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https://github.com/doukutsu-rs/doukutsu-rs
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Merge pull request #45 from dawndus/whimsical-star
Adding whimsical star
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commit
58406aae71
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@ -13,3 +13,4 @@ pub mod stage_select;
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pub mod text_boxes;
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pub mod tilemap;
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pub mod water_renderer;
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pub mod whimsical_star;
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131
src/components/whimsical_star.rs
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131
src/components/whimsical_star.rs
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@ -0,0 +1,131 @@
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use crate::common::{interpolate_fix9_scale, Direction, Rect};
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use crate::entity::GameEntity;
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use crate::frame::Frame;
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use crate::framework::context::Context;
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use crate::framework::error::GameResult;
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use crate::player::{Player, TargetPlayer};
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use crate::shared_game_state::SharedGameState;
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use crate::weapon::bullet::{Bullet, BulletManager};
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pub struct WhimsicalStar {
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pub star: [Star; 3],
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pub star_count: u8,
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pub equipped: bool,
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pub active_star: u8,
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}
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pub struct Star {
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pub x: i32,
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pub y: i32,
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pub prev_x: i32,
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pub prev_y: i32,
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pub vel_x: i32,
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pub vel_y: i32,
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}
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impl Star {
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fn new(vel_x: i32, vel_y: i32) -> Star {
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Star { x: 0, y: 0, vel_x, vel_y, prev_x: 0, prev_y: 0 }
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}
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}
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impl WhimsicalStar {
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pub fn new() -> WhimsicalStar {
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WhimsicalStar {
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star: [Star::new(0x400, -0x200), Star::new(-0x200, 0x400), Star::new(0x200, 0x200)],
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star_count: 0,
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equipped: false,
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active_star: 0,
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}
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}
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}
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impl GameEntity<(&Player, &mut BulletManager)> for WhimsicalStar {
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fn tick(
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&mut self,
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state: &mut SharedGameState,
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(player, bullet_manager): (&Player, &mut BulletManager),
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) -> GameResult {
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if !player.equip.has_whimsical_star() {
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return Ok(());
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} else if self.equipped == false && player.equip.has_whimsical_star() {
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for iter in 0..2 {
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self.star[iter].x = player.x;
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self.star[iter].y = player.y;
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}
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self.equipped = true;
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} else {
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self.equipped = player.equip.has_whimsical_star();
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}
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self.star_count = player.stars;
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// Only one star can deal damage per tick
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self.active_star += 1;
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self.active_star %= 3;
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for iter in 0..3 {
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if iter != 0 {
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self.star[iter].vel_x += if self.star[iter - 1].x >= self.star[iter].x { 0x80 } else { -0x80 };
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self.star[iter].vel_y += if self.star[iter - 1].y >= self.star[iter].y { 0xAA } else { -0xAA };
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} else {
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self.star[iter].vel_x += if player.x >= self.star[iter].x { 0x80 } else { -0x80 };
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self.star[iter].vel_y += if player.y >= self.star[iter].y { 0xAA } else { -0xAA };
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}
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self.star[iter].vel_x = self.star[iter].vel_x.clamp(-0xA00, 0xA00);
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self.star[iter].vel_y = self.star[iter].vel_y.clamp(-0xA00, 0xA00);
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self.star[iter].prev_x = self.star[iter].x;
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self.star[iter].prev_y = self.star[iter].y;
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self.star[iter].x += self.star[iter].vel_x;
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self.star[iter].y += self.star[iter].vel_y;
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if iter < self.star_count as usize
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&& state.control_flags.control_enabled()
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&& self.active_star == iter as u8
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{
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let bullet = Bullet::new(
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self.star[iter].x,
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self.star[iter].y,
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45,
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TargetPlayer::Player1,
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Direction::Left,
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&state.constants,
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);
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bullet_manager.push_bullet(bullet);
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}
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}
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Ok(())
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}
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fn draw(&self, state: &mut SharedGameState, ctx: &mut Context, frame: &Frame) -> GameResult {
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if !self.equipped {
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return Ok(());
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}
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let (frame_x, frame_y) = frame.xy_interpolated(state.frame_time);
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let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "MyChar")?;
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const STAR_RECTS: [Rect<u16>; 3] = [
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Rect { left: 192, top: 0, right: 200, bottom: 8 },
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Rect { left: 192, top: 8, right: 200, bottom: 16 },
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Rect { left: 192, top: 16, right: 200, bottom: 24 },
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];
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for iter in 0..self.star_count as usize {
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let x = interpolate_fix9_scale(self.star[iter].prev_x as i32, self.star[iter].x as i32, state.frame_time)
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- frame_x;
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let y = interpolate_fix9_scale(self.star[iter].prev_y as i32, self.star[iter].y as i32, state.frame_time)
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- frame_y;
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batch.add_rect(x, y, &STAR_RECTS[iter]);
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}
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batch.draw(ctx)?;
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Ok(())
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}
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}
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@ -20,6 +20,7 @@ use crate::components::stage_select::StageSelect;
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use crate::components::text_boxes::TextBoxes;
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use crate::components::tilemap::{TileLayer, Tilemap};
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use crate::components::water_renderer::WaterRenderer;
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use crate::components::whimsical_star::WhimsicalStar;
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use crate::entity::GameEntity;
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use crate::frame::{Frame, UpdateTarget};
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use crate::framework::backend::SpriteBatchCommand;
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@ -61,6 +62,7 @@ pub struct GameScene {
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pub hud_player1: HUD,
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pub hud_player2: HUD,
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pub nikumaru: NikumaruCounter,
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pub whimsical_star: WhimsicalStar,
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pub background: Background,
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pub tilemap: Tilemap,
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pub text_boxes: TextBoxes,
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@ -139,6 +141,7 @@ impl GameScene {
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hud_player1: HUD::new(Alignment::Left),
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hud_player2: HUD::new(Alignment::Right),
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nikumaru: NikumaruCounter::new(),
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whimsical_star: WhimsicalStar::new(),
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background: Background::new(),
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tilemap: Tilemap::new(),
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text_boxes: TextBoxes::new(),
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@ -1215,6 +1218,8 @@ impl GameScene {
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self.player2.tick(state, &self.npc_list)?;
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state.textscript_vm.reset_invicibility = false;
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self.whimsical_star.tick(state, (&self.player1, &mut self.bullet_manager))?;
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if self.player1.damage > 0 {
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let xp_loss = self.player1.damage * if self.player1.equip.has_arms_barrier() { 1 } else { 2 };
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match self.inventory_player1.take_xp(xp_loss, state) {
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@ -1705,6 +1710,10 @@ impl Scene for GameScene {
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self.player2.draw(state, ctx, &self.frame)?;
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self.player1.draw(state, ctx, &self.frame)?;
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if !self.player1.cond.hidden() {
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self.whimsical_star.draw(state, ctx, &self.frame)?;
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}
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self.water_renderer.draw(state, ctx, &self.frame)?;
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self.tilemap.draw(state, ctx, &self.frame, TileLayer::Foreground, stage_textures_ref, &self.stage)?;
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self.tilemap.draw(state, ctx, &self.frame, TileLayer::Snack, stage_textures_ref, &self.stage)?;
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