mirror of
https://github.com/doukutsu-rs/doukutsu-rs
synced 2025-07-13 00:06:01 +00:00
Implemented Heavy Press boss fight (#40)
* heavy press * fixed incorrect scale for death smoke call * Shoot caret animates at correct speed * formatting
This commit is contained in:
parent
e7b666b4cc
commit
87ddcc1324
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@ -150,7 +150,7 @@ impl Caret {
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}
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self.anim_counter += 1;
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if self.anim_counter > 3 {
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if self.anim_counter > 2 {
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self.anim_counter = 0;
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self.anim_num += 1;
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@ -1066,6 +1066,9 @@ pub struct NPCConsts {
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#[serde(default = "default_b07_undead_core")]
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pub b07_undead_core: [Rect<u16>; 15],
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#[serde(default = "default_b08_heavy_press")]
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pub b08_heavy_press: [Rect<u16>; 6],
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}
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fn default_n001_experience() -> [Rect<u16>; 6] {
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@ -4769,3 +4772,16 @@ fn default_b07_undead_core() -> [Rect<u16>; 15] {
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Rect { left: 256, top: 80, right: 320, bottom: 120 },
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]
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}
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fn default_b08_heavy_press() -> [Rect<u16>; 6] {
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[
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// Normal
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Rect { left: 0, top: 0, right: 80, bottom: 120 },
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Rect { left: 80, top: 0, right: 160, bottom: 120 },
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Rect { left: 160, top: 0, right: 240, bottom: 120 },
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// Hurt
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Rect { left: 0, top: 120, right: 80, bottom: 240 },
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Rect { left: 80, top: 120, right: 160, bottom: 240 },
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Rect { left: 160, top: 120, right: 240, bottom: 240 },
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]
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}
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@ -961,7 +961,7 @@ impl NPC {
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_ => (),
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}
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if player.controller.trigger_shoot() && bullet_manager.count_bullets_multi(&[43], TargetPlayer::Player1) < 2 {
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if player.controller.trigger_shoot() && state.control_flags.control_enabled() && bullet_manager.count_bullets_multi(&[43], TargetPlayer::Player1) < 2 {
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bullet_manager.create_bullet(npc.x, npc.y, 43, TargetPlayer::Player1, self.direction, &state.constants,);
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state.create_caret(npc.x, npc.y, CaretType::Shoot, self.direction);
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}
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283
src/npc/boss/heavy_press.rs
Normal file
283
src/npc/boss/heavy_press.rs
Normal file
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@ -0,0 +1,283 @@
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use crate::common::{Direction, Rect};
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use crate::framework::error::GameResult;
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use crate::npc::boss::BossNPC;
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use crate::npc::list::NPCList;
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use crate::npc::NPC;
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use crate::rng::RNG;
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use crate::shared_game_state::SharedGameState;
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use crate::stage::Stage;
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impl NPC {
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pub(crate) fn tick_n325_heavy_press_lightning(
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&mut self,
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state: &mut SharedGameState,
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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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self.action_num = 1;
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state.sound_manager.play_sfx(29);
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}
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self.animate(0, 0, 2);
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self.action_counter += 1;
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if self.action_counter > 50 {
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self.action_num = 10;
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self.anim_counter = 0;
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self.anim_num = 3;
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self.damage = 10;
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self.display_bounds.left = 0x1000;
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self.display_bounds.top = 0x1800;
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state.sound_manager.play_sfx(101);
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npc_list.create_death_smoke(self.x, self.y + 0xA800, 0, 3, state, &self.rng);
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}
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}
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10 => {
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self.animate(2, 3, 7);
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if self.anim_num > 6 {
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self.cond.set_alive(false);
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return Ok(());
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};
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}
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_ => (),
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}
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self.anim_rect = state.constants.npc.n325_heavy_press_lightning[self.anim_num as usize];
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Ok(())
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}
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}
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impl BossNPC {
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pub(crate) fn tick_b08_heavy_press(&mut self, state: &mut SharedGameState, npc_list: &NPCList, stage: &mut Stage) {
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match self.parts[0].action_num {
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0 => {
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self.parts[0].action_num = 10;
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self.parts[0].cond.set_alive(true);
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self.parts[0].exp = 1;
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self.parts[0].direction = Direction::Right;
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self.parts[0].x = 0;
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self.parts[0].y = 0;
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self.parts[0].display_bounds = Rect { left: 0x5000, top: 0x7800, right: 0x5000, bottom: 0x7800 };
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self.parts[0].hit_bounds = Rect { left: 0x6200, top: 0x7800, right: 0x5000, bottom: 0x6000 };
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self.parts[0].npc_flags.set_ignore_solidity(true);
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self.parts[0].npc_flags.set_solid_hard(true);
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self.parts[0].npc_flags.set_event_when_killed(true);
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self.parts[0].npc_flags.set_show_damage(true);
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self.parts[0].size = 3;
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self.parts[0].damage = 10;
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self.parts[0].event_num = 1000;
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self.parts[0].life = 700;
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}
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5 => {
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self.parts[0].action_num = 6;
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self.parts[0].x = 0;
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self.parts[0].y = 0;
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self.parts[1].cond.set_alive(false);
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self.parts[2].cond.set_alive(false);
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}
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10 => {
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self.parts[0].action_num = 11;
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self.parts[0].x = 0x14000;
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self.parts[0].y = 0x9400;
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}
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20 | 21 => {
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if self.parts[0].action_num == 20 {
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self.parts[0].action_num = 21;
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self.parts[0].damage = 0;
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self.parts[0].x = 0x14000;
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self.parts[0].y = 0x33A00;
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self.parts[0].npc_flags.set_solid_hard(false);
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self.parts[1].cond.set_alive(false);
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self.parts[2].cond.set_alive(false);
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}
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self.parts[0].action_counter += 1;
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if self.parts[0].action_counter % 16 == 0 {
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npc_list.create_death_smoke(
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self.parts[0].x + self.parts[0].rng.range(-40..40) * 0x200,
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self.parts[0].y + self.parts[0].rng.range(-60..60) * 0x200,
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1,
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1,
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state,
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&self.parts[0].rng,
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);
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}
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}
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30 | 31 => {
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if self.parts[0].action_num == 30 {
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self.parts[0].action_num = 31;
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self.parts[0].anim_num = 2;
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self.parts[0].x = 0x14000;
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self.parts[0].y = 0x8000;
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}
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self.parts[0].y += 0x800;
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if self.parts[0].y >= 0x33A00 {
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self.parts[0].y = 0x33A00;
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self.parts[0].anim_num = 0;
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self.parts[0].action_num = 20;
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state.sound_manager.play_sfx(44);
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for _ in 0..5 {
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let mut npc = NPC::create(4, &state.npc_table);
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npc.x = self.parts[0].x + self.parts[0].rng.range(-40..40) * 0x200;
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npc.y = self.parts[0].y + 0x7800;
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let _ = npc_list.spawn(0x100, npc.clone());
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}
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}
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}
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100 | 101 => {
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if self.parts[0].action_num == 100 {
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self.parts[0].action_num = 101;
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self.parts[0].action_counter3 = 9;
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self.parts[0].action_counter = 0; // This should be -100
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self.parts[1].cond.set_alive(true);
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self.parts[1].npc_flags.set_invulnerable(true);
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self.parts[1].npc_flags.set_ignore_solidity(true);
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self.parts[1].hit_bounds = Rect { left: 0x1C00, top: 0x1000, right: 0x1C00, bottom: 0x1000 };
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self.parts[2] = self.parts[1].clone();
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self.parts[3].cond.set_alive(true);
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self.parts[3].cond.set_damage_boss(true);
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self.parts[3].npc_flags.set_shootable(true);
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self.parts[3].hit_bounds = Rect { left: 0xC00, top: 0x1000, right: 0xC00, bottom: 0x1000 };
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let mut npc = NPC::create(325, &state.npc_table);
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npc.cond.set_alive(true);
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npc.x = self.parts[0].x;
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npc.y = self.parts[0].y + 0x7800;
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let _ = npc_list.spawn(0x100, npc);
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}
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if self.parts[0].action_counter3 > 1 && self.parts[0].life < self.parts[0].action_counter3 * 70 {
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self.parts[0].action_counter3 -= 1;
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// This relies heavily on the map not being changed
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// Need to calculate offset from the default starting location
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for i in 0..5 {
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stage.change_tile(i + 8, self.parts[0].action_counter3 as usize, 0);
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npc_list.create_death_smoke(
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(i as i32 + 8) * 0x2000,
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self.parts[0].action_counter3 as i32 * 0x2000,
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0,
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4,
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state,
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&self.parts[0].rng,
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);
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state.sound_manager.play_sfx(12);
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}
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}
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self.parts[0].action_counter += 1;
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// All of these checks are +100 to account for no negative values
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if self.parts[0].action_counter == 181 || self.parts[0].action_counter == 341 {
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let mut npc = NPC::create(323, &state.npc_table);
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npc.cond.set_alive(true);
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npc.x = 0x6000;
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npc.y = 0x1E000;
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npc.direction = Direction::Up;
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let _ = npc_list.spawn(0x100, npc);
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} else if self.parts[0].action_counter == 101 || self.parts[0].action_counter == 261 {
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let mut npc = NPC::create(323, &state.npc_table);
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npc.cond.set_alive(true);
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npc.x = 0x22000;
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npc.y = 0x1E000;
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npc.direction = Direction::Up;
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let _ = npc_list.spawn(0x100, npc);
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} else if self.parts[0].action_counter >= 400 {
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self.parts[0].action_counter = 100; // Should be 0
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let mut npc = NPC::create(325, &state.npc_table);
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npc.cond.set_alive(true);
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npc.x = self.parts[0].x;
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npc.y = self.parts[0].y + 0x7800;
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let _ = npc_list.spawn(0x100, npc);
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}
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}
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500 | 501 => {
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if self.parts[0].action_num == 500 {
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self.parts[3].npc_flags.set_shootable(false);
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self.parts[0].action_num = 501;
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self.parts[0].action_counter = 0;
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self.parts[0].action_counter2 = 0;
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npc_list.kill_npcs_by_type(325, true, state);
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npc_list.kill_npcs_by_type(330, true, state);
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}
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self.parts[0].action_counter += 1;
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if self.parts[0].action_counter % 16 == 0 {
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state.sound_manager.play_sfx(12);
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npc_list.create_death_smoke(
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self.parts[0].x + self.parts[0].rng.range(-40..40) * 0x200,
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self.parts[0].y + self.parts[0].rng.range(-60..60) * 0x200,
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1,
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1,
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state,
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&self.parts[0].rng,
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);
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}
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if self.parts[0].action_counter == 95 {
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self.parts[0].anim_num = 1;
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} else if self.parts[0].action_counter == 98 {
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self.parts[0].anim_num = 2;
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} else if self.parts[0].action_counter > 100 {
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self.parts[0].action_num = 510;
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}
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}
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510 => {
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self.parts[0].vel_y += 64;
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self.parts[0].damage = 127;
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self.parts[0].y += self.parts[0].vel_y;
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if self.parts[0].action_counter2 == 0 && self.parts[0].y > 0x14000 {
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self.parts[0].action_counter2 = 1;
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self.parts[0].vel_y = -0x200;
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self.parts[0].damage = 0;
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// This relies heavily on the map not being changed
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// Need to calculate offset from the default starting location
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for i in 0..7 {
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stage.change_tile(i + 7, 14, 0);
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npc_list.create_death_smoke((i as i32 + 7) * 0x2000, 0x1C000, 0, 1, state, &self.parts[0].rng);
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state.sound_manager.play_sfx(12);
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}
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}
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if self.parts[0].y > 0x3C000 {
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self.parts[0].action_num = 520;
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}
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}
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_ => (),
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}
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self.parts[1].x = self.parts[0].x - 0x3000;
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self.parts[1].y = self.parts[0].y + 0x6800;
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self.parts[2].x = self.parts[0].x + 0x3000;
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self.parts[2].y = self.parts[0].y + 0x6800;
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self.parts[3].x = self.parts[0].x;
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self.parts[3].y = self.parts[0].y + 0x5000;
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let mut anim_offset = 0;
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if self.parts[0].shock != 0 {
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self.parts[4].action_counter += 1;
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if self.parts[4].action_counter & 0x02 == 0 {
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anim_offset = 3;
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}
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}
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self.parts[0].anim_rect = state.constants.npc.b08_heavy_press[self.parts[0].anim_num as usize + anim_offset];
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}
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}
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@ -20,7 +20,7 @@ pub mod core;
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pub mod ironhead;
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pub mod monster_x;
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pub mod omega;
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pub mod press;
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pub mod heavy_press;
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pub mod sisters;
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pub mod undead_core;
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@ -86,7 +86,7 @@ impl GameEntity<([&mut Player; 2], &NPCList, &mut Stage, &BulletManager, &mut Fl
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5 => self.tick_b05_ironhead(state, players, npc_list),
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6 => self.tick_b06_sisters(state, players, npc_list, flash),
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7 => self.tick_b07_undead_core(state, npc_list, stage, flash),
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8 => self.tick_b08_press(),
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8 => self.tick_b08_heavy_press(state, npc_list, stage),
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9 => self.tick_b09_ballos(),
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_ => {}
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}
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@ -1,7 +0,0 @@
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use crate::npc::boss::BossNPC;
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impl BossNPC {
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pub(crate) fn tick_b08_press(&mut self) {
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}
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}
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@ -565,6 +565,7 @@ impl GameEntity<([&mut Player; 2], &NPCList, &mut Stage, &mut BulletManager, &mu
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322 => self.tick_n322_deleet(state, npc_list, stage),
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323 => self.tick_n323_bute_spinning(state, players),
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324 => self.tick_n324_bute_generator(state, npc_list),
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325 => self.tick_n325_heavy_press_lightning(state, npc_list),
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326 => self.tick_n326_sue_itoh_human_transition(state, npc_list),
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327 => self.tick_n327_sneeze(state, npc_list),
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328 => self.tick_n328_human_transform_machine(state),
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@ -959,6 +959,15 @@ impl GameScene {
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self.draw_light_raycast(state.tile_size, npc.x, npc.y, (255, 0, 0), scale, 0..360, batch)
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}
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325 => {
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let size = 0.5 * (npc.anim_num as f32 + 1.0);
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self.draw_light(
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interpolate_fix9_scale(npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time),
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interpolate_fix9_scale(npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time),
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size,
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(255, 255, 255),
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batch,)
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}
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_ => {}
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}
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}
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