add inventory
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Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
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@ -1,11 +1,15 @@
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use crate::common::Rect;
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use crate::components::draw_common::{Alignment, draw_number};
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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::input::touch_controls::TouchControlType;
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use crate::inventory::Inventory;
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use crate::player::Player;
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use crate::shared_game_state::SharedGameState;
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use crate::text_script::ScriptMode;
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use crate::weapon::{WeaponLevel, WeaponType};
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#[derive(Copy, Clone, PartialEq, Eq)]
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#[repr(u8)]
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@ -15,41 +19,240 @@ enum InventoryFocus {
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Items,
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}
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#[derive(Copy, Clone)]
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struct InvWeaponData {
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wtype: WeaponType,
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level: WeaponLevel,
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ammo: u16,
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max_ammo: u16,
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}
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pub struct InventoryUI {
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text_y_pos: usize,
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tick: usize,
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current_script: usize,
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text_y_pos: u16,
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current_script: u16,
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selected_weapon: u16,
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selected_item: u16,
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weapon_count: u16,
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item_count: u16,
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weapon_data: [InvWeaponData; 8],
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item_data: [(u16, u16); 32],
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focus: InventoryFocus,
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}
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impl InventoryUI {
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pub fn new() -> InventoryUI {
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InventoryUI { text_y_pos: 24, tick: 0, current_script: 0, focus: InventoryFocus::None }
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InventoryUI {
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text_y_pos: 16,
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tick: 0,
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current_script: 0,
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selected_weapon: 0,
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selected_item: 0,
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weapon_count: 0,
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item_count: 0,
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weapon_data: [InvWeaponData { wtype: WeaponType::None, level: WeaponLevel::None, ammo: 0, max_ammo: 0 }; 8],
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item_data: [(0u16, 0u16); 32],
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focus: InventoryFocus::None,
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}
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}
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fn get_item_event_number(&self, inventory: &Inventory) -> u16 {
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inventory.get_item_idx(self.selected_item as usize).map(|i| i.0 + 5000).unwrap_or(5000)
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}
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fn get_item_event_number_action(&self, inventory: &Inventory) -> u16 {
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inventory.get_item_idx(self.selected_item as usize).map(|i| i.0 + 6000).unwrap_or(6000)
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}
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}
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impl GameEntity<(&mut Player, &mut Inventory)> for InventoryUI {
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impl GameEntity<(&mut Context, &mut Player, &mut Inventory)> for InventoryUI {
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fn tick(
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&mut self,
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state: &mut SharedGameState,
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(player, inventory): (&mut Player, &mut Inventory),
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(ctx, player, inventory): (&mut Context, &mut Player, &mut Inventory),
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) -> GameResult<()> {
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let (off_left, off_top, off_right, _) = crate::framework::graphics::screen_insets_scaled(ctx, state.scale);
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let mut slot_rect =
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Rect::new_size(state.canvas_size.0 as isize - 34 - off_right as isize, 8 + off_top as isize, 26, 26);
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state.touch_controls.control_type = TouchControlType::None;
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if state.control_flags.control_enabled()
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&& (player.controller.trigger_inventory() || player.controller.trigger_menu_back())
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&& (player.controller.trigger_inventory()
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|| player.controller.trigger_menu_back()
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|| (state.settings.touch_controls && state.touch_controls.consume_click_in(slot_rect)))
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{
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self.focus = InventoryFocus::None;
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inventory.current_item = 0;
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self.text_y_pos = 16;
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state.textscript_vm.reset();
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state.textscript_vm.set_mode(ScriptMode::Map);
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player.controller.update_trigger();
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return Ok(());
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}
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if self.text_y_pos > 8 {
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self.text_y_pos -= 1;
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}
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self.weapon_count = 0;
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for (idx, weapon) in self.weapon_data.iter_mut().enumerate() {
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if let Some(weapon_data) = inventory.get_weapon(idx) {
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weapon.wtype = weapon_data.wtype;
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weapon.level = weapon_data.level;
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weapon.ammo = weapon_data.ammo;
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weapon.max_ammo = weapon_data.max_ammo;
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self.weapon_count += 1;
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} else {
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weapon.wtype = WeaponType::None;
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break;
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}
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}
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self.item_count = 0;
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for (idx, (item_id, amount)) in self.item_data.iter_mut().enumerate() {
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if let Some(item_data) = inventory.get_item_idx(idx) {
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*item_id = item_data.0;
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*amount = item_data.1;
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self.item_count += 1;
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} else {
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*item_id = 0;
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break;
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}
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}
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fn get_weapon_event_number(inventory: &Inventory) -> u16 {
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inventory.get_current_weapon().map(|w| w.wtype as u16 + 1000).unwrap_or(1000)
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}
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self.selected_item = inventory.current_item;
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self.selected_weapon = inventory.current_weapon;
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let count_x = state.constants.textscript.inventory_item_count_x as u16;
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match self.focus {
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InventoryFocus::None => {
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self.focus = InventoryFocus::Weapons;
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state.textscript_vm.start_script(1004);
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state.textscript_vm.start_script(get_weapon_event_number(inventory));
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}
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InventoryFocus::Weapons if state.control_flags.control_enabled() => {
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if player.controller.trigger_left() {
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state.sound_manager.play_sfx(4);
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inventory.prev_weapon();
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state.textscript_vm.start_script(get_weapon_event_number(inventory));
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}
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if player.controller.trigger_right() {
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state.sound_manager.play_sfx(4);
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inventory.next_weapon();
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state.textscript_vm.start_script(get_weapon_event_number(inventory));
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}
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if player.controller.trigger_up() || player.controller.trigger_down() {
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self.focus = InventoryFocus::Items;
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state.textscript_vm.start_script(self.get_item_event_number(inventory));
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}
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}
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InventoryFocus::Items if self.item_count != 0 && state.control_flags.control_enabled() => {
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if player.controller.trigger_left() {
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state.sound_manager.play_sfx(1);
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if (self.selected_item % count_x) != 0 {
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self.selected_item -= 1;
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} else {
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self.selected_item += count_x - 1;
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}
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state.textscript_vm.start_script(self.get_item_event_number(inventory));
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}
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if player.controller.trigger_right() {
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match () {
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_ if self.selected_item == self.item_count + 1 => {
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self.selected_item = count_x * (self.selected_item / count_x);
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}
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_ if (self.selected_item % count_x) + 1 == count_x => {
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self.selected_item = self.selected_item.saturating_sub(count_x) + 1;
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}
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_ => self.selected_item += 1,
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}
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state.sound_manager.play_sfx(1);
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state.textscript_vm.start_script(self.get_item_event_number(inventory));
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}
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if player.controller.trigger_up() {
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if self.selected_item < count_x {
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self.focus = InventoryFocus::Weapons;
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state.sound_manager.play_sfx(4);
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state.textscript_vm.start_script(get_weapon_event_number(inventory));
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} else {
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self.selected_item -= count_x;
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state.sound_manager.play_sfx(1);
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state.textscript_vm.start_script(self.get_item_event_number(inventory));
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}
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}
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if player.controller.trigger_down() {
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if self.selected_item / 6 == self.item_count.saturating_sub(1) / 6 {
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self.focus = InventoryFocus::Weapons;
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state.sound_manager.play_sfx(4);
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state.textscript_vm.start_script(get_weapon_event_number(inventory));
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} else {
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self.selected_item += count_x;
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state.sound_manager.play_sfx(1);
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state.textscript_vm.start_script(self.get_item_event_number(inventory));
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}
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}
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if player.controller.trigger_menu_ok() {
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state.textscript_vm.start_script(self.get_item_event_number_action(inventory));
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}
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self.selected_item = self.selected_item.min(self.item_count - 1);
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inventory.current_item = self.selected_item;
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}
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_ => {}
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}
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if state.settings.touch_controls && state.control_flags.control_enabled() {
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let x = ((((state.canvas_size.0 - off_left - off_right) - 244.0) / 2.0).floor() + off_left) as isize;
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let y = 8 + off_top as isize;
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for i in 0..self.weapon_count {
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slot_rect = Rect::new_size(x + 12 + i as isize * 40, y + 16, 40, 40);
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if state.touch_controls.consume_click_in(slot_rect) {
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self.focus = InventoryFocus::Weapons;
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state.sound_manager.play_sfx(4);
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self.selected_weapon = i;
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inventory.current_weapon = i;
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state.textscript_vm.start_script(get_weapon_event_number(inventory));
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}
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}
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for i in 0..self.item_count {
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slot_rect =
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Rect::new_size(x + 12 + (i % count_x) as isize * 32, y + 68 + (i / count_x) as isize * 16, 32, 16);
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if state.touch_controls.consume_click_in(slot_rect) {
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state.sound_manager.play_sfx(1);
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if self.focus == InventoryFocus::Items && inventory.current_item == i {
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state.textscript_vm.start_script(self.get_item_event_number_action(inventory));
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} else {
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self.selected_item = i;
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inventory.current_item = self.selected_item;
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self.focus = InventoryFocus::Items;
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state.textscript_vm.start_script(self.get_item_event_number(inventory));
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}
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}
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}
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InventoryFocus::Weapons => {}
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InventoryFocus::Items => {}
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}
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self.tick = self.tick.wrapping_add(1);
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@ -58,7 +261,10 @@ impl GameEntity<(&mut Player, &mut Inventory)> for InventoryUI {
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}
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fn draw(&self, state: &mut SharedGameState, ctx: &mut Context, _frame: &Frame) -> GameResult<()> {
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let mut y = 8.0;
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let mut tmp_rect = Rect { left: 0, top: 0, right: 0, bottom: 0 };
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let (off_left, off_top, off_right, _) = crate::framework::graphics::screen_insets_scaled(ctx, state.scale);
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let x = (((state.canvas_size.0 - off_left - off_right) - 244.0) / 2.0).floor() + off_left;
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let y = 8.0 + off_top;
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let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "TextBox")?;
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for i in 0..=18 {
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@ -68,12 +274,124 @@ impl GameEntity<(&mut Player, &mut Inventory)> for InventoryUI {
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_ => &state.constants.textscript.inventory_rect_middle,
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};
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batch.add_rect(((state.canvas_size.0 - 244.0) / 2.0).floor(), y, rect);
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y += 8.0;
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batch.add_rect(x, y + i as f32 * 8.0, rect);
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}
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batch.add_rect(x + 12.0, y + self.text_y_pos as f32, &state.constants.textscript.inventory_text_arms);
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batch.add_rect(x + 12.0, y + 52.0 + self.text_y_pos as f32, &state.constants.textscript.inventory_text_item);
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let (item_cursor_frame, weapon_cursor_frame) = match self.focus {
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InventoryFocus::None => (1, 1),
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InventoryFocus::Weapons => (1, self.tick & 1),
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InventoryFocus::Items => (self.tick & 1, 1),
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};
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batch.add_rect(
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x + 12.0 + self.selected_weapon as f32 * 40.0,
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y + 16.0,
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&state.constants.textscript.cursor_inventory_weapon[weapon_cursor_frame],
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);
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let count_x = state.constants.textscript.inventory_item_count_x as usize;
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batch.add_rect(
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x + 12.0 + (self.selected_item as usize % count_x) as f32 * 32.0,
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y + 68.0 + (self.selected_item as usize / count_x) as f32 * 16.0,
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&state.constants.textscript.cursor_inventory_item[item_cursor_frame],
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);
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for (idx, weapon) in self.weapon_data.iter().enumerate() {
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if weapon.wtype == WeaponType::None {
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break;
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}
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// lv
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batch.add_rect(x + 12.0 + idx as f32 * 40.0, y + 32.0, &Rect::new_size(80, 80, 16, 8));
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// per
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batch.add_rect(x + 12.0 + idx as f32 * 40.0, y + 48.0, &Rect::new_size(72, 48, 8, 8));
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if weapon.max_ammo == 0 {
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batch.add_rect(x + 28.0 + idx as f32 * 40.0, y + 40.0, &Rect::new_size(80, 48, 16, 8));
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batch.add_rect(x + 28.0 + idx as f32 * 40.0, y + 48.0, &Rect::new_size(80, 48, 16, 8));
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}
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}
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batch.draw(ctx)?;
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let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "ArmsImage")?;
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for (idx, weapon) in self.weapon_data.iter().enumerate() {
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if weapon.wtype == WeaponType::None {
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break;
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}
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tmp_rect.left = (weapon.wtype as u16 % 16) * 16;
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tmp_rect.top = (weapon.wtype as u16 / 16) * 16;
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tmp_rect.right = tmp_rect.left + 16;
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tmp_rect.bottom = tmp_rect.top + 16;
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batch.add_rect(x + 12.0 + idx as f32 * 40.0, y + 16.0, &tmp_rect);
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}
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batch.draw(ctx)?;
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let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "ItemImage")?;
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for (idx, (item_id, amount)) in self.item_data.iter().enumerate() {
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if *item_id == 0 {
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break;
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}
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tmp_rect.left = (*item_id % 8) * 32;
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tmp_rect.top = (*item_id / 8) * 16;
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tmp_rect.right = tmp_rect.left + 32;
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tmp_rect.bottom = tmp_rect.top + 16;
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batch.add_rect(
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x + 12.0 + (idx % count_x) as f32 * 32.0,
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y + 68.0 + (idx / count_x) as f32 * 16.0,
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&tmp_rect,
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);
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}
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batch.draw(ctx)?;
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let batch = (); // unbind batch to make borrow checker happy
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for (idx, weapon) in self.weapon_data.iter().enumerate() {
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if weapon.wtype == WeaponType::None {
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break;
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}
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draw_number(x + 44.0 + idx as f32 * 40.0, y + 32.0, weapon.level as usize, Alignment::Right, state, ctx)?;
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if weapon.max_ammo != 0 {
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draw_number(
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x + 44.0 + idx as f32 * 40.0,
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y + 40.0,
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weapon.ammo as usize,
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Alignment::Right,
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state,
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ctx,
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)?;
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draw_number(
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x + 44.0 + idx as f32 * 40.0,
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y + 48.0,
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weapon.max_ammo as usize,
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Alignment::Right,
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state,
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ctx,
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)?;
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}
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}
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if state.settings.touch_controls {
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let close_rect = Rect { left: 110, top: 110, right: 128, bottom: 128 };
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let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "builtin/touch")?;
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batch.add_rect(state.canvas_size.0 - off_right - 30.0, 12.0 + off_top, &close_rect);
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batch.draw(ctx)?;
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}
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Ok(())
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}
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}
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@ -32,8 +32,8 @@ impl StageSelect {
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}
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}
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impl GameEntity<(&Player, &Player)> for StageSelect {
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fn tick(&mut self, state: &mut SharedGameState, (player1, player2): (&Player, &Player)) -> GameResult {
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impl GameEntity<(&mut Context, &Player, &Player)> for StageSelect {
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fn tick(&mut self, state: &mut SharedGameState, (ctx, player1, player2): (&mut Context, &Player, &Player)) -> GameResult {
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state.touch_controls.control_type = TouchControlType::None;
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let slot_count = state.teleporter_slots.iter()
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@ -97,8 +97,8 @@ impl GameEntity<(&Player, &Player)> for StageSelect {
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}
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}
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slot_rect = Rect::new_size(state.canvas_size.0 as isize - 34, 8, 26, 26);
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let (_, off_top, off_right, _) = crate::framework::graphics::screen_insets_scaled(ctx, state.scale);
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slot_rect = Rect::new_size(state.canvas_size.0 as isize - 34 - off_right as isize, 8 + off_top as isize, 26, 26);
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if state.touch_controls.consume_click_in(slot_rect) {
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state.sound_manager.play_sfx(5);
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|
@ -157,10 +157,12 @@ impl GameEntity<(&Player, &Player)> for StageSelect {
|
|||
batch.draw(ctx)?;
|
||||
|
||||
if state.settings.touch_controls {
|
||||
let (_, off_top, off_right, _) = crate::framework::graphics::screen_insets_scaled(ctx, state.scale);
|
||||
|
||||
let close_rect = Rect { left: 110, top: 110, right: 128, bottom: 128 };
|
||||
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "builtin/touch")?;
|
||||
|
||||
batch.add_rect(state.canvas_size.0 - 30.0, 12.0, &close_rect);
|
||||
batch.add_rect(state.canvas_size.0 - off_right - 30.0, 12.0 + off_top, &close_rect);
|
||||
batch.draw(ctx)?;
|
||||
}
|
||||
|
||||
|
|
|
@ -180,6 +180,8 @@ pub struct TextScriptConsts {
|
|||
pub inventory_rect_top: Rect<u16>,
|
||||
pub inventory_rect_middle: Rect<u16>,
|
||||
pub inventory_rect_bottom: Rect<u16>,
|
||||
pub inventory_text_arms: Rect<u16>,
|
||||
pub inventory_text_item: Rect<u16>,
|
||||
pub get_item_top_left: Rect<u16>,
|
||||
pub get_item_bottom_left: Rect<u16>,
|
||||
pub get_item_top_right: Rect<u16>,
|
||||
|
@ -187,6 +189,9 @@ pub struct TextScriptConsts {
|
|||
pub get_item_bottom_right: Rect<u16>,
|
||||
pub stage_select_text: Rect<u16>,
|
||||
pub cursor: [Rect<u16>; 2],
|
||||
pub cursor_inventory_weapon: [Rect<u16>; 2],
|
||||
pub cursor_inventory_item: [Rect<u16>; 2],
|
||||
pub inventory_item_count_x: u8,
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
|
@ -1362,6 +1367,8 @@ impl EngineConstants {
|
|||
inventory_rect_top: Rect { left: 0, top: 0, right: 244, bottom: 8 },
|
||||
inventory_rect_middle: Rect { left: 0, top: 8, right: 244, bottom: 16 },
|
||||
inventory_rect_bottom: Rect { left: 0, top: 16, right: 244, bottom: 24 },
|
||||
inventory_text_arms: Rect { left: 80, top: 48, right: 144, bottom: 56 },
|
||||
inventory_text_item: Rect { left: 80, top: 56, right: 144, bottom: 64 },
|
||||
get_item_top_left: Rect { left: 0, top: 0, right: 72, bottom: 16 },
|
||||
get_item_bottom_left: Rect { left: 0, top: 8, right: 72, bottom: 24 },
|
||||
get_item_top_right: Rect { left: 240, top: 0, right: 244, bottom: 8 },
|
||||
|
@ -1372,6 +1379,15 @@ impl EngineConstants {
|
|||
Rect { left: 80, top: 88, right: 112, bottom: 104 },
|
||||
Rect { left: 80, top: 104, right: 112, bottom: 120 },
|
||||
],
|
||||
cursor_inventory_weapon: [
|
||||
Rect { left: 0, top: 88, right: 40, bottom: 128 },
|
||||
Rect { left: 40, top: 88, right: 80, bottom: 128 },
|
||||
],
|
||||
cursor_inventory_item: [
|
||||
Rect { left: 80, top: 88, right: 112, bottom: 104 },
|
||||
Rect { left: 80, top: 104, right: 112, bottom: 120 },
|
||||
],
|
||||
inventory_item_count_x: 6,
|
||||
},
|
||||
title: TitleConsts {
|
||||
intro_text: "Studio Pixel presents".to_string(),
|
||||
|
|
|
@ -83,7 +83,7 @@ impl TouchControls {
|
|||
let batch = texture_set.get_or_load_batch(ctx, constants, "builtin/touch")?;
|
||||
let color = (255, 255, 255, 160);
|
||||
|
||||
let (left, _, right, bottom) = screen_insets_scaled(ctx, scale);
|
||||
let (left, top, right, bottom) = screen_insets_scaled(ctx, scale);
|
||||
|
||||
for x in 0..3 {
|
||||
for y in 0..3 {
|
||||
|
@ -117,6 +117,13 @@ impl TouchControls {
|
|||
&Rect::new_size(3 * 32, 0, 32, 32),
|
||||
);
|
||||
|
||||
batch.add_rect_tinted(
|
||||
canvas_size.0 - (4.0 + 48.0) + 8.0 - right,
|
||||
4.0 + 8.0 + top,
|
||||
color,
|
||||
&Rect::new_size(0, 3 * 32, 32, 32),
|
||||
);
|
||||
|
||||
batch.draw(ctx)?;
|
||||
}
|
||||
|
||||
|
|
|
@ -58,9 +58,10 @@ impl PlayerController for TouchPlayerController {
|
|||
}
|
||||
}
|
||||
TouchControlType::Controls => {
|
||||
let (left, _, right, bottom) = screen_insets_scaled(ctx, state.scale);
|
||||
let (left, top, right, bottom) = screen_insets_scaled(ctx, state.scale);
|
||||
|
||||
let left = 4 + left as isize;
|
||||
let top = 4 + bottom as isize;
|
||||
let bottom = 4 + bottom as isize;
|
||||
let right = 4 + right as isize;
|
||||
|
||||
|
@ -180,6 +181,19 @@ impl PlayerController for TouchPlayerController {
|
|||
.is_some(),
|
||||
);
|
||||
|
||||
self.state.set_inventory(
|
||||
self.state.inventory()
|
||||
|| state
|
||||
.touch_controls
|
||||
.point_in(Rect::new_size(
|
||||
state.canvas_size.0 as isize - 48 - right,
|
||||
top,
|
||||
48,
|
||||
48,
|
||||
))
|
||||
.is_some(),
|
||||
);
|
||||
|
||||
self.state.set_jump(
|
||||
self.state.jump()
|
||||
|| state
|
||||
|
|
|
@ -1470,8 +1470,8 @@ impl Scene for GameScene {
|
|||
|
||||
match state.textscript_vm.mode {
|
||||
ScriptMode::Map if state.control_flags.tick_world() => self.tick_world(state)?,
|
||||
ScriptMode::StageSelect => self.stage_select.tick(state, (&self.player1, &self.player2))?,
|
||||
ScriptMode::Inventory => self.inventory_ui.tick(state, (&mut self.player1, &mut self.inventory_player1))?,
|
||||
ScriptMode::StageSelect => self.stage_select.tick(state, (ctx, &self.player1, &self.player2))?,
|
||||
ScriptMode::Inventory => self.inventory_ui.tick(state, (ctx, &mut self.player1, &mut self.inventory_player1))?,
|
||||
_ => {}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue