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https://github.com/doukutsu-rs/doukutsu-rs
synced 2025-11-30 08:08:18 +00:00
moved down facing this from MYB to MYD, whoops. Also implemented <MYB for facing npc
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@ -30,6 +30,7 @@ use crate::scene::title_scene::TitleScene;
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use crate::shared_game_state::SharedGameState;
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use crate::str;
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use crate::weapon::WeaponType;
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use crate::common::Direction::{Left, Right};
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/// Engine's text script VM operation codes.
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#[derive(EnumString, Debug, FromPrimitive, PartialEq)]
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@ -879,8 +880,9 @@ impl TextScriptVM {
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game_scene.player1.direction = direction;
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game_scene.player2.direction = direction;
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}
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game_scene.player1.cond.set_interacted(false);
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game_scene.player2.cond.set_interacted(false);
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game_scene.player1.cond.set_interacted(new_direction == 3);
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game_scene.player2.cond.set_interacted(new_direction == 3);
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game_scene.player1.vel_x = 0;
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game_scene.player2.vel_x = 0;
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@ -914,11 +916,28 @@ impl TextScriptVM {
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Direction::Bottom => {
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game_scene.player1.vel_y = 0x200;
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game_scene.player2.vel_y = 0x200;
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game_scene.player1.cond.set_interacted(true);
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game_scene.player2.cond.set_interacted(true);
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}
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Direction::FacingPlayer => {
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// todo npc direction dependent bump
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for npc in game_scene.npc_list.iter_alive() {
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if npc.event_num == event_num {
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if game_scene.player1.x >= npc.x {
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game_scene.player1.direction = Left;
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game_scene.player1.vel_x = 0x200;
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}else{
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game_scene.player1.direction = Right;
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game_scene.player1.vel_x = -0x200;
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}
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if game_scene.player2.x >= npc.x {
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game_scene.player2.direction = Left;
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game_scene.player2.vel_x = 0x200;
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}else{
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game_scene.player2.direction = Right;
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game_scene.player2.vel_x = -0x200;
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}
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break;
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}
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}
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}
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}
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}
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