1
0
Fork 0
mirror of https://github.com/doukutsu-rs/doukutsu-rs synced 2025-07-23 13:00:52 +00:00

Compare commits

...

10 commits

Author SHA1 Message Date
Alula 36fd5f8879
bugfixes for certain NPCs, add Curly 2021-03-15 22:11:40 +01:00
Alula 268ecb62bd
add missing inventory/map input handling 2021-03-15 22:11:12 +01:00
Alula 211108674f
add flash effect to current bosses and fix some glitches 2021-03-15 22:10:32 +01:00
Alula b34422ac7f
add flash effect and implement <FLA 2021-03-15 22:10:16 +01:00
Alula 12b2556b40
add a basic npc inspector 2021-03-15 22:08:30 +01:00
Alula 361baeb20d
add netplay feature 2021-03-12 17:55:20 +01:00
Alula ac29d35950
support for custom soundtracks 2021-03-12 17:54:30 +01:00
Alula 9d552eaa1a
fix overflow in smoke npc 2021-03-12 17:53:22 +01:00
Alula f87b791c87
some bullet fixes 2021-03-12 17:53:08 +01:00
Alula ecfcf57847
fix natives on some devices 2021-03-12 17:52:12 +01:00
25 changed files with 1140 additions and 420 deletions

View file

@ -21,12 +21,13 @@ opt-level = 1
opt-level = 1
[features]
default = ["scripting", "backend-sdl", "ogg-playback"]
default = ["scripting", "backend-sdl", "ogg-playback", "netplay"]
ogg-playback = ["lewton"]
backend-sdl = ["sdl2"]
#backend-sokol = ["sokol"]
backend-glutin = ["winit", "glutin"]
scripting = ["lua-ffi"]
netplay = []
editor = []
[dependencies]

View file

@ -8,6 +8,7 @@
android:label="@string/app_name"
android:roundIcon="@mipmap/ic_launcher_round"
android:supportsRtl="true"
android:extractNativeLibs="true"
android:theme="@style/Theme.Doukutsurs">
<provider

111
src/components/flash.rs Normal file
View file

@ -0,0 +1,111 @@
use crate::common::{Color, Rect};
use crate::entity::GameEntity;
use crate::frame::Frame;
use crate::framework::context::Context;
use crate::framework::error::GameResult;
use crate::framework::graphics;
use crate::shared_game_state::SharedGameState;
pub enum FlashState {
None,
Cross(i32, i32, u16),
Blink(u16),
}
pub struct Flash {
state: FlashState,
}
impl Flash {
pub fn new() -> Flash {
Flash {
state: FlashState::None
}
}
pub fn set_cross(&mut self, x: i32, y: i32) {
self.state = FlashState::Cross(x, y, 0);
}
pub fn set_blink(&mut self) {
self.state = FlashState::Blink(0);
}
pub fn stop(&mut self) {
self.state = FlashState::None;
}
}
impl GameEntity<()> for Flash {
fn tick(&mut self, state: &mut SharedGameState, _custom: ()) -> GameResult<()> {
match self.state {
FlashState::None => {}
FlashState::Cross(x, y, tick) => {
self.state = if tick > 128 {
FlashState::None
} else {
FlashState::Cross(x, y, tick + 1)
};
}
FlashState::Blink(tick) => {
self.state = if tick > 20 {
FlashState::None
} else {
FlashState::Blink(tick + 1)
};
}
}
Ok(())
}
fn draw(&self, state: &mut SharedGameState, ctx: &mut Context, frame: &Frame) -> GameResult<()> {
const WHITE: Color = Color::new(1.0, 1.0, 1.0, 1.0);
match self.state {
FlashState::None => {}
FlashState::Cross(x, y, tick) => {
let tick = tick as f32 + state.frame_time as f32;
let frame_pos = frame.xy_interpolated(state.frame_time, state.scale);
let (cen_x, cen_y) = (
(x as f32 / 512.0) - frame_pos.0,
(y as f32 / 512.0) - frame_pos.1
);
let width = if tick > 100.0 {
(1.0 - (tick - 100.0).max(0.0) / 28.0).powf(2.0) * state.canvas_size.0
} else {
(1.0 - (0.97f32).powf(tick)).max(0.0) * state.canvas_size.0
};
let mut rect = Rect {
left: 0,
top: ((cen_y - width) * state.scale) as isize,
right: (state.canvas_size.0 * state.scale) as isize,
bottom: ((cen_y + width) * state.scale) as isize
};
graphics::draw_rect(ctx, rect, WHITE)?;
if tick <= 100.0 {
rect = Rect {
left: ((cen_x - width) * state.scale) as isize,
top: 0,
right: ((cen_x + width) * state.scale) as isize,
bottom: (state.canvas_size.1 * state.scale) as isize
};
graphics::draw_rect(ctx, rect, WHITE)?;
}
}
FlashState::Blink(tick) => {
if tick / 2 % 2 != 0 {
graphics::clear(ctx, WHITE);
}
}
}
Ok(())
}
}

View file

@ -1,5 +1,6 @@
pub mod boss_life_bar;
pub mod draw_common;
pub mod flash;
pub mod hud;
pub mod inventory;
pub mod stage_select;

View file

@ -44,6 +44,14 @@ impl PlayerController for DummyPlayerController {
false
}
fn map(&self) -> bool {
false
}
fn inventory(&self) -> bool {
false
}
fn jump(&self) -> bool {
false
}
@ -80,6 +88,14 @@ impl PlayerController for DummyPlayerController {
false
}
fn trigger_map(&self) -> bool {
false
}
fn trigger_inventory(&self) -> bool {
false
}
fn trigger_jump(&self) -> bool {
false
}

View file

@ -101,6 +101,14 @@ impl PlayerController for KeyboardController {
self.state.next_weapon()
}
fn map(&self) -> bool {
self.state.map()
}
fn inventory(&self) -> bool {
self.state.inventory()
}
fn jump(&self) -> bool {
self.state.jump()
}
@ -137,6 +145,14 @@ impl PlayerController for KeyboardController {
self.trigger.next_weapon()
}
fn trigger_map(&self) -> bool {
self.trigger.map()
}
fn trigger_inventory(&self) -> bool {
self.trigger.inventory()
}
fn trigger_jump(&self) -> bool {
self.trigger.jump()
}

View file

@ -26,6 +26,12 @@ pub trait PlayerController: PlayerControllerClone {
/// True if "next weapon" button is down.
fn next_weapon(&self) -> bool;
/// True if "map" button is down.
fn map(&self) -> bool;
/// True if "inventory" button is down.
fn inventory(&self) -> bool;
/// True if "jump" button is down.
fn jump(&self) -> bool;
@ -47,6 +53,10 @@ pub trait PlayerController: PlayerControllerClone {
fn trigger_next_weapon(&self) -> bool;
fn trigger_map(&self) -> bool;
fn trigger_inventory(&self) -> bool;
fn trigger_jump(&self) -> bool;
fn trigger_shoot(&self) -> bool;

View file

@ -241,6 +241,14 @@ impl PlayerController for TouchPlayerController {
self.state.next_weapon()
}
fn map(&self) -> bool {
self.state.map()
}
fn inventory(&self) -> bool {
self.state.inventory()
}
fn jump(&self) -> bool {
self.state.jump()
}
@ -278,6 +286,14 @@ impl PlayerController for TouchPlayerController {
self.trigger.next_weapon()
}
fn trigger_map(&self) -> bool {
self.trigger.map()
}
fn trigger_inventory(&self) -> bool {
self.trigger.inventory()
}
fn trigger_jump(&self) -> bool {
self.trigger.jump()
}

View file

@ -47,6 +47,8 @@ mod live_debugger;
mod macros;
mod map;
mod menu;
#[cfg(feature = "netplay")]
mod netplay;
mod npc;
mod physics;
mod player;

View file

@ -1,9 +1,8 @@
use crate::framework::context::Context;
use crate::framework::error::GameResult;
use imgui::{CollapsingHeader, Condition, im_str, ImStr, ImString, Slider, Window};
use itertools::Itertools;
use crate::framework::context::Context;
use crate::framework::error::GameResult;
use crate::scene::game_scene::GameScene;
use crate::shared_game_state::SharedGameState;
use crate::text_script::TextScriptExecutionState;
@ -22,6 +21,7 @@ pub struct LiveDebugger {
events_visible: bool,
hacks_visible: bool,
flags_visible: bool,
npc_inspector_visible: bool,
last_stage_id: usize,
stages: Vec<ImString>,
selected_stage: i32,
@ -39,6 +39,7 @@ impl LiveDebugger {
events_visible: false,
hacks_visible: false,
flags_visible: false,
npc_inspector_visible: false,
last_stage_id: usize::MAX,
stages: Vec::new(),
selected_stage: -1,
@ -123,7 +124,6 @@ impl LiveDebugger {
}
}
ui.same_line(0.0);
if game_scene.player2.cond.alive() {
if ui.button(im_str!("Drop Player 2"), [0.0, 0.0]) {
game_scene.drop_player2();
@ -131,6 +131,11 @@ impl LiveDebugger {
} else if ui.button(im_str!("Add Player 2"), [0.0, 0.0]) {
game_scene.add_player2();
}
ui.same_line(0.0);
if ui.button(im_str!("NPC Inspector"), [0.0, 0.0]) {
self.npc_inspector_visible = !self.npc_inspector_visible;
}
});
if self.map_selector_visible {
@ -299,6 +304,47 @@ impl LiveDebugger {
});
}
if self.npc_inspector_visible {
Window::new(im_str!("NPC Inspector"))
.position([80.0, 80.0], Condition::FirstUseEver)
.size([280.0, 300.0], Condition::FirstUseEver)
.scrollable(true)
.always_vertical_scrollbar(true)
.build(ui, || {
for npc in game_scene.npc_list.iter_alive() {
if CollapsingHeader::new(&ImString::from(format!("id={} type={}", npc.id, npc.npc_type))).default_open(false).build(&ui) {
let mut position = [npc.x as f32 / 512.0, npc.y as f32 / 512.0];
ui.input_float2(im_str!("Position:"), &mut position)
.build();
npc.x = (position[0] * 512.0) as i32;
npc.y = (position[1] * 512.0) as i32;
let content = &ImString::from(
format!("\
Velocity: ({:.1},{:.1})\n\
Vel2/State2: ({:.1},{:.1} / {} {})\n\
Animation: frame={}, counter={}\n\
Action: num={}, counter={}, counter2={}\n\
Health: {}, Experience drop: {}\n\
Event ID: {}, Flag ID: {}\n\
Parent: {}, Shock: {}, Size: {}",
npc.vel_x as f32 / 512.0, npc.vel_y as f32 / 512.0,
npc.vel_x2 as f32 / 512.0, npc.vel_y2 as f32 / 512.0, npc.vel_x2, npc.vel_y2,
npc.anim_num, npc.anim_counter,
npc.action_num, npc.action_counter, npc.action_counter2,
npc.life, npc.exp,
npc.event_num, npc.flag_num,
npc.parent_id, npc.shock, npc.size
));
ui.text_wrapped(content);
cond_flags(&ui, &mut npc.cond);
}
}
});
}
let mut remove = -1;
for (idx, (_, title, contents)) in self.text_windows.iter().enumerate() {
let mut opened = true;

274
src/npc/ai/curly.rs Normal file
View file

@ -0,0 +1,274 @@
use num_traits::{abs, clamp};
use crate::common::Direction;
use crate::framework::error::GameResult;
use crate::npc::list::NPCList;
use crate::npc::NPC;
use crate::player::Player;
use crate::rng::RNG;
use crate::shared_game_state::SharedGameState;
use crate::weapon::bullet::BulletManager;
impl NPC {
pub(crate) fn tick_n117_curly(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
npc_list: &NPCList,
) -> GameResult {
match self.action_num {
0 | 1 => {
if self.action_num == 0 {
let player = self.get_closest_player_mut(players);
if self.direction == Direction::FacingPlayer {
self.direction = if self.x <= player.x { Direction::Right } else { Direction::Left };
}
self.action_num = 1;
self.anim_num = 0;
self.anim_counter = 0;
}
self.vel_x = 0;
self.vel_y += 0x40;
}
3 | 4 => {
if self.action_num == 3 {
self.action_num = 4;
self.anim_num = 1;
self.anim_counter = 0;
}
self.animate(4, 1, 4);
self.vel_x = self.direction.vector_x() * 0x200;
self.vel_y += 0x40;
}
5 => {
self.action_num = 6;
self.anim_num = 5;
npc_list.create_death_smoke(self.x, self.y, self.display_bounds.right, 8, state, &self.rng);
}
6 => {
self.anim_num = 5;
}
10 | 11 => {
let player = self.get_closest_player_mut(players);
if self.action_num == 10 {
self.action_num = 11;
self.anim_num = 1;
self.anim_counter = 0;
self.direction = if self.x <= player.x { Direction::Right } else { Direction::Left };
}
self.animate(4, 1, 4);
self.x += self.direction.vector_x() * 0x200;
if abs(self.x - player.x) > 0x2800 {
self.action_num = 0;
}
}
20 => {
self.vel_x = 0;
self.anim_num = 6;
}
21 => {
self.vel_x = 0;
self.anim_num = 9;
}
30 | 31 => {
if self.action_num == 30 {
self.action_num = 31;
self.action_counter = 0;
self.vel_y = -0x400;
}
self.anim_num = 7;
self.vel_x = self.direction.vector_x() * 0x200;
self.vel_y += 0x40;
self.action_counter += 1;
if self.action_counter > 0 && self.flags.hit_bottom_wall() {
self.action_num = 32;
}
}
32 => {
self.vel_x = 0;
self.vel_y += 0x40;
self.anim_num = 8;
}
70 | 71 => {
if self.action_num == 70 {
self.action_num = 71;
self.action_counter = 0;
self.anim_num = 1;
self.anim_counter = 0;
}
self.animate(8, 1, 4);
self.x += self.direction.vector_x() * 0x100;
}
_ => {}
}
if self.vel_y > 0x5ff {
self.vel_y = 0x5ff;
}
self.x += self.vel_x;
self.y += self.vel_y;
let dir_offset = if self.direction == Direction::Left { 0 } else { 10 };
self.anim_rect = state.constants.npc.n117_curly[self.anim_num as usize + dir_offset];
Ok(())
}
pub(crate) fn tick_n118_curly_boss(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
npc_list: &NPCList,
bullet_manager: &BulletManager,
) -> GameResult {
match self.action_num {
0 => {
self.action_num = 1;
self.anim_num = 0;
self.anim_counter = 0;
}
10 | 11 => {
if self.action_num == 10 {
self.action_num = 11;
self.action_counter = self.rng.range(50..100) as u16;
self.anim_num = 0;
let player = self.get_closest_player_mut(players);
self.direction = if self.x <= player.x { Direction::Right } else { Direction::Left };
self.npc_flags.set_shootable(true);
self.npc_flags.set_invulnerable(false);
}
if self.action_counter > 0 {
self.action_counter -= 1;
} else {
self.action_num = 13;
}
}
13 | 14 => {
if self.action_num == 13 {
self.action_num = 14;
self.action_counter = self.rng.range(50..100) as u16;
self.anim_num = 3;
let player = self.get_closest_player_mut(players);
self.direction = if self.x <= player.x { Direction::Right } else { Direction::Left };
}
self.animate(2, 3, 6);
self.vel_x += self.direction.vector_x() * 0x40;
if self.action_counter > 0 {
self.action_counter -= 1;
} else {
self.npc_flags.set_shootable(true);
self.action_num = 20;
self.action_counter = 0;
state.sound_manager.play_sfx(103);
}
}
20 => {
let player = self.get_closest_player_mut(players);
self.direction = if self.x <= player.x { Direction::Right } else { Direction::Left };
self.vel_x = 8 * self.vel_x / 9;
self.anim_num += 1;
if self.anim_num > 1 {
self.anim_num = 0;
}
self.action_counter += 1;
if self.action_counter > 50 {
self.action_num = 21;
self.action_counter = 0;
}
}
21 => {
self.action_counter += 1;
if self.action_counter % 4 == 1 {
let player = self.get_closest_player_mut(players);
let facing_up = (self.direction == Direction::Left && self.x < player.x)
|| (self.direction == Direction::Right && self.x > player.x);
let mut npc = NPC::create(123, &state.npc_table);
npc.cond.set_alive(true);
if facing_up {
self.anim_num = 2;
npc.x = self.x;
npc.y = self.y - 0x1000;
npc.direction = Direction::Up;
} else {
self.anim_num = 0;
self.x += self.direction.opposite().vector_x() * 0x200;
npc.x = self.x + self.direction.vector_x() * 0x1000;
npc.y = self.y + 0x800;
npc.direction = self.direction;
}
let _ = npc_list.spawn(256, npc);
}
if self.action_counter > 30 {
self.action_num = 10;
}
}
30 => {
self.anim_num += 1;
if self.anim_num > 8 {
self.anim_num = 7;
}
self.action_counter += 1;
if self.action_counter > 30 {
self.action_num = 10;
self.anim_num = 0;
}
}
_ => {}
}
if self.action_num > 10 && self.action_num < 30 && bullet_manager.count_bullets_type_idx_all(6) > 0 {
self.action_num = 30;
self.action_counter = 0;
self.anim_num = 7;
self.vel_x = 0;
self.npc_flags.set_shootable(false);
self.npc_flags.set_invulnerable(true);
}
self.vel_x = clamp(self.vel_x, -0x1ff, 0x1ff);
self.vel_y += 0x20;
if self.vel_y > 0x5ff {
self.vel_y = 0x5ff;
}
self.x += self.vel_x;
self.y += self.vel_y;
let dir_offset = if self.direction == Direction::Left { 0 } else { 9 };
self.anim_rect = state.constants.npc.n118_curly_boss[self.anim_num as usize + dir_offset];
Ok(())
}
}

View file

@ -100,11 +100,7 @@ impl NPC {
self.x += self.vel_x;
self.y += self.vel_y;
let dir_offset = if self.direction == Direction::Left {
0
} else {
3
};
let dir_offset = if self.direction == Direction::Left { 0 } else { 3 };
self.anim_rect = state.constants.npc.n241_critter_red[self.anim_num as usize + dir_offset];

View file

@ -362,8 +362,6 @@ impl NPC {
}
pub(crate) fn tick_n081_giant_pignon(&mut self, state: &mut SharedGameState, players: [&mut Player; 2]) -> GameResult {
let dir_offset = if self.direction == Direction::Left { 0 } else { 6 };
match self.action_num {
0 | 1 => {
if self.action_num == 0 {
@ -371,25 +369,22 @@ impl NPC {
self.anim_num = 0;
self.anim_counter = 0;
self.vel_x = 0;
self.anim_rect = state.constants.npc.n081_giant_pignon[self.anim_num as usize + dir_offset];
}
if self.rng.range(0..100) == 1 {
self.action_num = 2;
self.action_counter = 0;
self.anim_num = 1;
} else {
if self.rng.range(0..150) == 1 {
self.direction = self.direction.opposite();
}
self.anim_rect = state.constants.npc.n081_giant_pignon[self.anim_num as usize + dir_offset];
}
if self.rng.range(0..150) == 1 {
self.action_num = 3;
self.action_counter = 50;
self.anim_num = 0;
self.anim_rect = state.constants.npc.n081_giant_pignon[self.anim_num as usize + dir_offset];
if self.rng.range(0..150) == 1 {
self.action_num = 3;
self.action_counter = 50;
self.anim_num = 0;
}
}
}
2 => {
@ -397,8 +392,6 @@ impl NPC {
if self.action_counter > 8 {
self.action_num = 1;
self.anim_num = 0;
self.anim_rect = state.constants.npc.n081_giant_pignon[self.anim_num as usize + dir_offset];
}
}
3 | 4 => {
@ -406,8 +399,6 @@ impl NPC {
self.action_num = 4;
self.anim_num = 2;
self.anim_counter = 0;
self.anim_rect = state.constants.npc.n081_giant_pignon[self.anim_num as usize + dir_offset];
}
if self.action_counter > 0 {
@ -416,16 +407,7 @@ impl NPC {
self.action_num = 0;
}
self.anim_counter += 1;
if self.anim_counter > 2 {
self.anim_counter = 0;
self.anim_num += 1;
if self.anim_num > 4 {
self.anim_num = 2;
}
self.anim_rect = state.constants.npc.n081_giant_pignon[self.anim_num as usize + dir_offset];
}
self.animate(2, 2, 4);
if self.flags.hit_left_wall() {
self.direction = Direction::Right;
@ -435,7 +417,7 @@ impl NPC {
self.direction = Direction::Left;
}
self.vel_x = self.direction.vector_x() * 0x100; // 0.5fix9
self.vel_x = self.direction.vector_x() * 0x100;
}
5 => {
if self.flags.hit_bottom_wall() {
@ -451,8 +433,6 @@ impl NPC {
self.vel_y = -0x200;
self.anim_num = 5;
self.action_num = 5;
self.anim_rect = state.constants.npc.n081_giant_pignon[self.anim_num as usize + dir_offset];
}
self.vel_y += 0x40;
@ -464,6 +444,10 @@ impl NPC {
self.x += self.vel_x;
self.y += self.vel_y;
let dir_offset = if self.direction == Direction::Left { 0 } else { 6 };
self.anim_rect = state.constants.npc.n081_giant_pignon[self.anim_num as usize + dir_offset];
Ok(())
}

View file

@ -72,6 +72,7 @@ impl NPC {
if self.anim_num > 7 {
self.cond.set_alive(false);
return Ok(());
}
}

View file

@ -2,6 +2,7 @@ pub mod balrog;
pub mod booster;
pub mod chaco;
pub mod characters;
pub mod curly;
pub mod egg_corridor;
pub mod first_cave;
pub mod grasstown;

View file

@ -1,7 +1,7 @@
use std::mem::MaybeUninit;
use crate::weapon::bullet::BulletManager;
use crate::common::{Direction, interpolate_fix9_scale};
use crate::common::{interpolate_fix9_scale, Direction};
use crate::components::flash::Flash;
use crate::entity::GameEntity;
use crate::frame::Frame;
use crate::framework::context::Context;
@ -11,6 +11,7 @@ use crate::npc::NPC;
use crate::player::Player;
use crate::shared_game_state::SharedGameState;
use crate::stage::Stage;
use crate::weapon::bullet::BulletManager;
pub mod balfrog;
pub mod ballos;
@ -45,33 +46,41 @@ impl BossNPC {
parts[0].cond.set_alive(true);
for (i, part) in parts.iter_mut().enumerate() {
part.rng.load_state(((i as u32)
.wrapping_add(3271284409)
.rotate_left(5)
.wrapping_mul(3815776271)
.rotate_right(9)
.wrapping_sub(2626817629) & 0xffffffff) as u32);
part.rng.load_state(
((i as u32)
.wrapping_add(3271284409)
.rotate_left(5)
.wrapping_mul(3815776271)
.rotate_right(9)
.wrapping_sub(2626817629)
& 0xffffffff) as u32,
);
}
BossNPC {
boss_type: 0,
parts,
hurt_sound: [0; 20],
death_sound: [0; 20],
}
BossNPC { boss_type: 0, parts, hurt_sound: [0; 20], death_sound: [0; 20] }
}
}
impl GameEntity<([&mut Player; 2], &NPCList, &mut Stage, &BulletManager)> for BossNPC {
fn tick(&mut self, state: &mut SharedGameState, (players, npc_list, _stage, bullet_manager): ([&mut Player; 2], &NPCList, &mut Stage, &BulletManager)) -> GameResult {
impl GameEntity<([&mut Player; 2], &NPCList, &mut Stage, &BulletManager, &mut Flash)> for BossNPC {
fn tick(
&mut self,
state: &mut SharedGameState,
(players, npc_list, _stage, bullet_manager, flash): (
[&mut Player; 2],
&NPCList,
&mut Stage,
&BulletManager,
&mut Flash,
),
) -> GameResult {
if !self.parts[0].cond.alive() {
return Ok(());
}
match self.boss_type {
1 => self.tick_b01_omega(state, players, npc_list, bullet_manager),
1 => self.tick_b01_omega(state, players, npc_list, bullet_manager, flash),
2 => self.tick_b02_balfrog(state, players, npc_list),
3 => self.tick_b03_monster_x(state, players, npc_list),
3 => self.tick_b03_monster_x(state, players, npc_list, flash),
4 => self.tick_b04_core(),
5 => self.tick_b05_ironhead(),
6 => self.tick_b06_twins(),
@ -90,25 +99,27 @@ impl GameEntity<([&mut Player; 2], &NPCList, &mut Stage, &BulletManager)> for Bo
}
fn draw(&self, state: &mut SharedGameState, ctx: &mut Context, frame: &Frame) -> GameResult {
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, state.npc_table.tex_npc2_name.as_str())?;
let batch =
state.texture_set.get_or_load_batch(ctx, &state.constants, state.npc_table.tex_npc2_name.as_str())?;
for npc in self.parts.iter().rev() {
if !npc.cond.alive() || npc.cond.hidden() {
continue;
}
let off_x = if npc.direction == Direction::Left { npc.display_bounds.left } else { npc.display_bounds.right } as i32;
let shock = if npc.shock > 0 {
(2 * ((npc.shock as i32 / 2) % 2) - 1) as f32
} else { 0.0 };
let off_x =
if npc.direction == Direction::Left { npc.display_bounds.left } else { npc.display_bounds.right }
as i32;
let shock = if npc.shock > 0 { (2 * ((npc.shock as i32 / 2) % 2) - 1) as f32 } else { 0.0 };
batch.add_rect(
interpolate_fix9_scale(npc.prev_x - off_x - frame.prev_x,
npc.x - off_x - frame.x,
state.frame_time) + shock,
interpolate_fix9_scale(npc.prev_y - npc.display_bounds.top as i32 - frame.prev_y,
npc.y - npc.display_bounds.top as i32 - frame.y,
state.frame_time),
interpolate_fix9_scale(npc.prev_x - off_x - frame.prev_x, npc.x - off_x - frame.x, state.frame_time)
+ shock,
interpolate_fix9_scale(
npc.prev_y - npc.display_bounds.top as i32 - frame.prev_y,
npc.y - npc.display_bounds.top as i32 - frame.y,
state.frame_time,
),
&npc.anim_rect,
);
}

View file

@ -1,7 +1,8 @@
use num_traits::{abs, clamp};
use crate::caret::CaretType;
use crate::common::{CDEG_RAD, Direction, Rect};
use crate::common::{Direction, Rect, CDEG_RAD};
use crate::components::flash::Flash;
use crate::framework::context::Context;
use crate::framework::error::GameResult;
use crate::npc::boss::BossNPC;
@ -12,7 +13,11 @@ use crate::rng::RNG;
use crate::shared_game_state::SharedGameState;
impl NPC {
pub(crate) fn tick_n158_fish_missile(&mut self, state: &mut SharedGameState, players: [&mut Player; 2]) -> GameResult {
pub(crate) fn tick_n158_fish_missile(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
) -> GameResult {
match self.action_num {
0 | 1 => {
if self.action_num == 0 {
@ -72,7 +77,13 @@ impl NPC {
}
impl BossNPC {
pub(crate) fn tick_b03_monster_x(&mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList) {
pub(crate) fn tick_b03_monster_x(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
npc_list: &NPCList,
flash: &mut Flash,
) {
match self.parts[0].action_num {
0 => {
self.parts[0].life = 1;
@ -87,12 +98,8 @@ impl BossNPC {
self.parts[0].y = 200 * 0x200;
self.parts[0].size = 3;
self.parts[0].event_num = 1000;
self.parts[0].hit_bounds = Rect {
left: 24 * 0x200,
top: 24 * 0x200,
right: 24 * 0x200,
bottom: 24 * 0x200,
};
self.parts[0].hit_bounds =
Rect { left: 24 * 0x200, top: 24 * 0x200, right: 24 * 0x200, bottom: 24 * 0x200 };
self.parts[0].npc_flags.set_ignore_solidity(true);
self.parts[0].npc_flags.set_event_when_killed(true);
self.parts[0].npc_flags.set_show_damage(true);
@ -101,12 +108,8 @@ impl BossNPC {
self.parts[1].cond.set_alive(true);
self.parts[1].size = 3;
self.parts[1].direction = Direction::Left;
self.parts[1].display_bounds = Rect {
left: 24 * 0x200,
top: 24 * 0x200,
right: 24 * 0x200,
bottom: 24 * 0x200,
};
self.parts[1].display_bounds =
Rect { left: 24 * 0x200, top: 24 * 0x200, right: 24 * 0x200, bottom: 24 * 0x200 };
self.parts[1].npc_flags.set_ignore_solidity(true);
self.parts[2] = self.parts[1].clone();
@ -116,18 +119,10 @@ impl BossNPC {
self.parts[3].life = 60;
self.parts[3].size = 2;
self.parts[3].target_x = 0;
self.parts[3].display_bounds = Rect {
left: 8 * 0x200,
top: 8 * 0x200,
right: 8 * 0x200,
bottom: 8 * 0x200,
};
self.parts[3].hit_bounds = Rect {
left: 5 * 0x200,
top: 5 * 0x200,
right: 5 * 0x200,
bottom: 5 * 0x200,
};
self.parts[3].display_bounds =
Rect { left: 8 * 0x200, top: 8 * 0x200, right: 8 * 0x200, bottom: 8 * 0x200 };
self.parts[3].hit_bounds =
Rect { left: 5 * 0x200, top: 5 * 0x200, right: 5 * 0x200, bottom: 5 * 0x200 };
self.parts[3].npc_flags.set_ignore_solidity(true);
self.hurt_sound[3] = 54;
self.death_sound[3] = 71;
@ -147,18 +142,10 @@ impl BossNPC {
self.parts[7].y = self.parts[0].y;
self.parts[7].size = 3;
self.parts[7].anim_num = 0;
self.parts[7].display_bounds = Rect {
left: 52 * 0x200,
top: 24 * 0x200,
right: 52 * 0x200,
bottom: 24 * 0x200,
};
self.parts[7].hit_bounds = Rect {
left: 8 * 0x200,
top: 24 * 0x200,
right: 8 * 0x200,
bottom: 16 * 0x200,
};
self.parts[7].display_bounds =
Rect { left: 52 * 0x200, top: 24 * 0x200, right: 52 * 0x200, bottom: 24 * 0x200 };
self.parts[7].hit_bounds =
Rect { left: 8 * 0x200, top: 24 * 0x200, right: 8 * 0x200, bottom: 16 * 0x200 };
self.parts[7].npc_flags.set_ignore_solidity(true);
self.parts[9].cond.set_alive(true);
@ -167,18 +154,10 @@ impl BossNPC {
self.parts[9].size = 3;
self.parts[9].action_num = 0;
self.parts[9].direction = Direction::Up;
self.parts[9].display_bounds = Rect {
left: 36 * 0x200,
top: 8 * 0x200,
right: 36 * 0x200,
bottom: 24 * 0x200,
};
self.parts[9].hit_bounds = Rect {
left: 28 * 0x200,
top: 8 * 0x200,
right: 28 * 0x200,
bottom: 16 * 0x200,
};
self.parts[9].display_bounds =
Rect { left: 36 * 0x200, top: 8 * 0x200, right: 36 * 0x200, bottom: 24 * 0x200 };
self.parts[9].hit_bounds =
Rect { left: 28 * 0x200, top: 8 * 0x200, right: 28 * 0x200, bottom: 16 * 0x200 };
self.hurt_sound[9] = 52;
self.parts[9].npc_flags.set_rear_and_top_not_hurt(true);
self.parts[9].npc_flags.set_ignore_solidity(true);
@ -201,12 +180,8 @@ impl BossNPC {
self.parts[12].x = self.parts[0].x + 64 * 0x200;
self.parts[13] = self.parts[9].clone();
self.parts[13].display_bounds = Rect {
left: 30 * 0x200,
top: 16 * 0x200,
right: 42 * 0x200,
bottom: 16 * 0x200,
};
self.parts[13].display_bounds =
Rect { left: 30 * 0x200, top: 16 * 0x200, right: 42 * 0x200, bottom: 16 * 0x200 };
self.parts[13].action_counter2 = 9;
self.parts[13].anim_num = 0;
self.parts[13].npc_flags.0 = 0;
@ -318,8 +293,11 @@ impl BossNPC {
}
if self.parts[0].action_counter > 50 {
if !self.parts[3].cond.alive() && !self.parts[4].cond.alive()
&& !self.parts[5].cond.alive() && !self.parts[6].cond.alive() {
if !self.parts[3].cond.alive()
&& !self.parts[4].cond.alive()
&& !self.parts[5].cond.alive()
&& !self.parts[6].cond.alive()
{
self.parts[0].action_num = 600;
} else {
self.parts[0].action_num = 500;
@ -343,8 +321,11 @@ impl BossNPC {
}
if self.parts[0].action_counter > 50 {
if !self.parts[3].cond.alive() && !self.parts[4].cond.alive()
&& !self.parts[5].cond.alive() && !self.parts[6].cond.alive() {
if !self.parts[3].cond.alive()
&& !self.parts[4].cond.alive()
&& !self.parts[5].cond.alive()
&& !self.parts[6].cond.alive()
{
self.parts[0].action_num = 600;
} else {
self.parts[0].action_num = 500;
@ -366,8 +347,11 @@ impl BossNPC {
self.parts[0].action_counter = 0;
}
if !self.parts[3].cond.alive() && !self.parts[4].cond.alive()
&& !self.parts[5].cond.alive() && !self.parts[6].cond.alive() {
if !self.parts[3].cond.alive()
&& !self.parts[4].cond.alive()
&& !self.parts[5].cond.alive()
&& !self.parts[6].cond.alive()
{
self.parts[0].action_num = 502;
self.parts[0].action_counter = 0;
}
@ -399,7 +383,8 @@ impl BossNPC {
self.parts[0].action_counter += 1;
if (self.parts[0].life as i32) < self.parts[0].vel_y2.saturating_sub(200)
|| self.parts[0].action_counter > 300 {
|| self.parts[0].action_counter > 300
{
self.parts[0].action_num = 602;
self.parts[0].action_counter = 0;
}
@ -437,7 +422,7 @@ impl BossNPC {
if self.parts[0].action_counter > 100 {
self.parts[0].action_num = 1001;
self.parts[0].action_counter = 0;
// todo flash
flash.set_cross(self.parts[0].x, self.parts[0].y);
state.sound_manager.play_sfx(35);
}
}
@ -472,7 +457,8 @@ impl BossNPC {
self.tick_b03_monster_x_track(11, state, &players);
self.tick_b03_monster_x_track(12, state, &players);
self.parts[0].x += (((self.parts[9].x + self.parts[10].x + self.parts[11].x + self.parts[12].x) / 4) - self.parts[0].x) / 16;
self.parts[0].x +=
(((self.parts[9].x + self.parts[10].x + self.parts[11].x + self.parts[12].x) / 4) - self.parts[0].x) / 16;
self.tick_b03_monster_x_face(7, state);
self.tick_b03_monster_x_frame(13, state, npc_list);
@ -483,10 +469,18 @@ impl BossNPC {
self.tick_b03_monster_x_shield(1, state);
self.tick_b03_monster_x_shield(2, state);
if self.parts[3].cond.alive() { self.tick_b03_monster_x_eye(3, state, &players, npc_list); }
if self.parts[4].cond.alive() { self.tick_b03_monster_x_eye(4, state, &players, npc_list); }
if self.parts[5].cond.alive() { self.tick_b03_monster_x_eye(5, state, &players, npc_list); }
if self.parts[6].cond.alive() { self.tick_b03_monster_x_eye(6, state, &players, npc_list); }
if self.parts[3].cond.alive() {
self.tick_b03_monster_x_eye(3, state, &players, npc_list);
}
if self.parts[4].cond.alive() {
self.tick_b03_monster_x_eye(4, state, &players, npc_list);
}
if self.parts[5].cond.alive() {
self.tick_b03_monster_x_eye(5, state, &players, npc_list);
}
if self.parts[6].cond.alive() {
self.tick_b03_monster_x_eye(6, state, &players, npc_list);
}
if self.parts[0].life == 0 && self.parts[0].action_num < 1000 {
self.parts[0].action_num = 1000;
@ -776,7 +770,13 @@ impl BossNPC {
self.parts[i].anim_rect = state.constants.npc.b03_monster_x[dir_offset];
}
fn tick_b03_monster_x_eye(&mut self, i: usize, state: &mut SharedGameState, players: &[&mut Player; 2], npc_list: &NPCList) {
fn tick_b03_monster_x_eye(
&mut self,
i: usize,
state: &mut SharedGameState,
players: &[&mut Player; 2],
npc_list: &NPCList,
) {
match self.parts[i].action_num {
0 => {
self.parts[i].npc_flags.set_shootable(false);
@ -789,8 +789,8 @@ impl BossNPC {
self.parts[i].npc_flags.set_shootable(true);
}
self.parts[i].anim_num = if self.parts[i].action_counter < 16
&& self.parts[i].action_counter / 2 % 2 != 0 { 1 } else { 0 };
self.parts[i].anim_num =
if self.parts[i].action_counter < 16 && self.parts[i].action_counter / 2 % 2 != 0 { 1 } else { 0 };
if self.parts[i].action_counter > 0 {
self.parts[i].action_counter -= 1;
@ -799,8 +799,7 @@ impl BossNPC {
let px = self.parts[i].x - players[player_idx].x;
let py = self.parts[i].y - players[player_idx].y;
let deg = f64::atan2(py as f64, px as f64)
+ self.parts[i].rng.range(-2..2) as f64 * CDEG_RAD;
let deg = f64::atan2(py as f64, px as f64) + self.parts[i].rng.range(-2..2) as f64 * CDEG_RAD;
let mut npc = NPC::create(156, &state.npc_table);
npc.cond.set_alive(true);
@ -838,6 +837,7 @@ impl BossNPC {
_ => {}
}
self.parts[i].anim_rect = state.constants.npc.b03_monster_x[21 + self.parts[i].target_x as usize + 4 * self.parts[i].anim_num as usize];
self.parts[i].anim_rect = state.constants.npc.b03_monster_x
[21 + self.parts[i].target_x as usize + 4 * self.parts[i].anim_num as usize];
}
}

View file

@ -1,21 +1,19 @@
use crate::weapon::bullet::BulletManager;
use crate::caret::CaretType;
use crate::common::{Direction, Rect};
use crate::components::flash::Flash;
use crate::framework::context::Context;
use crate::framework::error::GameResult;
use crate::npc::boss::BossNPC;
use crate::npc::list::NPCList;
use crate::npc::NPC;
use crate::player::Player;
use crate::rng::RNG;
use crate::shared_game_state::SharedGameState;
use crate::framework::context::Context;
use crate::framework::error::GameResult;
use crate::weapon::bullet::BulletManager;
impl NPC {
pub(crate) fn tick_n048_omega_projectiles(&mut self, state: &mut SharedGameState) -> GameResult {
if (self.flags.hit_left_wall() && self.vel_x < 0)
|| (self.flags.hit_right_wall() && self.vel_x > 0) {
if (self.flags.hit_left_wall() && self.vel_x < 0) || (self.flags.hit_right_wall() && self.vel_x > 0) {
self.vel_x = -self.vel_x;
} else if self.flags.hit_bottom_wall() {
self.action_counter2 += 1;
@ -53,7 +51,14 @@ impl NPC {
}
impl BossNPC {
pub(crate) fn tick_b01_omega(&mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList, bullet_manager: &BulletManager) {
pub(crate) fn tick_b01_omega(
&mut self,
state: &mut SharedGameState,
players: [&mut Player; 2],
npc_list: &NPCList,
bullet_manager: &BulletManager,
flash: &mut Flash,
) {
match self.parts[0].action_num {
0 => {
self.parts[0].cond.set_alive(true);
@ -68,26 +73,14 @@ impl BossNPC {
self.parts[0].y = 16 * 16 * 0x200;
self.parts[0].target_x = self.parts[0].x;
self.parts[0].target_y = self.parts[0].y;
self.parts[0].display_bounds = Rect {
left: 40 * 0x200,
top: 40 * 0x200,
right: 40 * 0x200,
bottom: 16 * 0x200,
};
self.parts[0].hit_bounds = Rect {
left: 8 * 0x200,
top: 24 * 0x200,
right: 8 * 0x200,
bottom: 16 * 0x200,
};
self.parts[0].display_bounds =
Rect { left: 40 * 0x200, top: 40 * 0x200, right: 40 * 0x200, bottom: 16 * 0x200 };
self.parts[0].hit_bounds =
Rect { left: 8 * 0x200, top: 24 * 0x200, right: 8 * 0x200, bottom: 16 * 0x200 };
self.parts[1].cond.set_alive(true);
self.parts[1].display_bounds = Rect {
left: 12 * 0x200,
top: 8 * 0x200,
right: 12 * 0x200,
bottom: 8 * 0x200,
};
self.parts[1].display_bounds =
Rect { left: 12 * 0x200, top: 8 * 0x200, right: 12 * 0x200, bottom: 8 * 0x200 };
self.parts[1].npc_flags.set_ignore_solidity(true);
self.parts[1].direction = Direction::Left;
@ -101,18 +94,10 @@ impl BossNPC {
self.parts[3].direction = Direction::Left;
self.parts[3].x = self.parts[0].x + 16 * 0x200;
self.parts[3].y = self.parts[0].y;
self.parts[3].display_bounds = Rect {
left: 24 * 0x200,
top: 16 * 0x200,
right: 16 * 0x200,
bottom: 16 * 0x200,
};
self.parts[3].hit_bounds = Rect {
left: 8 * 0x200,
top: 8 * 0x200,
right: 8 * 0x200,
bottom: 8 * 0x200,
};
self.parts[3].display_bounds =
Rect { left: 24 * 0x200, top: 16 * 0x200, right: 16 * 0x200, bottom: 16 * 0x200 };
self.parts[3].hit_bounds =
Rect { left: 8 * 0x200, top: 8 * 0x200, right: 8 * 0x200, bottom: 8 * 0x200 };
self.hurt_sound[3] = 52;
self.parts[4].cond.set_alive(true);
@ -191,11 +176,7 @@ impl BossNPC {
npc.y = self.parts[0].y - 16 * 0x200;
npc.vel_x = self.parts[0].rng.range(-0x100..0x100) as i32;
npc.vel_y = -0x333;
npc.direction = if self.parts[0].rng.range(0..9) <= 7 {
Direction::Left
} else {
Direction::Right
};
npc.direction = if self.parts[0].rng.range(0..9) <= 7 { Direction::Left } else { Direction::Right };
let _ = npc_list.spawn(0x100, npc);
state.sound_manager.play_sfx(39);
@ -264,12 +245,13 @@ impl BossNPC {
if self.parts[0].anim_counter > 2 {
self.parts[0].anim_counter = 0;
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;
}
}
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 => {
@ -282,7 +264,7 @@ impl BossNPC {
state.sound_manager.play_sfx(102);
}
if self.parts[0].action_counter <= 29 && self.parts[0].action_counter % 5 == 0 {
if self.parts[0].action_counter < 30 && self.parts[0].action_counter % 5 == 0 {
let mut npc = NPC::create(48, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.parts[0].x;
@ -300,30 +282,33 @@ impl BossNPC {
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;
}
_ => {}
match self.parts[0].anim_num {
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].vel_y = -0x5ff;
self.parts[0].damage = 0;
self.parts[5].hit_bounds.top = 0x4800;
state.sound_manager.play_sfx(12);
state.sound_manager.play_sfx(25);
state.sound_manager.play_sfx(102);
}
1 => {
self.parts[0].damage = 20;
}
_ => {}
}
}
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[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;
@ -352,20 +337,15 @@ impl BossNPC {
state.sound_manager.play_sfx(52);
}
let dest_x = self.parts[0].x + self.parts[0].rng.range(-0x30..0x30) as i32 * 0x200;
let dest_y = self.parts[0].y + self.parts[0].rng.range(-0x30..0x18) as i32 * 0x200;
let dest_x = self.parts[0].x + self.parts[0].rng.range(-0x30..0x30) * 0x200;
let dest_y = self.parts[0].y + self.parts[0].rng.range(-0x30..0x18) * 0x200;
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.x = dest_x;
npc.y = dest_y;
let _ = npc_list.spawn(0x100, npc);
state.create_caret(dest_x, dest_y, CaretType::Explosion, Direction::Left);
npc_list.create_death_smoke(dest_x, dest_y, 1, 1, state, &self.parts[0].rng);
if self.parts[0].action_counter > 100 {
self.parts[0].action_num = 160;
self.parts[0].action_counter = 0;
// todo flash
flash.set_cross(self.parts[0].x, self.parts[0].y);
state.sound_manager.play_sfx(35);
}
}
@ -397,30 +377,27 @@ impl BossNPC {
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].x = self.parts[0].x - 0x2000,
4 => self.parts[i].x = self.parts[0].x + 0x2000,
_ => {}
}
}
3 => {
self.parts[i].target_y = self.parts[0].y + 24 * 0x200;
self.parts[i].target_y = self.parts[0].y + 0x3000;
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].x = self.parts[0].x - 0x2000,
4 => self.parts[i].x = self.parts[0].x + 0x2000,
_ => {}
}
self.parts[i].y += (self.parts[0].target_y - self.parts[0].y) / 2;
self.parts[i].y += (self.parts[i].target_y - self.parts[i].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;
}
self.parts[i].anim_num =
if !self.parts[i].flags.hit_bottom_wall() && self.parts[i].y > self.parts[i].target_y { 1 } else { 0 };
let dir_offset = if self.parts[i].direction == Direction::Left { 0 } else { 2 };
@ -429,7 +406,7 @@ impl BossNPC {
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;
self.parts[i].y = (self.parts[0].y + self.parts[i + 2].y - 0x1000) / 2;
let dir_offset = if self.parts[i].direction == Direction::Left { 0 } else { 1 };
@ -440,12 +417,8 @@ impl BossNPC {
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].hit_bounds =
Rect { left: 20 * 0x200, top: 36 * 0x200, right: 20 * 0x200, bottom: 16 * 0x200 };
}
self.parts[5].x = self.parts[0].x;

View file

@ -140,7 +140,7 @@ impl NPC {
}
impl GameEntity<([&mut Player; 2], &NPCList, &mut Stage, &BulletManager)> for NPC {
fn tick(&mut self, state: &mut SharedGameState, (players, npc_list, stage, _bullet_manager): ([&mut Player; 2], &NPCList, &mut Stage, &BulletManager)) -> GameResult {
fn tick(&mut self, state: &mut SharedGameState, (players, npc_list, stage, bullet_manager): ([&mut Player; 2], &NPCList, &mut Stage, &BulletManager)) -> GameResult {
match self.npc_type {
0 => self.tick_n000_null(),
1 => self.tick_n001_experience(state),
@ -256,6 +256,8 @@ impl GameEntity<([&mut Player; 2], &NPCList, &mut Stage, &BulletManager)> for NP
113 => self.tick_n113_professor_booster(state),
114 => self.tick_n114_press(state, players, npc_list),
116 => self.tick_n116_red_petals(state),
117 => self.tick_n117_curly(state, players, npc_list),
118 => self.tick_n118_curly_boss(state, players, npc_list, bullet_manager),
119 => self.tick_n119_table_chair(state),
120 => self.tick_n120_colon_a(state),
124 => self.tick_n124_sunstone(state),

View file

@ -1,11 +1,11 @@
use log::info;
use num_traits::{abs, clamp};
use crate::weapon::bullet::BulletManager;
use crate::caret::CaretType;
use crate::common::{fix9_scale, interpolate_fix9_scale, Color, Direction, FadeDirection, FadeState, Rect};
use crate::components::boss_life_bar::BossLifeBar;
use crate::components::draw_common::{draw_number, Alignment};
use crate::components::flash::Flash;
use crate::components::hud::HUD;
use crate::components::stage_select::StageSelect;
use crate::entity::GameEntity;
@ -30,6 +30,7 @@ use crate::shared_game_state::{Season, SharedGameState};
use crate::stage::{BackgroundType, Stage};
use crate::text_script::{ConfirmSelection, ScriptMode, TextScriptExecutionState, TextScriptLine, TextScriptVM};
use crate::texture_set::SizedBatch;
use crate::weapon::bullet::BulletManager;
use crate::weapon::WeaponType;
pub struct GameScene {
@ -37,6 +38,7 @@ pub struct GameScene {
pub stage: Stage,
pub boss_life_bar: BossLifeBar,
pub stage_select: StageSelect,
pub flash: Flash,
pub hud_player1: HUD,
pub hud_player2: HUD,
pub frame: Frame,
@ -86,6 +88,7 @@ impl GameScene {
inventory_player2: Inventory::new(),
boss_life_bar: BossLifeBar::new(),
stage_select: StageSelect::new(),
flash: Flash::new(),
hud_player1: HUD::new(Alignment::Left),
hud_player2: HUD::new(Alignment::Right),
frame: Frame {
@ -1104,7 +1107,13 @@ impl GameScene {
}
self.boss.tick(
state,
([&mut self.player1, &mut self.player2], &self.npc_list, &mut self.stage, &self.bullet_manager),
(
[&mut self.player1, &mut self.player2],
&self.npc_list,
&mut self.stage,
&self.bullet_manager,
&mut self.flash,
),
)?;
self.player1.tick_map_collisions(state, &self.npc_list, &mut self.stage);
@ -1365,12 +1374,15 @@ impl Scene for GameScene {
_ => {}
}
self.flash.tick(state, ())?;
TextScriptVM::run(state, self, ctx)?;
#[cfg(feature = "scripting")]
state.lua.scene_tick(self);
self.tick = self.tick.wrapping_add(1);
if state.control_flags.control_enabled() {
self.tick = self.tick.wrapping_add(1);
}
Ok(())
}
@ -1458,6 +1470,7 @@ impl Scene for GameScene {
{
self.draw_light_map(state, ctx)?;
}
self.flash.draw(state, ctx, &self.frame)?;
/*graphics::set_canvas(ctx, None);
state.game_canvas.draw(ctx, DrawParam::new()

View file

@ -2,24 +2,24 @@ use std::sync::mpsc;
use std::sync::mpsc::{Receiver, Sender};
use std::time::Duration;
use cpal::traits::{DeviceTrait, HostTrait, StreamTrait};
use cpal::Sample;
use cpal::traits::{DeviceTrait, HostTrait, StreamTrait};
use lewton::inside_ogg::OggStreamReader;
use num_traits::clamp;
use crate::engine_constants::EngineConstants;
use crate::framework::context::Context;
use crate::framework::error::GameError::{AudioError, InvalidValue};
use crate::framework::error::{GameError, GameResult};
use crate::framework::error::GameError::{AudioError, InvalidValue};
use crate::framework::filesystem;
use crate::framework::filesystem::File;
use crate::settings::Settings;
use crate::sound::ogg_playback::{OggPlaybackEngine, SavedOggPlaybackState};
use crate::sound::org_playback::{OrgPlaybackEngine, SavedOrganyaPlaybackState};
use crate::sound::organya::Song;
use crate::sound::pixtone::PixTonePlayback;
use crate::sound::wave_bank::SoundBank;
use crate::str;
use crate::settings::Settings;
mod ogg_playback;
mod org_playback;
@ -47,15 +47,10 @@ impl SoundManager {
let (tx, rx): (Sender<PlaybackMessage>, Receiver<PlaybackMessage>) = mpsc::channel();
let host = cpal::default_host();
let device = host
.default_output_device()
.ok_or_else(|| AudioError(str!("Error initializing audio device.")))?;
let device = host.default_output_device().ok_or_else(|| AudioError(str!("Error initializing audio device.")))?;
let config = device.default_output_config()?;
let bnk = wave_bank::SoundBank::load_from(filesystem::open(
ctx,
"/builtin/organya-wavetable-doukutsu.bin",
)?)?;
let bnk = wave_bank::SoundBank::load_from(filesystem::open(ctx, "/builtin/organya-wavetable-doukutsu.bin")?)?;
std::thread::spawn(move || {
if let Err(err) = match config.sample_format() {
@ -67,24 +62,14 @@ impl SoundManager {
}
});
Ok(SoundManager {
tx: tx.clone(),
prev_song_id: 0,
current_song_id: 0,
})
Ok(SoundManager { tx: tx.clone(), prev_song_id: 0, current_song_id: 0 })
}
pub fn play_sfx(&mut self, id: u8) {
let _ = self.tx.send(PlaybackMessage::PlaySample(id));
}
pub fn play_song(
&mut self,
song_id: usize,
constants: &EngineConstants,
settings: &Settings,
ctx: &mut Context,
) -> GameResult {
pub fn play_song(&mut self, song_id: usize, constants: &EngineConstants, settings: &Settings, ctx: &mut Context) -> GameResult {
if self.current_song_id == song_id {
return Ok(());
}
@ -100,35 +85,22 @@ impl SoundManager {
} else if let Some(song_name) = constants.music_table.get(song_id) {
let mut paths = constants.organya_paths.clone();
paths.insert(0, "/Soundtracks/".to_owned() + &settings.soundtrack + "/");
if let Some(soundtrack) = constants.soundtracks.get(&settings.soundtrack) {
paths.insert(0, soundtrack.clone());
}
let songs_paths = paths.iter().map(|prefix| {
[
(
SongFormat::OggMultiPart,
vec![
format!("{}{}_intro.ogg", prefix, song_name),
format!("{}{}_loop.ogg", prefix, song_name),
],
),
(
SongFormat::OggSinglePart,
vec![format!("{}{}.ogg", prefix, song_name)],
),
(
SongFormat::Organya,
vec![format!("{}{}.org", prefix, song_name)],
),
(SongFormat::OggMultiPart, vec![format!("{}{}_intro.ogg", prefix, song_name), format!("{}{}_loop.ogg", prefix, song_name)]),
(SongFormat::OggSinglePart, vec![format!("{}{}.ogg", prefix, song_name)]),
(SongFormat::Organya, vec![format!("{}{}.org", prefix, song_name)]),
]
});
for songs in songs_paths {
for (format, paths) in songs
.iter()
.filter(|(_, paths)| paths.iter().all(|path| filesystem::exists(ctx, path)))
{
for (format, paths) in songs.iter().filter(|(_, paths)| paths.iter().all(|path| filesystem::exists(ctx, path))) {
match format {
SongFormat::Organya => {
// we're sure that there's one element
@ -141,8 +113,7 @@ impl SoundManager {
self.prev_song_id = self.current_song_id;
self.current_song_id = song_id;
self.tx.send(PlaybackMessage::SaveState)?;
self.tx
.send(PlaybackMessage::PlayOrganyaSong(Box::new(org)))?;
self.tx.send(PlaybackMessage::PlayOrganyaSong(Box::new(org)))?;
return Ok(());
}
@ -155,28 +126,19 @@ impl SoundManager {
// we're sure that there's one element
let path = unsafe { paths.get_unchecked(0) };
match filesystem::open(ctx, path).map(|f| {
OggStreamReader::new(f)
.map_err(|e| GameError::ResourceLoadError(e.to_string()))
}) {
match filesystem::open(ctx, path).map(|f| OggStreamReader::new(f).map_err(|e| GameError::ResourceLoadError(e.to_string()))) {
Ok(Ok(song)) => {
log::info!("Playing single part Ogg BGM: {} {}", song_id, path);
self.prev_song_id = self.current_song_id;
self.current_song_id = song_id;
self.tx.send(PlaybackMessage::SaveState)?;
self.tx.send(PlaybackMessage::PlayOggSongSinglePart(
Box::new(song),
))?;
self.tx.send(PlaybackMessage::PlayOggSongSinglePart(Box::new(song)))?;
return Ok(());
}
Ok(Err(err)) | Err(err) => {
log::warn!(
"Failed to load single part Ogg BGM {}: {}",
song_id,
err
);
log::warn!("Failed to load single part Ogg BGM {}: {}", song_id, err);
}
}
}
@ -186,42 +148,21 @@ impl SoundManager {
let path_loop = unsafe { paths.get_unchecked(1) };
match (
filesystem::open(ctx, path_intro).map(|f| {
OggStreamReader::new(f)
.map_err(|e| GameError::ResourceLoadError(e.to_string()))
}),
filesystem::open(ctx, path_loop).map(|f| {
OggStreamReader::new(f)
.map_err(|e| GameError::ResourceLoadError(e.to_string()))
}),
filesystem::open(ctx, path_intro).map(|f| OggStreamReader::new(f).map_err(|e| GameError::ResourceLoadError(e.to_string()))),
filesystem::open(ctx, path_loop).map(|f| OggStreamReader::new(f).map_err(|e| GameError::ResourceLoadError(e.to_string()))),
) {
(Ok(Ok(song_intro)), Ok(Ok(song_loop))) => {
log::info!(
"Playing multi part Ogg BGM: {} {} + {}",
song_id,
path_intro,
path_loop
);
log::info!("Playing multi part Ogg BGM: {} {} + {}", song_id, path_intro, path_loop);
self.prev_song_id = self.current_song_id;
self.current_song_id = song_id;
self.tx.send(PlaybackMessage::SaveState)?;
self.tx.send(PlaybackMessage::PlayOggSongMultiPart(
Box::new(song_intro),
Box::new(song_loop),
))?;
self.tx.send(PlaybackMessage::PlayOggSongMultiPart(Box::new(song_intro), Box::new(song_loop)))?;
return Ok(());
}
(Ok(Err(err)), _)
| (Err(err), _)
| (_, Ok(Err(err)))
| (_, Err(err)) => {
log::warn!(
"Failed to load multi part Ogg BGM {}: {}",
song_id,
err
);
(Ok(Err(err)), _) | (Err(err), _) | (_, Ok(Err(err))) | (_, Err(err)) => {
log::warn!("Failed to load multi part Ogg BGM {}: {}", song_id, err);
}
}
}
@ -285,12 +226,7 @@ enum PlaybackStateType {
Ogg(SavedOggPlaybackState),
}
fn run<T>(
rx: Receiver<PlaybackMessage>,
bank: SoundBank,
device: &cpal::Device,
config: &cpal::StreamConfig,
) -> GameResult
fn run<T>(rx: Receiver<PlaybackMessage>, bank: SoundBank, device: &cpal::Device, config: &cpal::StreamConfig) -> GameResult
where
T: cpal::Sample,
{
@ -388,12 +324,8 @@ where
Ok(PlaybackMessage::SaveState) => {
saved_state = match state {
PlaybackState::Stopped => PlaybackStateType::None,
PlaybackState::PlayingOrg => {
PlaybackStateType::Organya(org_engine.get_state())
}
PlaybackState::PlayingOgg => {
PlaybackStateType::Ogg(ogg_engine.get_state())
}
PlaybackState::PlayingOrg => PlaybackStateType::Organya(org_engine.get_state()),
PlaybackState::PlayingOgg => PlaybackStateType::Ogg(ogg_engine.get_state()),
};
}
Ok(PlaybackMessage::RestoreState) => {
@ -493,28 +425,16 @@ where
}
if frame.len() >= 2 {
let sample_l = clamp(
(((bgm_sample_l ^ 0x8000) as i16) as isize)
+ (((pxt_sample ^ 0x8000) as i16) as isize),
-0x7fff,
0x7fff,
) as u16
^ 0x8000;
let sample_r = clamp(
(((bgm_sample_r ^ 0x8000) as i16) as isize)
+ (((pxt_sample ^ 0x8000) as i16) as isize),
-0x7fff,
0x7fff,
) as u16
^ 0x8000;
let sample_l =
clamp((((bgm_sample_l ^ 0x8000) as i16) as isize) + (((pxt_sample ^ 0x8000) as i16) as isize), -0x7fff, 0x7fff) as u16 ^ 0x8000;
let sample_r =
clamp((((bgm_sample_r ^ 0x8000) as i16) as isize) + (((pxt_sample ^ 0x8000) as i16) as isize), -0x7fff, 0x7fff) as u16 ^ 0x8000;
frame[0] = Sample::from::<u16>(&sample_l);
frame[1] = Sample::from::<u16>(&sample_r);
} else {
let sample = clamp(
((((bgm_sample_l ^ 0x8000) as i16) + ((bgm_sample_r ^ 0x8000) as i16)) / 2)
as isize
+ (((pxt_sample ^ 0x8000) as i16) as isize),
((((bgm_sample_l ^ 0x8000) as i16) + ((bgm_sample_r ^ 0x8000) as i16)) / 2) as isize + (((pxt_sample ^ 0x8000) as i16) as isize),
-0x7fff,
0x7fff,
) as u16

View file

@ -1544,6 +1544,11 @@ impl TextScriptVM {
exec_state = TextScriptExecutionState::Running(event, cursor.position() as u32);
}
OpCode::FLA => {
game_scene.flash.set_blink();
exec_state = TextScriptExecutionState::Running(event, cursor.position() as u32);
}
OpCode::INI => {
exec_state = TextScriptExecutionState::Reset;
}
@ -1572,7 +1577,6 @@ impl TextScriptVM {
| OpCode::KE2
| OpCode::CRE
| OpCode::CSS
| OpCode::FLA
| OpCode::MLP
| OpCode::SPS
| OpCode::FR2

View file

@ -76,6 +76,7 @@ impl BulletManager {
}
}
#[derive(Clone)]
pub struct Bullet {
pub btype: u16,
pub x: i32,
@ -90,6 +91,7 @@ pub struct Bullet {
pub lifetime: u16,
pub damage: i16,
pub counter1: u16,
pub counter2: u16,
pub rng: Xoroshiro32PlusPlus,
pub owner: TargetPlayer,
pub cond: Condition,
@ -135,6 +137,7 @@ impl Bullet {
lifetime: bullet.lifetime,
damage: bullet.damage as i16,
counter1: 0,
counter2: 0,
rng: Xoroshiro32PlusPlus::new(1),
owner,
cond: Condition(0x80),
@ -668,25 +671,25 @@ impl Bullet {
return;
}
if self.action_counter == 0 {
self.action_counter = 1;
if self.action_num == 0 {
self.action_num = 1;
match self.direction {
Direction::Left => {
self.vel_x = self.rng.range(-0x400..-0x200);
self.vel_y = self.rng.range(-4..4) * 0x200 / 2;
self.vel_y = (self.rng.range(-4..4) * 0x200) / 2;
}
Direction::Up => {
self.vel_y = self.rng.range(-0x400..-0x200);
self.vel_x = self.rng.range(-4..4) * 0x200 / 2;
self.vel_x = (self.rng.range(-4..4) * 0x200) / 2;
}
Direction::Right => {
self.vel_x = self.rng.range(0x200..0x400);
self.vel_y = self.rng.range(-4..4) * 0x200 / 2;
self.vel_y = (self.rng.range(-4..4) * 0x200) / 2;
}
Direction::Bottom => {
self.vel_y = self.rng.range(0x80..0x100);
self.vel_x = self.rng.range(-4..4) * 0x200 / 2;
self.vel_x = (self.rng.range(-4..4) * 0x200) / 2;
}
Direction::FacingPlayer => unreachable!(),
}
@ -987,6 +990,178 @@ impl Bullet {
}
}
fn tick_super_missile(&mut self, state: &mut SharedGameState, players: [&Player; 2], new_bullets: &mut Vec<Bullet>) {
let player = players[self.owner.index()];
self.action_counter += 1;
if self.action_counter > self.lifetime {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::Shoot, Direction::Left);
return;
}
if match self.direction {
Direction::Left if self.flags.hit_left_wall() => true,
Direction::Left if self.flags.hit_left_slope() => true,
Direction::Left if self.flags.flag_x80() => true,
Direction::Right if self.flags.hit_right_wall() => true,
Direction::Right if self.flags.hit_right_slope() => true,
Direction::Right if self.flags.flag_x40() => true,
Direction::Up if self.flags.hit_top_wall() => true,
Direction::Bottom if self.flags.hit_bottom_wall() => true,
_ => false,
} {
let bomb_bullet = match self.btype {
28 => 31,
29 => 32,
30 => 33,
_ => unreachable!(),
};
let bullet = Bullet::new(self.x, self.y, bomb_bullet, self.owner, self.direction, &state.constants);
new_bullets.push(bullet);
self.cond.set_alive(false);
return;
}
if self.action_num == 0 {
self.action_num = 1;
match self.direction {
Direction::Left | Direction::Right => {
self.target_y = self.y;
self.enemy_hit_height = 0x1000;
self.hit_bounds.top = 0x1000;
self.hit_bounds.bottom = 0x1000;
}
Direction::Up | Direction::Bottom => {
self.target_x = self.x;
self.enemy_hit_width = 0x1000;
self.hit_bounds.left = 0x1000;
self.hit_bounds.right = 0x1000;
}
_ => {}
}
if self.btype == 30 {
match self.direction {
Direction::Left | Direction::Right => {
self.vel_y = (self.y - player.y).signum() * 0x100;
self.vel_x = self.rng.range(-0x200..0x200);
}
Direction::Up | Direction::Bottom => {
self.vel_x = (self.x - player.x).signum() * 0x100;
self.vel_y = self.rng.range(-0x200..0x200);
}
_ => {}
}
}
self.counter1 = match self.counter1 {
1 => 256,
2 => 170,
_ => 512,
};
}
match self.direction {
Direction::Left => self.vel_x -= self.counter1 as i32,
Direction::Up => self.vel_y -= self.counter1 as i32,
Direction::Right => self.vel_x += self.counter1 as i32,
Direction::Bottom => self.vel_y += self.counter1 as i32,
_ => {}
}
if self.btype == 30 {
match self.direction {
Direction::Left | Direction::Right => {
self.vel_y = (player.y - self.y).signum() * 0x40;
}
Direction::Up | Direction::Bottom => {
self.vel_x = (player.x - self.x).signum() * 0x40;
}
_ => {}
}
}
self.vel_x = clamp(self.vel_x, -0x1400, 0x1400);
self.vel_y = clamp(self.vel_y, -0x1400, 0x1400);
self.x += self.vel_x;
self.y += self.vel_y;
self.counter2 += 1;
if self.counter2 > 2 {
self.counter2 = 0;
match self.direction {
Direction::Left => {
state.create_caret(self.x + 0x1000, self.y, CaretType::Exhaust, self.direction.opposite());
}
Direction::Up => {
state.create_caret(self.x, self.y + 0x1000, CaretType::Exhaust, self.direction.opposite());
}
Direction::Right => {
state.create_caret(self.x - 0x1000, self.y, CaretType::Exhaust, self.direction.opposite());
}
Direction::Bottom => {
state.create_caret(self.x, self.y - 0x1000, CaretType::Exhaust, self.direction.opposite());
}
Direction::FacingPlayer => {}
}
}
match self.btype {
28 | 30 => {
self.anim_rect = state.constants.weapon.bullet_rects.b028_super_missile_l1[self.direction as usize];
}
29 => {
self.anim_rect = state.constants.weapon.bullet_rects.b029_super_missile_l2[self.direction as usize];
}
_ => {}
}
}
fn tick_super_missile_explosion(&mut self, state: &mut SharedGameState, npc_list: &NPCList) {
if self.action_num == 0 {
self.action_num = 1;
self.action_counter = match self.btype {
31 => 10,
32 => 14,
33 => 6,
_ => 0,
};
state.sound_manager.play_sfx(44);
}
if self.action_counter % 3 == 0 {
let radius = match self.btype {
31 => 16,
32 => 32,
33 => 40,
_ => 0,
};
npc_list.create_death_smoke_up(
self.x + self.rng.range(-radius..radius) * 0x200,
self.y + self.rng.range(-radius..radius) * 0x200,
self.enemy_hit_width as usize,
2,
state,
&self.rng,
);
}
self.action_counter -= 1;
if self.action_counter == 0 {
self.cond.set_alive(false);
}
}
fn tick_nemesis(&mut self, state: &mut SharedGameState, npc_list: &NPCList) {
self.action_counter += 1;
if self.action_counter > self.lifetime {
@ -1214,6 +1389,8 @@ impl Bullet {
25 => self.tick_blade_1(state),
26 => self.tick_blade_2(state),
27 => self.tick_blade_3(state, new_bullets),
28 | 29 | 30 => self.tick_super_missile(state, players, new_bullets),
31 | 32 | 33 => self.tick_super_missile_explosion(state, npc_list),
34 | 35 | 36 => self.tick_nemesis(state, npc_list),
37 | 38 | 39 => self.tick_spur(state, new_bullets),
40 | 41 | 42 => self.tick_spur_trail(state),

View file

@ -2,8 +2,8 @@ use crate::caret::CaretType;
use crate::common::Direction;
use crate::player::{Player, TargetPlayer};
use crate::shared_game_state::SharedGameState;
use crate::weapon::{Weapon, WeaponLevel};
use crate::weapon::bullet::BulletManager;
use crate::weapon::{Weapon, WeaponLevel};
impl Weapon {
pub(in crate::weapon) fn tick_fireball(
@ -14,60 +14,52 @@ impl Weapon {
state: &mut SharedGameState,
) {
let max_bullets = self.level as usize + 1;
if player.controller.trigger_shoot() && bullet_manager.count_bullets_multi(&[7, 8, 9], player_id) < max_bullets {
let btype = match self.level {
WeaponLevel::Level1 => 7,
WeaponLevel::Level2 => 8,
WeaponLevel::Level3 => 9,
WeaponLevel::None => {
unreachable!()
}
};
if !self.consume_ammo(1) {
// todo switch to first weapon
return;
}
if player.up {
match player.direction {
Direction::Left => {
bullet_manager.create_bullet(player.x - 0x800, player.y - 0x1000, btype, player_id, Direction::Up, &state.constants);
state.create_caret(player.x - 0x800, player.y - 0x1000, CaretType::Shoot, Direction::Left);
}
Direction::Right => {
bullet_manager.create_bullet(player.x + 0x800, player.y - 0x1000, btype, player_id, Direction::Up, &state.constants);
state.create_caret(player.x + 0x800, player.y - 0x1000, CaretType::Shoot, Direction::Left);
}
_ => {}
}
} else if player.down {
match player.direction {
Direction::Left => {
bullet_manager.create_bullet(player.x - 0x800, player.y + 0x1000, btype, player_id, Direction::Bottom, &state.constants);
state.create_caret(player.x - 0x800, player.y + 0x1000, CaretType::Shoot, Direction::Left);
}
Direction::Right => {
bullet_manager.create_bullet(player.x + 0x800, player.y + 0x1000, btype, player_id, Direction::Bottom, &state.constants);
state.create_caret(player.x + 0x800, player.y + 0x1000, CaretType::Shoot, Direction::Left);
}
_ => {}
}
} else {
match player.direction {
Direction::Left => {
bullet_manager.create_bullet(player.x - 0xc00, player.y + 0x400, btype, player_id, Direction::Left, &state.constants);
state.create_caret(player.x - 0x1800, player.y + 0x400, CaretType::Shoot, Direction::Left);
}
Direction::Right => {
bullet_manager.create_bullet(player.x + 0xc00, player.y + 0x400, btype, player_id, Direction::Right, &state.constants);
state.create_caret(player.x + 0x1800, player.y + 0x400, CaretType::Shoot, Direction::Right);
}
_ => {}
}
}
state.sound_manager.play_sfx(34)
if !player.controller.trigger_shoot() || bullet_manager.count_bullets_multi(&[7, 8, 9], player_id) >= max_bullets {
return;
}
let btype = match self.level {
WeaponLevel::Level1 => 7,
WeaponLevel::Level2 => 8,
WeaponLevel::Level3 => 9,
WeaponLevel::None => {
unreachable!()
}
};
if !self.consume_ammo(1) {
// todo switch to first weapon
return;
}
match player.direction {
Direction::Left if player.up => {
bullet_manager.create_bullet(player.x - 0x800, player.y - 0x1000, btype, player_id, Direction::Up, &state.constants);
state.create_caret(player.x - 0x800, player.y - 0x1000, CaretType::Shoot, Direction::Left);
}
Direction::Right if player.up => {
bullet_manager.create_bullet(player.x + 0x800, player.y - 0x1000, btype, player_id, Direction::Up, &state.constants);
state.create_caret(player.x + 0x800, player.y - 0x1000, CaretType::Shoot, Direction::Left);
}
Direction::Left if player.down => {
bullet_manager.create_bullet(player.x - 0x800, player.y + 0x1000, btype, player_id, Direction::Bottom, &state.constants);
state.create_caret(player.x - 0x800, player.y + 0x1000, CaretType::Shoot, Direction::Left);
}
Direction::Right if player.down => {
bullet_manager.create_bullet(player.x + 0x800, player.y + 0x1000, btype, player_id, Direction::Bottom, &state.constants);
state.create_caret(player.x + 0x800, player.y + 0x1000, CaretType::Shoot, Direction::Left);
}
Direction::Left => {
bullet_manager.create_bullet(player.x - 0xc00, player.y + 0x400, btype, player_id, Direction::Left, &state.constants);
state.create_caret(player.x - 0x1800, player.y + 0x400, CaretType::Shoot, Direction::Left);
}
Direction::Right => {
bullet_manager.create_bullet(player.x + 0xc00, player.y + 0x400, btype, player_id, Direction::Right, &state.constants);
state.create_caret(player.x + 0x1800, player.y + 0x400, CaretType::Shoot, Direction::Right);
}
_ => {}
}
state.sound_manager.play_sfx(34)
}
}

View file

@ -1,6 +1,8 @@
use crate::caret::CaretType;
use crate::common::Direction;
use crate::player::{Player, TargetPlayer};
use crate::shared_game_state::SharedGameState;
use crate::weapon::bullet::BulletManager;
use crate::weapon::bullet::{Bullet, BulletManager};
use crate::weapon::{Weapon, WeaponLevel};
impl Weapon {
@ -12,12 +14,162 @@ impl Weapon {
state: &mut SharedGameState,
) {
const BULLETS: [u16; 6] = [28, 29, 30, 31, 32, 33];
if !player.controller.trigger_shoot() {
return;
}
let btype = match self.level {
WeaponLevel::Level1 => 28,
WeaponLevel::Level2 => 29,
WeaponLevel::Level3 => 30,
WeaponLevel::None => unreachable!(),
};
match self.level {
WeaponLevel::Level1 if bullet_manager.count_bullets_multi(&BULLETS, player_id) > 0 => {
return;
}
WeaponLevel::Level2 if bullet_manager.count_bullets_multi(&BULLETS, player_id) > 1 => {
return;
}
WeaponLevel::Level3 if bullet_manager.count_bullets_multi(&BULLETS, player_id) > 3 => {
return;
}
_ => {}
}
if !self.consume_ammo(1) {
state.sound_manager.play_sfx(37);
// todo switch to first weapon
return;
}
fn increment(weapon: &mut Weapon, bullet: &mut Bullet) {
weapon.counter2 = (weapon.counter2 + 1) % 3;
bullet.counter1 = weapon.counter2;
}
match player.direction {
Direction::Left if player.up => {
let mut bullet = Bullet::new(player.x - 0x200, player.y - 0x1000, btype, player_id, Direction::Up, &state.constants);
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
state.create_caret(player.x - 0x200, player.y - 0x1000, CaretType::Shoot, Direction::Left);
if self.level == WeaponLevel::Level3 {
bullet.x = player.x - 0x600;
bullet.y = player.y;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
bullet.x = player.x + 0x600;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet);
}
}
Direction::Right if player.up => {
let mut bullet = Bullet::new(player.x + 0x200, player.y - 0x1000, btype, player_id, Direction::Up, &state.constants);
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
state.create_caret(player.x + 0x200, player.y - 0x1000, CaretType::Shoot, Direction::Left);
if self.level == WeaponLevel::Level3 {
bullet.x = player.x - 0x600;
bullet.y = player.y;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
bullet.x = player.x + 0x600;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet);
}
}
Direction::Left if player.down => {
let mut bullet = Bullet::new(player.x - 0x200, player.y + 0x1000, btype, player_id, Direction::Bottom, &state.constants);
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
state.create_caret(player.x - 0x200, player.y + 0x1000, CaretType::Shoot, Direction::Left);
if self.level == WeaponLevel::Level3 {
bullet.x = player.x - 0x600;
bullet.y = player.y;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
bullet.x = player.x + 0x600;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet);
}
}
Direction::Right if player.down => {
let mut bullet = Bullet::new(player.x + 0x200, player.y + 0x1000, btype, player_id, Direction::Bottom, &state.constants);
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
state.create_caret(player.x + 0x200, player.y + 0x1000, CaretType::Shoot, Direction::Left);
if self.level == WeaponLevel::Level3 {
bullet.x = player.x - 0x600;
bullet.y = player.y;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
bullet.x = player.x + 0x600;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet);
}
}
Direction::Left => {
let mut bullet = Bullet::new(player.x - 0xc00, player.y, btype, player_id, Direction::Left, &state.constants);
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
state.create_caret(player.x - 0x1800, player.y, CaretType::Shoot, Direction::Left);
if self.level == WeaponLevel::Level3 {
bullet.x = player.x;
bullet.y = player.y - 0x1000;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
bullet.x = player.x - 0x800;
bullet.y = player.y - 0x200;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet);
}
}
Direction::Right => {
let mut bullet = Bullet::new(player.x + 0xc00, player.y, btype, player_id, Direction::Right, &state.constants);
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
state.create_caret(player.x + 0x1800, player.y, CaretType::Shoot, Direction::Left);
if self.level == WeaponLevel::Level3 {
bullet.x = player.x;
bullet.y = player.y - 0x1000;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
bullet.x = player.x + 0x800;
bullet.y = player.y - 0x200;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet);
}
}
_ => {}
}
state.sound_manager.play_sfx(32)
}
}