFlag(32), enemy_hit_width: 2, enemy_hit_height: 2, block_hit_width: 2, block_hit_height: 2, display_bounds: Rect { left: 8, top: 8, right: 24, bottom: 8 } }, // Spur - BulletData { damage: 4, life: 4, lifetime: 30, flags: Flag(64), enemy_hit_width: 6, enemy_hit_height: 6, block_hit_width: 3, block_hit_height: 3, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, - BulletData { damage: 8, life: 8, lifetime: 30, flags: Flag(64), enemy_hit_width: 6, enemy_hit_height: 6, block_hit_width: 3, block_hit_height: 3, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, - BulletData { damage: 12, life: 12, lifetime: 30, flags: Flag(64), enemy_hit_width: 6, enemy_hit_height: 6, block_hit_width: 3, block_hit_height: 3, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, + BulletData { damage: 4, life: 4, lifetime: 30, flags: BulletFlag(64), enemy_hit_width: 6, enemy_hit_height: 6, block_hit_width: 3, block_hit_height: 3, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, + BulletData { damage: 8, life: 8, lifetime: 30, flags: BulletFlag(64), enemy_hit_width: 6, enemy_hit_height: 6, block_hit_width: 3, block_hit_height: 3, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, + BulletData { damage: 12, life: 12, lifetime: 30, flags: BulletFlag(64), enemy_hit_width: 6, enemy_hit_height: 6, block_hit_width: 3, block_hit_height: 3, display_bounds: Rect { left: 8, top: 8, right: 8, bottom: 8 } }, // Spur trail - BulletData { damage: 3, life: 100, lifetime: 30, flags: Flag(32), enemy_hit_width: 6, enemy_hit_height: 6, block_hit_width: 3, block_hit_height: 3, display_bounds: Rect { left: 4, top: 4, right: 4, bottom: 4 } }, - BulletData { damage: 6, life: 100, lifetime: 30, flags: Flag(32), enemy_hit_width: 6, enemy_hit_height: 6, block_hit_width: 3, block_hit_height: 3, display_bounds: Rect { left: 4, top: 4, right: 4, bottom: 4 } }, - BulletData { damage: 11, life: 100, lifetime: 30, flags: Flag(32), enemy_hit_width: 6, enemy_hit_height: 6, block_hit_width: 3, block_hit_height: 3, display_bounds: Rect { left: 4, top: 4, right: 4, bottom: 4 } }, + BulletData { damage: 3, life: 100, lifetime: 30, flags: BulletFlag(32), enemy_hit_width: 6, enemy_hit_height: 6, block_hit_width: 3, block_hit_height: 3, display_bounds: Rect { left: 4, top: 4, right: 4, bottom: 4 } }, + BulletData { damage: 6, life: 100, lifetime: 30, flags: BulletFlag(32), enemy_hit_width: 6, enemy_hit_height: 6, block_hit_width: 3, block_hit_height: 3, display_bounds: Rect { left: 4, top: 4, right: 4, bottom: 4 } }, + BulletData { damage: 11, life: 100, lifetime: 30, flags: BulletFlag(32), enemy_hit_width: 6, enemy_hit_height: 6, block_hit_width: 3, block_hit_height: 3, display_bounds: Rect { left: 4, top: 4, right: 4, bottom: 4 } }, // Curly's Nemesis - BulletData { damage: 4, life: 4, lifetime: 20, flags: Flag(32), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 3, block_hit_height: 3, display_bounds: Rect { left: 8, top: 8, right: 24, bottom: 8 } }, + BulletData { damage: 4, life: 4, lifetime: 20, flags: BulletFlag(32), enemy_hit_width: 4, enemy_hit_height: 4, block_hit_width: 3, block_hit_height: 3, display_bounds: Rect { left: 8, top: 8, right: 24, bottom: 8 } }, // EnemyClear? - BulletData { damage: 0, life: 4, lifetime: 4, flags: Flag(4), enemy_hit_width: 0, enemy_hit_height: 0, block_hit_width: 0, block_hit_height: 0, display_bounds: Rect { left: 0, top: 0, right: 0, bottom: 0 } }, + BulletData { damage: 0, life: 4, lifetime: 4, flags: BulletFlag(4), enemy_hit_width: 0, enemy_hit_height: 0, block_hit_width: 0, block_hit_height: 0, display_bounds: Rect { left: 0, top: 0, right: 0, bottom: 0 } }, // Whimsical Star - BulletData { damage: 1, life: 1, lifetime: 1, flags: Flag(36), enemy_hit_width: 1, enemy_hit_height: 1, block_hit_width: 1, block_hit_height: 1, display_bounds: Rect { left: 1, top: 1, right: 1, bottom: 1 } }, + BulletData { damage: 1, life: 1, lifetime: 1, flags: BulletFlag(36), enemy_hit_width: 1, enemy_hit_height: 1, block_hit_width: 1, block_hit_height: 1, display_bounds: Rect { left: 1, top: 1, right: 1, bottom: 1 } }, ], bullet_rects: BulletRects { b001_snake_l1: [ diff --git a/src/scene/game_scene.rs b/src/scene/game_scene.rs index 9eb1f2a..9a9175b 100644 --- a/src/scene/game_scene.rs +++ b/src/scene/game_scene.rs @@ -860,7 +860,7 @@ impl GameScene { // todo show damage } } - } else if !bullet.weapon_flags.hit_right_slope() + } else if !bullet.weapon_flags.flag_x10() && 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); @@ -957,7 +957,7 @@ impl GameScene { } } else if [13, 14, 15, 28, 29, 30].contains(&bullet.btype) { bullet.life = bullet.life.saturating_sub(1); - } else if !bullet.weapon_flags.hit_right_slope() { + } else if !bullet.weapon_flags.flag_x10() { state.create_caret(bullet.x, bullet.y, CaretType::ProjectileDissipation, Direction::Right); state.sound_manager.play_sfx(31); bullet.life = 0;