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https://github.com/doukutsu-rs/doukutsu-rs
synced 2025-02-11 11:53:01 +00:00
Add Omega
This commit is contained in:
parent
d445913393
commit
f6a1b6b6a4
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@ -43,6 +43,10 @@ impl BulletManager {
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self.bullets.iter().filter(|b| b.owner == player_id && b.btype == btype).count()
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}
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pub fn count_bullets_all(&self, btype: u16) -> usize {
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self.bullets.iter().filter(|b| b.btype == btype).count()
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}
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pub fn count_bullets_multi(&self, btypes: [u16; 3], player_id: TargetPlayer) -> usize {
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self.bullets.iter().filter(|b| b.owner == player_id && btypes.contains(&b.btype)).count()
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}
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@ -99,8 +99,8 @@ impl GameEntity<&NPCMap> for BossLifeBar {
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let mut rect_prev_bar = Rect::new_size(0, 32, 232, 8);
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let mut rect_life_bar = Rect::new_size(0, 24, 232, 8);
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rect_prev_bar.right = ((self.prev_life as u16 * bar_length) / self.max_life as u16).min(bar_length);
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rect_life_bar.right = ((self.life as u16 * bar_length) / self.max_life as u16).min(bar_length);
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rect_prev_bar.right = ((self.prev_life as u32 * bar_length) / self.max_life as u32).min(bar_length) as u16;
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rect_life_bar.right = ((self.life as u32 * bar_length) / self.max_life as u32).min(bar_length) as u16;
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batch.add_rect(((state.canvas_size.0 - box_length as f32) / 2.0).floor(),
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state.canvas_size.1 - 20.0, &box_rect1);
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@ -1065,6 +1065,9 @@ pub struct NPCConsts {
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#[serde(default = "default_n361_gaudi_dashing")]
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pub n361_gaudi_dashing: [Rect<u16>; 4],
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#[serde(default = "default_b01_omega")]
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pub b01_omega: [Rect<u16>; 10],
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#[serde(default = "default_b02_balfrog")]
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pub b02_balfrog: [Rect<u16>; 18],
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@ -4748,6 +4751,21 @@ fn default_n361_gaudi_dashing() -> [Rect<u16>; 4] {
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]
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}
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fn default_b01_omega() -> [Rect<u16>; 10] {
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[
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Rect { left: 0, top: 0, right: 80, bottom: 56 },
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Rect { left: 80, top: 0, right: 160, bottom: 56 },
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Rect { left: 160, top: 0, right: 240, bottom: 56 },
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Rect { left: 80, top: 0, right: 160, bottom: 56 },
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Rect { left: 80, top: 56, right: 104, bottom: 72 },
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Rect { left: 104, top: 56, right: 128, bottom: 72 },
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Rect { left: 0, top: 56, right: 40, bottom: 88 },
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Rect { left: 40, top: 56, right: 80, bottom: 88 },
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Rect { left: 0, top: 88, right: 40, bottom: 120 },
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Rect { left: 40, top: 88, right: 80, bottom: 120 },
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]
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}
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fn default_b02_balfrog() -> [Rect<u16>; 18] {
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[
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Rect { left: 0, top: 0, right: 0, bottom: 0 },
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@ -33,7 +33,7 @@ impl NPC {
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}
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impl BossNPC {
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pub(crate) fn tick_b02_balfrog(&mut self, state: &mut SharedGameState, player: &Player) {
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pub(crate) fn tick_b02_balfrog(&mut self, state: &mut SharedGameState, players: [&mut Player; 2]) {
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match self.parts[0].action_num {
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0 => {
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self.hurt_sound[0] = 52;
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@ -152,6 +152,7 @@ impl BossNPC {
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self.parts[0].display_bounds.top = 48 * 0x200;
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self.parts[0].display_bounds.bottom = 16 * 0x200;
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let player = self.parts[0].get_closest_player_mut(players);
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if self.parts[0].direction == Direction::Left && self.parts[0].x < player.x {
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self.parts[0].direction = Direction::Right;
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self.parts[0].action_num = 110;
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@ -235,6 +236,7 @@ impl BossNPC {
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self.parts[0].action_counter = 0;
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self.parts[0].vel_x2 = self.parts[0].vel_x2.saturating_sub(1);
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let player = self.parts[0].get_closest_player_mut(players);
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let px = self.parts[0].x + self.parts[0].direction.vector_x() * 2 * 16 * 0x200 - player.x;
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let py = self.parts[0].y - 8 * 0x200 - player.y;
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@ -351,6 +353,7 @@ impl BossNPC {
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state.new_npcs.push(npc);
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}
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let player = self.parts[0].get_closest_player_mut(players);
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if self.parts[0].direction == Direction::Left && self.parts[0].x < player.x {
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self.parts[0].action_num = 110;
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self.parts[0].direction = Direction::Right;
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@ -3,6 +3,7 @@ use std::collections::BTreeMap;
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use ggez::{Context, GameResult};
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use crate::bullet::BulletManager;
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use crate::common::{Direction, interpolate_fix9_scale};
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use crate::entity::GameEntity;
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use crate::frame::Frame;
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@ -36,6 +37,13 @@ impl BossNPC {
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part
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}; 16];
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parts[0].cond.set_alive(true);
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for (i, part) in parts.iter_mut().enumerate() {
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part.rng.load_state((i
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.wrapping_add(398564)
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.wrapping_mul(0x4985327)
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.rotate_right(7)
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.wrapping_sub(0x851356489) & 0xffffffff) as u32);
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}
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BossNPC {
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boss_type: 0,
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@ -46,15 +54,15 @@ impl BossNPC {
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}
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}
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impl GameEntity<(&mut Player, &BTreeMap<u16, RefCell<NPC>>, &mut Stage)> for BossNPC {
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fn tick(&mut self, state: &mut SharedGameState, (player, map, stage): (&mut Player, &BTreeMap<u16, RefCell<NPC>>, &mut Stage)) -> GameResult {
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impl GameEntity<([&mut Player; 2], &BTreeMap<u16, RefCell<NPC>>, &mut Stage, &BulletManager)> for BossNPC {
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fn tick(&mut self, state: &mut SharedGameState, (players, map, stage, bullet_manager): ([&mut Player; 2], &BTreeMap<u16, RefCell<NPC>>, &mut Stage, &BulletManager)) -> GameResult {
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if !self.parts[0].cond.alive() {
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return Ok(());
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}
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match self.boss_type {
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1 => self.tick_b01_omega(),
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2 => self.tick_b02_balfrog(state, player),
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1 => self.tick_b01_omega(state, players, map, bullet_manager),
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2 => self.tick_b02_balfrog(state, players),
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3 => self.tick_b03_monster_x(),
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4 => self.tick_b04_core(),
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5 => self.tick_b05_ironhead(),
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@ -1,7 +1,469 @@
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use std::cell::RefCell;
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use std::collections::BTreeMap;
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use ggez::GameResult;
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use crate::bullet::BulletManager;
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use crate::caret::CaretType;
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use crate::common::{Direction, Rect};
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use crate::npc::{NPC, NPCMap};
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use crate::npc::boss::BossNPC;
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use crate::player::Player;
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use crate::shared_game_state::SharedGameState;
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impl BossNPC {
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pub(crate) fn tick_b01_omega(&mut self) {
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impl NPC {
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pub(crate) fn tick_n048_omega_projectiles(&mut self, state: &mut SharedGameState) -> GameResult {
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if self.flags.hit_left_wall() && self.vel_x < 0 {
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self.vel_x = -self.vel_x;
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} else if self.flags.hit_right_wall() && self.vel_x > 0 {
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self.vel_x = -self.vel_x;
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} else if self.flags.hit_bottom_wall() {
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self.action_counter2 += 1;
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if self.action_counter2 <= 2 && self.direction != Direction::Right {
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self.vel_y = -0x100;
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} else {
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self.cond.set_drs_destroyed(true);
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state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left);
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}
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}
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if self.direction == Direction::Right {
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self.npc_flags.set_shootable(false);
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self.npc_flags.set_invulnerable(true);
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}
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self.vel_y += 0x5;
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self.x += self.vel_x;
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self.y += self.vel_y;
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self.action_counter += 1;
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if self.action_counter > 750 {
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state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left);
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self.cond.set_alive(false);
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}
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self.animate(2, 0, 1);
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let dir_offset = if self.direction == Direction::Left { 0 } else { 2 };
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self.anim_rect = state.constants.npc.n048_omega_projectiles[self.anim_num as usize + dir_offset];
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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_b01_omega(&mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_map: &BTreeMap<u16, RefCell<NPC>>, bullet_manager: &BulletManager) {
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match self.parts[0].action_num {
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0 => {
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self.parts[0].cond.set_alive(true);
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self.parts[0].size = 3;
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self.parts[0].exp = 1;
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self.parts[0].event_num = 210;
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self.parts[0].life = 400;
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self.parts[0].npc_flags.set_show_damage(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_ignore_solidity(true);
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self.parts[0].x = 219 * 16 * 0x200;
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self.parts[0].y = 16 * 16 * 0x200;
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self.parts[0].target_x = self.parts[0].x;
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self.parts[0].target_y = self.parts[0].y;
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self.parts[0].display_bounds = Rect {
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left: 40 * 0x200,
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top: 40 * 0x200,
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right: 40 * 0x200,
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bottom: 16 * 0x200,
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};
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self.parts[0].hit_bounds = Rect {
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left: 8 * 0x200,
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top: 24 * 0x200,
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right: 8 * 0x200,
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bottom: 16 * 0x200,
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};
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self.parts[1].cond.set_alive(true);
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self.parts[1].display_bounds = Rect {
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left: 12 * 0x200,
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top: 8 * 0x200,
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right: 12 * 0x200,
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bottom: 8 * 0x200,
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};
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self.parts[1].npc_flags.set_ignore_solidity(true);
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self.parts[1].direction = Direction::Left;
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self.parts[2].cond.set_alive(true);
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self.parts[2].display_bounds = self.parts[1].display_bounds;
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self.parts[2].npc_flags = self.parts[1].npc_flags;
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self.parts[2].direction = Direction::Right;
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self.parts[3].cond.set_alive(true);
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self.parts[3].npc_flags.set_ignore_solidity(true);
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self.parts[3].direction = Direction::Left;
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self.parts[3].x = self.parts[0].x + 16 * 0x200;
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self.parts[3].y = self.parts[0].y;
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self.parts[3].display_bounds = Rect {
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left: 24 * 0x200,
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top: 16 * 0x200,
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right: 16 * 0x200,
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bottom: 16 * 0x200,
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};
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self.parts[3].hit_bounds = Rect {
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left: 8 * 0x200,
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top: 8 * 0x200,
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right: 8 * 0x200,
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bottom: 8 * 0x200,
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};
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self.hurt_sound[3] = 52;
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self.parts[4].cond.set_alive(true);
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self.parts[4].display_bounds = self.parts[3].display_bounds;
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self.parts[4].hit_bounds = self.parts[3].hit_bounds;
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self.parts[4].npc_flags = self.parts[3].npc_flags;
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self.parts[4].y = self.parts[3].y;
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self.parts[4].direction = Direction::Right;
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self.hurt_sound[4] = 52;
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self.parts[5].cond.set_alive(true);
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}
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20 | 30 => {
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if self.parts[0].action_num == 20 {
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self.parts[0].action_num = 30;
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self.parts[0].action_counter = 0;
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self.parts[0].anim_num = 0;
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}
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self.parts[0].y -= 0x200;
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self.parts[0].action_counter += 1;
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state.quake_counter = 2;
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if self.parts[0].action_counter % 4 == 0 {
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state.sound_manager.play_sfx(26);
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}
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if self.parts[0].action_counter == 48 {
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self.parts[0].action_counter = 0;
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self.parts[0].action_num = 40;
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if self.parts[0].life <= 280 {
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self.parts[0].action_num = 110;
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self.parts[0].npc_flags.set_shootable(true);
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self.parts[0].npc_flags.set_ignore_solidity(false);
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self.parts[3].npc_flags.set_ignore_solidity(false);
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self.parts[4].npc_flags.set_ignore_solidity(false);
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self.parts[3].action_num = 3;
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self.parts[4].action_num = 3;
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self.parts[5].hit_bounds.top = 16 * 0x200;
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}
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}
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}
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40 => {
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self.parts[0].action_counter += 1;
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if self.parts[0].action_counter == 48 {
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self.parts[0].action_counter = 0;
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self.parts[0].action_num = 50;
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self.parts[0].anim_counter = 0;
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self.parts[5].hit_bounds.top = 16 * 0x200;
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state.sound_manager.play_sfx(102);
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}
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}
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50 => {
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self.parts[0].anim_counter += 1;
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if self.parts[0].anim_counter > 2 {
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self.parts[0].anim_counter = 0;
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self.parts[0].anim_num += 1;
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if self.parts[0].anim_num == 3 {
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self.parts[0].action_num = 60;
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self.parts[0].action_counter = 0;
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self.parts[0].npc_flags.set_shootable(true);
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self.parts[0].hit_bounds.left = 16 * 0x200;
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self.parts[0].hit_bounds.right = 16 * 0x200;
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}
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}
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}
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60 => {
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self.parts[0].action_counter += 1;
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if self.parts[0].action_counter % 3 == 0 && (20..80).contains(&self.parts[0].action_counter) {
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let mut npc = NPCMap::create_npc(48, &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 - 16 * 0x200;
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npc.vel_x = self.parts[0].rng.range(-0x100..0x100) as isize;
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npc.vel_y = -0x333;
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npc.direction = if self.parts[0].rng.range(0..9) <= 7 {
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Direction::Left
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} else {
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Direction::Right
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};
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state.new_npcs.push(npc);
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state.sound_manager.play_sfx(39);
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}
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if self.parts[0].action_counter == 200 || bullet_manager.count_bullets_all(6) > 0 {
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self.parts[0].action_num = 70;
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self.parts[0].anim_counter = 0;
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state.sound_manager.play_sfx(102);
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}
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}
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70 => {
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self.parts[0].anim_counter += 1;
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if self.parts[0].anim_counter > 2 {
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self.parts[0].anim_counter = 0;
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self.parts[0].anim_num -= 1;
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match self.parts[0].anim_num {
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1 => self.parts[0].damage = 20,
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0 => {
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self.parts[0].action_num = 80;
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self.parts[0].action_counter = 0;
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self.parts[0].npc_flags.set_shootable(false);
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self.parts[0].hit_bounds.left = 24 * 0x200;
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self.parts[0].hit_bounds.right = 24 * 0x200;
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self.parts[0].damage = 0;
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self.parts[5].hit_bounds.top = 36 * 0x200;
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}
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_ => {}
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}
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}
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}
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80 => {
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self.parts[0].action_counter += 1;
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if self.parts[0].action_counter == 48 {
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self.parts[0].action_counter = 0;
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self.parts[0].action_num = 90;
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}
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}
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90 => {
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state.quake_counter = 2;
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self.parts[0].y += 0x200;
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self.parts[0].action_counter += 1;
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if self.parts[0].action_counter % 4 == 0 {
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state.sound_manager.play_sfx(26);
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}
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if self.parts[0].action_counter == 48 {
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self.parts[0].action_num = 100;
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self.parts[0].action_counter = 0;
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}
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}
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100 => {
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self.parts[0].action_counter += 1;
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if self.parts[0].action_counter == 120 {
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self.parts[0].action_num = 30;
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self.parts[0].action_counter = 0;
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self.parts[0].x = self.parts[0].target_x + self.parts[0].rng.range(-0x40..0x40) as isize * 0x200;
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self.parts[0].y = self.parts[0].target_y;
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}
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}
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110 => {
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self.parts[0].anim_counter += 1;
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if self.parts[0].anim_counter > 2 {
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self.parts[0].anim_counter = 0;
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self.parts[0].anim_num += 1;
|
||||
if self.parts[0].anim_num == 3 {
|
||||
self.parts[0].action_num = 120;
|
||||
self.parts[0].action_counter = 0;
|
||||
self.parts[0].hit_bounds.left = 16 * 0x200;
|
||||
self.parts[0].hit_bounds.right = 16 * 0x200;
|
||||
}
|
||||
}
|
||||
}
|
||||
120 => {
|
||||
self.parts[0].action_counter += 1;
|
||||
if self.parts[0].action_counter == 50 || bullet_manager.count_bullets_all(6) > 0 {
|
||||
self.parts[0].action_num = 130;
|
||||
self.parts[0].action_counter = 0;
|
||||
self.parts[0].anim_counter = 0;
|
||||
|
||||
state.sound_manager.play_sfx(102);
|
||||
}
|
||||
|
||||
if self.parts[0].action_counter <= 29 && self.parts[0].action_counter % 5 == 0 {
|
||||
let mut npc = NPCMap::create_npc(48, &state.npc_table);
|
||||
npc.cond.set_alive(true);
|
||||
npc.x = self.parts[0].x;
|
||||
npc.y = self.parts[0].y - 16 * 0x200;
|
||||
npc.vel_x = self.parts[0].rng.range(-0x155..0x155) as isize;
|
||||
npc.vel_y = -0x333;
|
||||
npc.direction = Direction::Left;
|
||||
|
||||
state.new_npcs.push(npc);
|
||||
state.sound_manager.play_sfx(39);
|
||||
}
|
||||
}
|
||||
130 => {
|
||||
self.parts[0].anim_counter += 1;
|
||||
if self.parts[0].anim_counter > 2 {
|
||||
self.parts[0].anim_counter = 0;
|
||||
self.parts[0].anim_num -= 1;
|
||||
|
||||
match self.parts[0].anim_num {
|
||||
1 => self.parts[0].damage = 20,
|
||||
0 => {
|
||||
self.parts[0].action_num = 140;
|
||||
self.parts[0].npc_flags.set_shootable(true);
|
||||
self.parts[0].hit_bounds.left = 16 * 0x200;
|
||||
self.parts[0].hit_bounds.right = 16 * 0x200;
|
||||
let player = self.parts[0].get_closest_player_mut(players);
|
||||
self.parts[0].vel_x = (player.x - self.parts[0].x).signum() * 0x100;
|
||||
self.parts[0].damage = 0;
|
||||
self.parts[0].hit_bounds.top = 36 * 0x200;
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
140 => {
|
||||
let player = self.parts[5].get_closest_player_mut(players);
|
||||
self.parts[5].damage = if player.flags.hit_bottom_wall() && self.parts[0].vel_y > 0 {
|
||||
20
|
||||
} else {
|
||||
0
|
||||
};
|
||||
self.parts[0].vel_y += 0x24;
|
||||
if self.parts[0].vel_y > 0x5ff {
|
||||
self.parts[0].vel_y = 0x5ff;
|
||||
}
|
||||
|
||||
self.parts[0].y += self.parts[0].vel_y;
|
||||
self.parts[0].x += self.parts[0].vel_x;
|
||||
|
||||
if self.parts[0].flags.hit_bottom_wall() {
|
||||
self.parts[0].action_num = 110;
|
||||
self.parts[0].action_counter = 0;
|
||||
self.parts[0].anim_counter = 0;
|
||||
self.parts[5].hit_bounds.top = 16 * 0x200;
|
||||
self.parts[5].damage = 0;
|
||||
|
||||
state.sound_manager.play_sfx(26);
|
||||
state.sound_manager.play_sfx(12);
|
||||
state.quake_counter = 30;
|
||||
}
|
||||
}
|
||||
150 => {
|
||||
state.quake_counter = 2;
|
||||
|
||||
self.parts[0].action_counter += 1;
|
||||
if self.parts[0].action_counter % 12 == 0 {
|
||||
state.sound_manager.play_sfx(52);
|
||||
}
|
||||
|
||||
let dest_x = self.parts[0].x + self.parts[0].rng.range(-0x30..0x30) as isize * 0x200;
|
||||
let dest_y = self.parts[0].y + self.parts[0].rng.range(-0x30..0x18) as isize * 0x200;
|
||||
|
||||
let mut npc = NPCMap::create_npc(4, &state.npc_table);
|
||||
npc.cond.set_alive(true);
|
||||
npc.x = dest_x;
|
||||
npc.y = dest_y;
|
||||
state.new_npcs.push(npc);
|
||||
state.create_caret(dest_x, dest_y, CaretType::Explosion, Direction::Left);
|
||||
|
||||
if self.parts[0].action_counter > 100 {
|
||||
self.parts[0].action_num = 160;
|
||||
self.parts[0].action_counter = 0;
|
||||
// todo flash
|
||||
state.sound_manager.play_sfx(35);
|
||||
}
|
||||
}
|
||||
160 => {
|
||||
state.quake_counter = 40;
|
||||
|
||||
self.parts[0].action_counter += 1;
|
||||
if self.parts[0].action_counter > 50 {
|
||||
for i in 0..6 {
|
||||
self.parts[i].cond.set_alive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
|
||||
self.parts[0].anim_rect = state.constants.npc.b01_omega[self.parts[0].anim_num as usize];
|
||||
for i in 1..5 {
|
||||
self.parts[i].shock = self.parts[0].shock;
|
||||
}
|
||||
|
||||
for &i in [3, 4].iter() {
|
||||
match self.parts[i].action_num {
|
||||
0 | 1 => {
|
||||
if self.parts[i].action_num == 0 {
|
||||
self.parts[i].action_num = 1;
|
||||
}
|
||||
|
||||
self.parts[i].y = self.parts[0].y;
|
||||
|
||||
match i {
|
||||
3 => self.parts[i].x = self.parts[0].x - 16 * 0x200,
|
||||
4 => self.parts[i].x = self.parts[0].x + 16 * 0x200,
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
3 => {
|
||||
self.parts[i].target_y = self.parts[0].y + 24 * 0x200;
|
||||
|
||||
match i {
|
||||
3 => self.parts[i].x = self.parts[0].x - 16 * 0x200,
|
||||
4 => self.parts[i].x = self.parts[0].x + 16 * 0x200,
|
||||
_ => {}
|
||||
}
|
||||
|
||||
self.parts[i].y += (self.parts[0].target_y - self.parts[0].y) / 2;
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
|
||||
if self.parts[i].flags.hit_bottom_wall() || self.parts[i].y <= self.parts[i].target_y {
|
||||
self.parts[i].anim_num = 0;
|
||||
} else {
|
||||
self.parts[i].anim_num = 1;
|
||||
}
|
||||
|
||||
let dir_offset = if self.parts[i].direction == Direction::Left { 0 } else { 2 };
|
||||
|
||||
self.parts[i].anim_rect = state.constants.npc.b01_omega[6 + dir_offset + self.parts[i].anim_num as usize];
|
||||
}
|
||||
|
||||
for &i in [1, 2].iter() {
|
||||
self.parts[i].x = self.parts[0].x + self.parts[i].direction.vector_x() * 16 * 0x200;
|
||||
self.parts[i].y = (self.parts[0].y + self.parts[i + 2].y - 8 * 0x200) / 2;
|
||||
|
||||
let dir_offset = if self.parts[i].direction == Direction::Left { 0 } else { 1 };
|
||||
|
||||
self.parts[i].anim_rect = state.constants.npc.b01_omega[4 + dir_offset];
|
||||
}
|
||||
|
||||
if self.parts[5].action_num == 0 {
|
||||
self.parts[5].action_num = 1;
|
||||
self.parts[5].npc_flags.set_solid_soft(true);
|
||||
self.parts[5].npc_flags.set_ignore_solidity(true);
|
||||
self.parts[5].hit_bounds = Rect {
|
||||
left: 20 * 0x200,
|
||||
top: 36 * 0x200,
|
||||
right: 20 * 0x200,
|
||||
bottom: 16 * 0x200,
|
||||
};
|
||||
}
|
||||
|
||||
self.parts[5].x = self.parts[0].x;
|
||||
self.parts[5].y = self.parts[0].y;
|
||||
|
||||
if self.parts[0].life == 0 && self.parts[0].action_num < 150 {
|
||||
self.parts[0].action_num = 150;
|
||||
self.parts[0].action_counter = 0;
|
||||
self.parts[0].damage = 0;
|
||||
self.parts[5].damage = 5;
|
||||
|
||||
for npc_cell in npc_map.values() {
|
||||
let mut npc = npc_cell.borrow_mut();
|
||||
if npc.cond.alive() && npc.npc_type == 48 {
|
||||
npc.cond.set_alive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -23,6 +23,7 @@ use crate::rng::Xoroshiro32PlusPlus;
|
|||
use crate::shared_game_state::SharedGameState;
|
||||
use crate::stage::Stage;
|
||||
use crate::str;
|
||||
use crate::bullet::BulletManager;
|
||||
|
||||
pub mod balrog;
|
||||
pub mod booster;
|
||||
|
@ -116,7 +117,7 @@ pub struct NPC {
|
|||
pub rng: Xoroshiro32PlusPlus,
|
||||
}
|
||||
|
||||
static PARTICLE_NPCS: [u16; 12] = [1, 4, 11, 45, 73, 84, 86, 87, 108, 129, 199, 355];
|
||||
static PARTICLE_NPCS: [u16; 13] = [1, 4, 11, 45, 48, 73, 84, 86, 87, 108, 129, 199, 355];
|
||||
|
||||
impl NPC {
|
||||
pub fn get_start_index(&self) -> u16 {
|
||||
|
@ -167,8 +168,8 @@ impl NPC {
|
|||
}
|
||||
}
|
||||
|
||||
impl GameEntity<([&mut Player; 2], &BTreeMap<u16, RefCell<NPC>>, &mut Stage)> for NPC {
|
||||
fn tick(&mut self, state: &mut SharedGameState, (players, map, stage): ([&mut Player; 2], &BTreeMap<u16, RefCell<NPC>>, &mut Stage)) -> GameResult {
|
||||
impl GameEntity<([&mut Player; 2], &BTreeMap<u16, RefCell<NPC>>, &mut Stage, &BulletManager)> for NPC {
|
||||
fn tick(&mut self, state: &mut SharedGameState, (players, map, stage, bullet_manager): ([&mut Player; 2], &BTreeMap<u16, RefCell<NPC>>, &mut Stage, &BulletManager)) -> GameResult {
|
||||
match self.npc_type {
|
||||
0 => self.tick_n000_null(),
|
||||
1 => self.tick_n001_experience(state),
|
||||
|
@ -218,6 +219,7 @@ impl GameEntity<([&mut Player; 2], &BTreeMap<u16, RefCell<NPC>>, &mut Stage)> fo
|
|||
45 => self.tick_n045_baby(state),
|
||||
46 => self.tick_n046_hv_trigger(players),
|
||||
47 => self.tick_n047_sandcroc(state, players),
|
||||
48 => self.tick_n048_omega_projectiles(state),
|
||||
52 => self.tick_n052_sitting_blue_robot(state),
|
||||
55 => self.tick_n055_kazuma(state),
|
||||
58 => self.tick_n058_basu(state, players),
|
||||
|
|
|
@ -1031,11 +1031,11 @@ impl GameScene {
|
|||
let mut npc = npc_cell.borrow_mut();
|
||||
|
||||
if npc.cond.alive() {
|
||||
npc.tick(state, ([&mut self.player1, &mut self.player2], &self.npc_map.npcs, &mut self.stage))?;
|
||||
npc.tick(state, ([&mut self.player1, &mut self.player2], &self.npc_map.npcs, &mut self.stage, &self.bullet_manager))?;
|
||||
}
|
||||
}
|
||||
}
|
||||
self.npc_map.boss_map.tick(state, (&mut self.player1, &self.npc_map.npcs, &mut self.stage))?;
|
||||
self.npc_map.boss_map.tick(state, ([&mut self.player1, &mut self.player2], &self.npc_map.npcs, &mut self.stage, &self.bullet_manager))?;
|
||||
self.npc_map.process_npc_changes(&self.player1, state);
|
||||
self.npc_map.garbage_collect();
|
||||
|
||||
|
|
|
@ -782,19 +782,19 @@ impl TextScriptVM {
|
|||
Direction::Left => {
|
||||
game_scene.player1.vel_x = 0x200;
|
||||
game_scene.player2.vel_x = 0x200;
|
||||
},
|
||||
}
|
||||
Direction::Up => {
|
||||
game_scene.player1.vel_y = -0x200;
|
||||
game_scene.player2.vel_y = -0x200;
|
||||
},
|
||||
}
|
||||
Direction::Right => {
|
||||
game_scene.player1.vel_x = -0x200;
|
||||
game_scene.player2.vel_x = -0x200;
|
||||
},
|
||||
}
|
||||
Direction::Bottom => {
|
||||
game_scene.player1.vel_y = 0x200;
|
||||
game_scene.player2.vel_y = 0x200;
|
||||
},
|
||||
}
|
||||
Direction::FacingPlayer => {
|
||||
// todo npc direction dependent bump
|
||||
}
|
||||
|
@ -1534,7 +1534,7 @@ impl TextScriptVM {
|
|||
|
||||
if tick_npc != 0 {
|
||||
if let Some(npc) = game_scene.npc_map.npcs.get(&tick_npc) {
|
||||
npc.borrow_mut().tick(state, ([&mut game_scene.player1, &mut game_scene.player2], &game_scene.npc_map.npcs, &mut game_scene.stage))?;
|
||||
npc.borrow_mut().tick(state, ([&mut game_scene.player1, &mut game_scene.player2], &game_scene.npc_map.npcs, &mut game_scene.stage, &game_scene.bullet_manager))?;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue