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https://github.com/doukutsu-rs/doukutsu-rs
synced 2025-09-20 11:13:41 +00:00
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b087c645d6
Author | SHA1 | Date | |
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b087c645d6 | ||
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7fcd0b35ea |
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@ -99,14 +99,6 @@ impl TouchControls {
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}
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pub fn draw(&self, canvas_size: (f32, f32), constants: &EngineConstants, texture_set: &mut TextureSet, ctx: &mut Context) -> GameResult {
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let batch = texture_set.get_or_load_batch(ctx, constants, "Caret")?;
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let rect = Rect::new_size(104, 120, 24, 24);
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for point in self.points.iter() {
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batch.add_rect(point.position.0 as f32 - 12.0, point.position.1 as f32 - 12.0, &rect);
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}
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batch.draw(ctx)?;
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if self.control_type == TouchControlType::Controls {
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let batch = texture_set.get_or_load_batch(ctx, constants, "builtin/touch")?;
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let color = (255, 255, 255, 160);
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@ -249,6 +249,10 @@ pub fn android_main() {
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request_perms().expect("Failed to attach to the JVM and request storage permissions.");
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env::set_var("CAVESTORY_DATA_DIR", "/storage/emulated/0/doukutsu");
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let _ = std::fs::create_dir("/storage/emulated/0/doukutsu/");
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let _ = std::fs::write("/storage/emulated/0/doukutsu/.nomedia", b"");
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init().unwrap();
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}
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@ -1,7 +1,8 @@
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use ggez::GameResult;
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use num_traits::{abs, clamp};
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use crate::common::Direction;
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use crate::caret::CaretType;
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use crate::common::{CDEG_RAD, Direction};
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use crate::npc::list::NPCList;
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use crate::npc::NPC;
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use crate::player::Player;
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@ -286,8 +287,273 @@ impl NPC {
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Ok(())
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}
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pub(crate) fn tick_n049_skullhead(&mut self, state: &mut SharedGameState, npc_list: &NPCList) -> GameResult {
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let parent = self.get_parent_ref_mut(npc_list);
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pub(crate) fn tick_n049_skullhead(&mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList) -> GameResult {
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let mut parent = self.get_parent_ref_mut(npc_list);
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if self.action_num > 9 && parent.as_ref().map(|n| n.npc_type == 3).unwrap_or(false) {
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self.action_num = 3;
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self.vel_x = 0;
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self.vel_y = 0;
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self.action_counter2 = 1;
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}
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if self.flags.hit_left_wall() {
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self.direction = Direction::Right;
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self.vel_x = 0x100;
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}
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if self.flags.hit_right_wall() {
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self.direction = Direction::Left;
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self.vel_x = -0x100;
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}
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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 = if parent.is_some() { 10 } else { 1 };
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}
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self.action_counter += 1;
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if self.action_counter > 3 {
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self.vel_y = -0x400;
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self.action_num = 3;
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self.anim_num = 2;
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if self.action_counter2 > 0 {
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self.vel_x = if self.direction == Direction::Left { -0x200 } else { 0x200 };
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} else if self.direction != Direction::Left {
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self.vel_x = 0x100;
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} else {
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self.vel_x = -0x100;
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}
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}
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self.anim_num = 1;
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}
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3 => {
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if self.flags.hit_bottom_wall() {
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self.action_num = 1;
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self.action_counter = 0;
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self.vel_x = 0;
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}
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self.anim_num = if self.flags.hit_bottom_wall() || self.vel_y > 0 { 1 } else { 2 };
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}
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10 => {
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if self.vel_y2 >= 50 {
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let player = self.get_closest_player_mut(players);
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if abs(self.x - player.x) < 0x10000
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&& abs(self.y - player.y) < 0xc000 {
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self.action_num = 11;
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self.action_counter = 0;
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self.anim_num = 2;
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}
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} else {
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self.vel_y2 += 1;
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}
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}
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11 => {
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self.action_counter += 1;
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if self.action_counter == 30 || self.action_counter == 35 {
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let player = self.get_closest_player_mut(players);
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let angle = f64::atan2((self.y + 0x800 - player.y) as f64, (self.x - player.x) as f64);
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let mut npc = NPC::create(50, &state.npc_table);
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npc.cond.set_alive(true);
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npc.x = self.x;
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npc.y = self.y;
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npc.vel_x = (angle.cos() * -1024.0) as i32;
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npc.vel_y = (angle.sin() * -1024.0) as i32;
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let _ = npc_list.spawn(0x100, npc);
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state.sound_manager.play_sfx(39);
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}
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if self.action_counter > 50 {
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self.action_num = 10;
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self.vel_y2 = 0;
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self.anim_num = 1;
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}
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}
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_ => {}
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}
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if self.action_num > 9 {
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if let Some(parent) = parent {
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self.x = parent.x;
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self.y = parent.y + 0x2000;
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self.direction = parent.direction;
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parent.vel_y2 -= 1;
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}
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}
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self.vel_y += 0x40;
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if self.vel_y > 0x5ff {
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self.vel_y = 0x5ff;
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}
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self.x += self.vel_x;
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self.y += self.vel_y;
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let dir_offset = if self.direction == Direction::Left { 0 } else { 3 };
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self.anim_rect = state.constants.npc.n049_skullhead[self.anim_num as usize + dir_offset];
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Ok(())
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}
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pub(crate) fn tick_n050_skeleton_projectile(&mut self, state: &mut SharedGameState) -> 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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if self.direction == Direction::Right {
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self.action_num = 2;
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}
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}
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self.x += self.vel_x;
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self.y += self.vel_y;
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if self.flags.hit_left_wall() {
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self.action_num = 2;
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self.vel_x = 0x200;
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self.action_counter2 += 1;
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}
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if self.flags.hit_right_wall() {
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self.action_num = 2;
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self.vel_x = -0x200;
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self.action_counter2 += 1;
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}
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if self.flags.hit_top_wall() {
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self.action_num = 2;
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self.vel_y = 0x200;
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self.action_counter2 += 1;
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}
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if self.flags.hit_bottom_wall() {
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self.action_num = 2;
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self.vel_y = -0x200;
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self.action_counter2 += 1;
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}
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}
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2 => {
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self.vel_y += 0x40;
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self.x += self.vel_x;
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self.y += self.vel_y;
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if self.flags.hit_bottom_wall() {
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self.action_counter2 += 1;
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if self.action_counter2 > 1 {
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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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}
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}
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_ => {}
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}
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self.vel_y = clamp(self.vel_y, -0x5ff, 0x5ff);
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self.anim_counter += 1;
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if self.anim_counter > 1 {
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self.anim_counter = 0;
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self.anim_num = if self.direction == Direction::Left {
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(self.anim_num + 1) % 4
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} else {
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self.anim_num.wrapping_sub(1) % 4
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}
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}
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self.anim_rect = state.constants.npc.n050_skeleton_projectile[self.anim_num as usize];
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Ok(())
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}
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pub(crate) fn tick_n051_crow_and_skullhead(&mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList) -> GameResult {
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let player = self.get_closest_player_mut(players);
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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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self.target_x = self.x;
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self.target_y = self.y;
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self.vel_y = 0x400;
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let mut npc = NPC::create(49, &state.npc_table);
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npc.cond.set_alive(true);
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npc.parent_id = self.id;
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let _ = npc_list.spawn(0, npc);
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}
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self.direction = if player.x >= self.x { Direction::Right } else { Direction::Left };
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self.vel_y += (self.target_y - self.y).signum() * 0x0a;
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self.vel_y = clamp(self.vel_y, -0x200, 0x200);
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if self.vel_y2 >= 10 {
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self.action_num = 2;
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} else {
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self.vel_y2 += 1;
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}
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}
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2 => {
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self.direction = if player.x >= self.x { Direction::Right } else { Direction::Left };
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self.vel_x += if self.y <= player.y + 0x4000 {
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(player.x - self.x).signum() * 0x10
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} else {
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(self.x - player.x).signum() * 0x10
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};
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self.vel_y += (player.y - self.y).signum() * 0x10;
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if self.shock > 0 {
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self.vel_x = 0;
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self.vel_y += 0x20;
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}
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}
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_ => {}
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}
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if self.vel_x < 0 && self.flags.hit_left_wall() {
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self.vel_x = 0x100;
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}
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if self.vel_x > 0 && self.flags.hit_right_wall() {
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self.vel_x = -0x100;
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}
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if self.vel_y < 0 && self.flags.hit_top_wall() {
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self.vel_y = 0x100;
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}
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if self.vel_y > 0 && self.flags.hit_bottom_wall() {
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self.vel_y = -0x100;
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}
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self.vel_x = clamp(self.vel_x, -0x400, 0x400);
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self.vel_y = clamp(self.vel_y, -0x200, 0x200);
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self.x += self.vel_x;
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self.y += self.vel_y;
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if self.shock > 0 {
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self.anim_num = 4;
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} else if self.action_num == 2 && self.y < player.y - 0x4000 {
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self.anim_num = 0;
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} else if self.action_num != 0 {
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self.animate(1, 0, 1);
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}
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let dir_offset = if self.direction == Direction::Left { 0 } else { 5 };
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self.anim_rect = state.constants.npc.n051_crow_and_skullhead[self.anim_num as usize + dir_offset];
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Ok(())
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}
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|
|
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@ -198,7 +198,9 @@ impl GameEntity<([&mut Player; 2], &NPCList, &mut Stage, &BulletManager)> for NP
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46 => self.tick_n046_hv_trigger(players),
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47 => self.tick_n047_sandcroc(state, players),
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48 => self.tick_n048_omega_projectiles(state),
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49 => self.tick_n049_skullhead(state, npc_list),
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49 => self.tick_n049_skullhead(state, players, npc_list),
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50 => self.tick_n050_skeleton_projectile(state),
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51 => self.tick_n051_crow_and_skullhead(state, players, npc_list),
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52 => self.tick_n052_sitting_blue_robot(state),
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55 => self.tick_n055_kazuma(state),
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58 => self.tick_n058_basu(state, players, npc_list),
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|
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@ -5,7 +5,7 @@ pub trait RNG {
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fn next(&self) -> i32;
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fn range(&self, range: Range<i32>) -> i32 {
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range.start.wrapping_add((self.next() >> 2) % (range.end.wrapping_sub(range.start).wrapping_add(1)))
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range.start.saturating_add((self.next() >> 2) % range.len() as i32)
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}
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}
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|
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@ -1,5 +1,7 @@
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use ggez::{Context, filesystem, GameResult};
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use crate::npc::NPCTable;
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use crate::scene::no_data_scene::NoDataScene;
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use crate::scene::Scene;
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use crate::shared_game_state::SharedGameState;
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use crate::stage::StageData;
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@ -15,12 +17,8 @@ impl LoadingScene {
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tick: 0,
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}
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}
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}
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impl Scene for LoadingScene {
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fn tick(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
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// deferred to let the loading image draw
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if self.tick == 1 {
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fn load_stuff(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
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let stages = StageData::load_stage_table(ctx, &state.base_path)?;
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state.stages = stages;
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let npc_tbl = filesystem::open(ctx, [&state.base_path, "/npc.tbl"].join(""))?;
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|
@ -39,6 +37,20 @@ impl Scene for LoadingScene {
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state.textscript_vm.set_stage_select_script(stage_select_script);
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state.start_intro(ctx)?;
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|
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Ok(())
|
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}
|
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}
|
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|
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impl Scene for LoadingScene {
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fn tick(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
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// deferred to let the loading image draw
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if self.tick == 1 {
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if let Err(err) = self.load_stuff(state, ctx) {
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log::error!("Failed to load game data: {}", err);
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state.next_scene = Some(Box::new(NoDataScene::new(err)));
|
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}
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}
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self.tick += 1;
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|
@ -46,11 +58,17 @@ impl Scene for LoadingScene {
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}
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fn draw(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
|
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let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "Loading")?;
|
||||
|
||||
match state.texture_set.get_or_load_batch(ctx, &state.constants, "Loading") {
|
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Ok(batch) => {
|
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batch.add(((state.canvas_size.0 - batch.width() as f32) / 2.0).floor(),
|
||||
((state.canvas_size.1 - batch.height() as f32) / 2.0).floor());
|
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batch.draw(ctx)?;
|
||||
}
|
||||
Err(err) => {
|
||||
state.next_scene = Some(Box::new(NoDataScene::new(err)));
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,6 +5,7 @@ use crate::ui::Components;
|
|||
|
||||
pub mod game_scene;
|
||||
pub mod loading_scene;
|
||||
pub mod no_data_scene;
|
||||
pub mod title_scene;
|
||||
|
||||
/// Implement this trait on any object that represents an interactive game screen.
|
||||
|
|
88
src/scene/no_data_scene.rs
Normal file
88
src/scene/no_data_scene.rs
Normal file
|
@ -0,0 +1,88 @@
|
|||
use ggez::{Context, GameError, GameResult};
|
||||
|
||||
use crate::common::Rect;
|
||||
use crate::scene::Scene;
|
||||
use crate::shared_game_state::SharedGameState;
|
||||
|
||||
pub struct NoDataScene {
|
||||
flag: bool,
|
||||
err: String,
|
||||
}
|
||||
|
||||
impl NoDataScene {
|
||||
pub fn new(err: GameError) -> Self {
|
||||
Self {
|
||||
flag: false,
|
||||
err: err.to_string(),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static REL_URL: &str = "https://github.com/doukutsu-rs/game-data/releases";
|
||||
|
||||
impl Scene for NoDataScene {
|
||||
fn tick(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
|
||||
|
||||
#[cfg(target_os = "android")]
|
||||
{
|
||||
if !self.flag {
|
||||
self.flag = true;
|
||||
let _ = std::fs::create_dir("/sdcard/doukutsu/");
|
||||
let _ = std::fs::write("/sdcard/doukutsu/extract game data here.txt", REL_URL);
|
||||
let _ = std::fs::write("/sdcard/doukutsu/.nomedia", b"");
|
||||
}
|
||||
|
||||
let screen = Rect::new(0, 0, state.canvas_size.0 as isize, state.canvas_size.1 as isize);
|
||||
if state.touch_controls.consume_click_in(screen) {
|
||||
if let Err(err) = webbrowser::open(REL_URL) {
|
||||
self.err = err.to_string();
|
||||
}
|
||||
}
|
||||
}
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn draw(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
|
||||
{
|
||||
let die = "doukutsu-rs internal error";
|
||||
let die_width = state.font.text_width(die.chars().clone(), &state.constants);
|
||||
state.font.draw_colored_text(die.chars(), (state.canvas_size.0 - die_width) / 2.0, 10.0,
|
||||
(255, 100, 100, 255), &state.constants, &mut state.texture_set, ctx)?;
|
||||
}
|
||||
|
||||
{
|
||||
let ftl = "Failed to load game data.";
|
||||
let ftl_width = state.font.text_width(ftl.chars().clone(), &state.constants);
|
||||
state.font.draw_colored_text(ftl.chars(), (state.canvas_size.0 - ftl_width) / 2.0, 30.0,
|
||||
(255, 100, 100, 255), &state.constants, &mut state.texture_set, ctx)?;
|
||||
}
|
||||
|
||||
#[cfg(target_os = "android")]
|
||||
{
|
||||
let ftl = "It's likely that you haven't extracted the game data properly.";
|
||||
let ftl2 = "Click here to open the guide.";
|
||||
let ftl_width = state.font.text_width(ftl.chars().clone(), &state.constants);
|
||||
let ftl2_width = state.font.text_width(ftl2.chars().clone(), &state.constants);
|
||||
let ftl3_width = state.font.text_width(REL_URL.chars().clone(), &state.constants);
|
||||
|
||||
state.font.draw_colored_text(ftl.chars(), (state.canvas_size.0 - ftl_width) / 2.0, 60.0,
|
||||
(255, 255, 0, 255), &state.constants, &mut state.texture_set, ctx)?;
|
||||
|
||||
|
||||
state.font.draw_colored_text(ftl2.chars(), (state.canvas_size.0 - ftl2_width) / 2.0, 80.0,
|
||||
(255, 255, 0, 255), &state.constants, &mut state.texture_set, ctx)?;
|
||||
|
||||
state.font.draw_colored_text(REL_URL.chars(), (state.canvas_size.0 - ftl3_width) / 2.0, 100.0,
|
||||
(255, 255, 0, 255), &state.constants, &mut state.texture_set, ctx)?;
|
||||
}
|
||||
|
||||
{
|
||||
let err_width = state.font.text_width(self.err.chars().clone(), &state.constants);
|
||||
state.font.draw_text(self.err.chars(), (state.canvas_size.0 - err_width) / 2.0, 140.0,
|
||||
&state.constants, &mut state.texture_set, ctx)?;
|
||||
}
|
||||
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue