add basic support for switch P2 skins

This commit is contained in:
József Sallai 2022-12-22 22:59:24 +02:00
parent 5ed2d40e23
commit 4be3dd518b
6 changed files with 146 additions and 63 deletions

View File

@ -1433,6 +1433,7 @@ impl EngineConstants {
"ItemImage" => (256, 128),
"Loading" => (64, 8),
"MyChar" => (200, 64),
"mychar_p2" => (200, 384), // switch
"Npc/Npc0" => (32, 32),
"Npc/NpcAlmo1" => (320, 240),
"Npc/NpcAlmo2" => (320, 240),

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@ -3,7 +3,7 @@ use std::clone::Clone;
use num_derive::FromPrimitive;
use num_traits::clamp;
use crate::common::{Condition, Direction, Equipment, Flag, interpolate_fix9_scale, Rect};
use crate::common::{interpolate_fix9_scale, Condition, Direction, Equipment, Flag, Rect};
use crate::components::number_popup::NumberPopup;
use crate::entity::GameEntity;
use crate::framework::context::Context;
@ -12,8 +12,8 @@ use crate::game::caret::CaretType;
use crate::game::frame::Frame;
use crate::game::npc::list::NPCList;
use crate::game::npc::NPC;
use crate::game::player::skin::{PlayerAnimationState, PlayerAppearanceState, PlayerSkin};
use crate::game::player::skin::basic::BasicPlayerSkin;
use crate::game::player::skin::{PlayerAnimationState, PlayerAppearanceState, PlayerSkin};
use crate::game::shared_game_state::SharedGameState;
use crate::input::dummy_player_controller::DummyPlayerController;
use crate::input::player_controller::PlayerController;
@ -189,6 +189,12 @@ impl Player {
}
}
pub fn load_skin(&mut self, texture_name: String, state: &mut SharedGameState, ctx: &mut Context) {
self.skin = Box::new(BasicPlayerSkin::new(texture_name, state, ctx));
self.display_bounds = self.skin.get_display_bounds();
self.hit_bounds = self.skin.get_hit_bounds();
}
fn tick_normal(&mut self, state: &mut SharedGameState, npc_list: &NPCList) -> GameResult {
if !state.control_flags.interactions_disabled() && state.control_flags.control_enabled() {
if self.equip.has_air_tank() {
@ -402,10 +408,10 @@ impl Player {
// stop interacting when moved
if state.control_flags.control_enabled()
&& (self.controller.move_left()
|| self.controller.move_right()
|| self.controller.move_up()
|| self.controller.jump()
|| self.controller.shoot())
|| self.controller.move_right()
|| self.controller.move_up()
|| self.controller.jump()
|| self.controller.shoot())
{
self.cond.set_interacted(false);
}
@ -524,8 +530,8 @@ impl Player {
if (self.flags.hit_bottom_wall() && self.flags.hit_right_higher_half() && self.vel_x < 0)
|| (self.flags.hit_bottom_wall() && self.flags.hit_left_higher_half() && self.vel_x > 0)
|| (self.flags.hit_bottom_wall()
&& self.flags.hit_left_lower_half()
&& self.flags.hit_right_lower_half())
&& self.flags.hit_left_lower_half()
&& self.flags.hit_right_lower_half())
{
self.vel_y = 0x400; // 2.0fix9
}
@ -533,9 +539,9 @@ impl Player {
let max_move = if self.flags.in_water()
&& !(self.flags.force_left()
|| self.flags.force_up()
|| self.flags.force_right()
|| self.flags.force_down())
|| self.flags.force_up()
|| self.flags.force_right()
|| self.flags.force_down())
{
state.constants.player.water_physics.max_move
} else {

View File

@ -302,6 +302,7 @@ pub struct SharedGameState {
pub player_count: PlayerCount,
pub player_count_modified_in_game: bool,
pub player2_skin: u16,
pub player2_uses_p2_skinsheet: bool,
pub replay_state: ReplayState,
pub mod_requirements: ModRequirements,
pub loc: Locale,
@ -455,6 +456,7 @@ impl SharedGameState {
player_count: PlayerCount::One,
player_count_modified_in_game: false,
player2_skin: 0,
player2_uses_p2_skinsheet: false,
replay_state: ReplayState::None,
mod_requirements,
loc: locale,

View File

@ -2,8 +2,8 @@ use crate::framework::context::Context;
use crate::framework::error::GameResult;
use crate::game::shared_game_state::{PlayerCount, SharedGameState};
use crate::input::combined_menu_controller::CombinedMenuController;
use crate::menu::{Menu, MenuSelectionResult};
use crate::menu::MenuEntry;
use crate::menu::{Menu, MenuSelectionResult};
pub enum CurrentMenu {
CoopMenu,
@ -59,20 +59,26 @@ impl PlayerCountMenu {
self.coop_menu = Menu::new(0, 0, 130, 0);
self.skin_menu = Menu::new(0, 0, 130, 0);
self.coop_menu.push_entry(CoopMenuEntry::Title, MenuEntry::Disabled(state.loc.t("menus.coop_menu.title").to_owned()));
self.coop_menu
.push_entry(CoopMenuEntry::Title, MenuEntry::Disabled(state.loc.t("menus.coop_menu.title").to_owned()));
self.coop_menu.push_entry(CoopMenuEntry::One, MenuEntry::Active(state.loc.t("menus.coop_menu.one").to_owned()));
self.coop_menu.push_entry(CoopMenuEntry::Two, MenuEntry::Active(state.loc.t("menus.coop_menu.two").to_owned()));
self.coop_menu.push_entry(CoopMenuEntry::Back, MenuEntry::Active(state.loc.t("common.back").to_owned()));
self.coop_menu.selected = CoopMenuEntry::One;
self.skin_menu.push_entry(SkinMenuEntry::Title, MenuEntry::Disabled(state.loc.t("menus.skin_menu.title").to_owned()));
self.skin_menu
.push_entry(SkinMenuEntry::Title, MenuEntry::Disabled(state.loc.t("menus.skin_menu.title").to_owned()));
self.skin_menu.push_entry(SkinMenuEntry::Skin, MenuEntry::PlayerSkin);
if self.on_title {
self.skin_menu.push_entry(SkinMenuEntry::Start, MenuEntry::Active(state.loc.t("menus.main_menu.start").to_owned()));
self.skin_menu
.push_entry(SkinMenuEntry::Start, MenuEntry::Active(state.loc.t("menus.main_menu.start").to_owned()));
} else {
self.skin_menu.push_entry(SkinMenuEntry::Add, MenuEntry::Active(state.loc.t("menus.pause_menu.add_player2").to_owned()));
self.skin_menu.push_entry(
SkinMenuEntry::Add,
MenuEntry::Active(state.loc.t("menus.pause_menu.add_player2").to_owned()),
);
}
self.skin_menu.push_entry(SkinMenuEntry::Back, MenuEntry::Active(state.loc.t("common.back").to_owned()));
@ -137,6 +143,21 @@ impl PlayerCountMenu {
}
MenuSelectionResult::Selected(SkinMenuEntry::Skin, _) => {
state.player2_skin += 2;
if state.player2_uses_p2_skinsheet && state.player2_skin == 2 {
state.player2_skin += 2;
}
let current_skin_spritesheet = if state.player2_uses_p2_skinsheet { "mychar_p2" } else { "mychar" };
if let Some(tex_size) = state.constants.tex_sizes.get(current_skin_spritesheet) {
// TODO: should probably have a way to figure out the height from the spritesheet ahead of time
if state.player2_skin * 2 * 16 >= tex_size.1 {
state.player2_skin = 0;
state.player2_uses_p2_skinsheet = !state.player2_uses_p2_skinsheet;
}
}
}
MenuSelectionResult::Selected(SkinMenuEntry::Start, _) => {
state.player_count = PlayerCount::Two;

View File

@ -375,62 +375,90 @@ impl<T: std::cmp::PartialEq + std::default::Default + Clone> Menu<T> {
for (_, entry) in &self.entries {
match entry {
MenuEntry::Active(name) | MenuEntry::DisabledWhite(name) => {
state.font.builder()
.position(self.x as f32 + 20.0, y)
.draw(name, ctx, &state.constants, &mut state.texture_set)?;
state.font.builder().position(self.x as f32 + 20.0, y).draw(
name,
ctx,
&state.constants,
&mut state.texture_set,
)?;
}
MenuEntry::Disabled(name) => {
state.font.builder()
.position(self.x as f32 + 20.0, y)
.color((0xa0, 0xa0, 0xff, 0xff))
.draw(name, ctx, &state.constants, &mut state.texture_set)?;
state.font.builder().position(self.x as f32 + 20.0, y).color((0xa0, 0xa0, 0xff, 0xff)).draw(
name,
ctx,
&state.constants,
&mut state.texture_set,
)?;
}
MenuEntry::Toggle(name, value) => {
let value_text = if *value { "ON" } else { "OFF" };
let name_text_len = state.font.builder().compute_width(name);
state.font.builder()
.position(self.x as f32 + 20.0, y)
.draw(name, ctx, &state.constants, &mut state.texture_set)?;
state.font.builder().position(self.x as f32 + 20.0, y).draw(
name,
ctx,
&state.constants,
&mut state.texture_set,
)?;
state.font.builder()
.position(self.x as f32 + 25.0 + name_text_len, y)
.draw(value_text, ctx, &state.constants, &mut state.texture_set)?;
state.font.builder().position(self.x as f32 + 25.0 + name_text_len, y).draw(
value_text,
ctx,
&state.constants,
&mut state.texture_set,
)?;
}
MenuEntry::Options(name, index, value) => {
let value_text = if let Some(text) = value.get(*index) { text } else { "???" };
let name_text_len = state.font.builder().compute_width(name);
state.font.builder()
.position(self.x as f32 + 20.0, y)
.draw(name, ctx, &state.constants, &mut state.texture_set)?;
state.font.builder().position(self.x as f32 + 20.0, y).draw(
name,
ctx,
&state.constants,
&mut state.texture_set,
)?;
state.font.builder()
.position(self.x as f32 + 25.0 + name_text_len, y)
.draw(value_text, ctx, &state.constants, &mut state.texture_set)?;
state.font.builder().position(self.x as f32 + 25.0 + name_text_len, y).draw(
value_text,
ctx,
&state.constants,
&mut state.texture_set,
)?;
}
MenuEntry::DescriptiveOptions(name, index, value, description) => {
let value_text = if let Some(text) = value.get(*index) { text } else { "???" };
let description_text = if let Some(text) = description.get(*index) { text } else { "???" };
let name_text_len = state.font.builder().compute_width(name);
state.font.builder()
.position(self.x as f32 + 20.0, y)
.draw(name, ctx, &state.constants, &mut state.texture_set)?;
state.font.builder().position(self.x as f32 + 20.0, y).draw(
name,
ctx,
&state.constants,
&mut state.texture_set,
)?;
state.font.builder()
.position(self.x as f32 + 25.0 + name_text_len, y)
.draw(value_text, ctx, &state.constants, &mut state.texture_set)?;
state.font.builder().position(self.x as f32 + 25.0 + name_text_len, y).draw(
value_text,
ctx,
&state.constants,
&mut state.texture_set,
)?;
state.font.builder()
state
.font
.builder()
.position(self.x as f32 + 20.0, y + 16.0)
.color((0xc0, 0xc0, 0xff, 0xff))
.draw(description_text, ctx, &state.constants, &mut state.texture_set)?;
}
MenuEntry::OptionsBar(name, percent) => {
state.font.builder()
.position(self.x as f32 + 20.0, y)
.draw(name, ctx, &state.constants, &mut state.texture_set)?;
state.font.builder().position(self.x as f32 + 20.0, y).draw(
name,
ctx,
&state.constants,
&mut state.texture_set,
)?;
if state.constants.is_switch || state.constants.is_cs_plus {
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "ui")?;
@ -469,16 +497,24 @@ impl<T: std::cmp::PartialEq + std::default::Default + Clone> Menu<T> {
}
}
MenuEntry::NewSave => {
state.font.builder()
.position(self.x as f32 + 20.0, y)
.draw(state.loc.t("menus.save_menu.new"), ctx, &state.constants, &mut state.texture_set)?;
state.font.builder().position(self.x as f32 + 20.0, y).draw(
state.loc.t("menus.save_menu.new"),
ctx,
&state.constants,
&mut state.texture_set,
)?;
}
MenuEntry::PlayerSkin => {
state.font.builder()
.position(self.x as f32 + 20.0, y)
.draw(state.loc.t("menus.skin_menu.label"), ctx, &state.constants, &mut state.texture_set)?;
state.font.builder().position(self.x as f32 + 20.0, y).draw(
state.loc.t("menus.skin_menu.label"),
ctx,
&state.constants,
&mut state.texture_set,
)?;
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "MyChar")?;
let spritesheet_name = if state.player2_uses_p2_skinsheet { "mychar_p2" } else { "MyChar" };
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, spritesheet_name)?;
batch.add_rect(
self.x as f32 + 88.0,
y - 4.0,
@ -496,9 +532,12 @@ impl<T: std::cmp::PartialEq + std::default::Default + Clone> Menu<T> {
let bar_width = (save.life as f32 / save.max_life as f32 * 39.0) as u16;
let right_edge = self.x as f32 + self.width as f32 - 4.0;
state.font.builder()
.position(self.x as f32 + 20.0, y)
.draw(name, ctx, &state.constants, &mut state.texture_set)?;
state.font.builder().position(self.x as f32 + 20.0, y).draw(
name,
ctx,
&state.constants,
&mut state.texture_set,
)?;
if valid_save {
// Lifebar
@ -529,9 +568,12 @@ impl<T: std::cmp::PartialEq + std::default::Default + Clone> Menu<T> {
_ => difficulty_name.push_str("(unknown)"),
}
state.font.builder()
.position(self.x as f32 + 20.0, y + 10.0)
.draw(difficulty_name.as_str(), ctx, &state.constants, &mut state.texture_set)?;
state.font.builder().position(self.x as f32 + 20.0, y + 10.0).draw(
difficulty_name.as_str(),
ctx,
&state.constants,
&mut state.texture_set,
)?;
}
// Weapons
@ -554,15 +596,20 @@ impl<T: std::cmp::PartialEq + std::default::Default + Clone> Menu<T> {
}
}
MenuEntry::Control(name, data) => {
state.font.builder()
.position(self.x as f32 + 20.0, y)
.draw(name, ctx, &state.constants, &mut state.texture_set)?;
state.font.builder().position(self.x as f32 + 20.0, y).draw(
name,
ctx,
&state.constants,
&mut state.texture_set,
)?;
match data {
ControlMenuData::String(value) => {
let text_width = state.font.builder().compute_width(value);
state.font.builder()
state
.font
.builder()
.position(self.x as f32 + self.width as f32 - 5.0 - text_width, y)
.draw(value, ctx, &state.constants, &mut state.texture_set)?;
}

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@ -138,13 +138,19 @@ impl GameScene {
Rc::new(RefCell::new(textures))
};
let mut player2 = Player::new(state, ctx);
if state.player2_uses_p2_skinsheet {
player2.load_skin("mychar_p2".to_owned(), state, ctx);
}
Ok(Self {
tick: 0,
stage,
water_params,
water_renderer,
player1: Player::new(state, ctx),
player2: Player::new(state, ctx),
player2: player2,
inventory_player1: Inventory::new(),
inventory_player2: Inventory::new(),
boss_life_bar: BossLifeBar::new(),