use log::info; use crate::bullet::BulletManager; use crate::caret::CaretType; use crate::common::{Direction, FadeDirection, FadeState, Rect}; use crate::entity::GameEntity; use crate::frame::Frame; use crate::ggez::{Context, GameResult, graphics, timer}; use crate::ggez::graphics::Color; use crate::ggez::nalgebra::clamp; use crate::inventory::Inventory; use crate::npc::NPCMap; use crate::physics::PhysicalEntity; use crate::player::Player; use crate::scene::Scene; use crate::SharedGameState; use crate::stage::{BackgroundType, Stage}; use crate::text_script::{ConfirmSelection, TextScriptExecutionState, TextScriptVM}; use crate::ui::Components; use crate::weapon::WeaponType; pub struct GameScene { pub tick: usize, pub stage: Stage, pub frame: Frame, pub player: Player, pub inventory: Inventory, pub stage_id: usize, pub npc_map: NPCMap, pub bullet_manager: BulletManager, tex_background_name: String, tex_tileset_name: String, life_bar: u16, life_bar_counter: u16, map_name_counter: u16, weapon_x_pos: isize, } #[derive(Debug, EnumIter, PartialEq, Eq, Hash, Copy, Clone)] pub enum TileLayer { All, Background, Foreground, Snack, } #[derive(Debug, EnumIter, PartialEq, Eq, Hash, Copy, Clone)] pub enum Alignment { Left, Right, } impl GameScene { pub fn new(state: &mut SharedGameState, ctx: &mut Context, id: usize) -> GameResult { info!("Loading stage {} ({})", id, &state.stages[id].map); let stage = Stage::load(&state.base_path, &state.stages[id], ctx)?; info!("Loaded stage: {}", stage.data.name); let tex_background_name = stage.data.background.filename(); let tex_tileset_name = ["Stage/", &stage.data.tileset.filename()].join(""); Ok(Self { tick: 0, stage, player: Player::new(state), inventory: Inventory::new(), frame: Frame { x: 0, y: 0, wait: 16, }, stage_id: id, npc_map: NPCMap::new(), bullet_manager: BulletManager::new(), tex_background_name, tex_tileset_name, life_bar: 0, life_bar_counter: 0, map_name_counter: 0, weapon_x_pos: 16, }) } pub fn display_map_name(&mut self, ticks: u16) { self.map_name_counter = ticks; } fn draw_number(&self, x: f32, y: f32, val: usize, align: Alignment, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "TextBox")?; let n = val.to_string(); let align_offset = if align == Alignment::Right { n.len() as f32 * 8.0 } else { 0.0 }; for (offset, chr) in n.chars().enumerate() { let idx = chr as usize - '0' as usize; batch.add_rect(x - align_offset + offset as f32 * 8.0, y, &Rect::::new_size(idx * 8, 56, 8, 8)); } batch.draw(ctx)?; Ok(()) } fn draw_hud(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { // none let weap_x = self.weapon_x_pos as f32; let (ammo, max_ammo) = self.inventory.get_current_ammo(); let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "TextBox")?; if max_ammo == 0 { batch.add_rect(weap_x + 48.0, 16.0, &Rect::::new_size(80, 48, 16, 8)); batch.add_rect(weap_x + 48.0, 24.0, &Rect::::new_size(80, 48, 16, 8)); } // per batch.add_rect(16.0 + 32.0, 24.0, &Rect::::new_size(72, 48, 8, 8)); // lv batch.add_rect(16.0, 32.0, &Rect::::new_size(80, 80, 16, 8)); // xp box batch.add_rect(40.0, 32.0, &Rect::::new_size(0, 72, 40, 8)); // experience //batch.add_rect(40.0, 32.0, // &Rect::::new_size(0, 80, (40), 8)); // todo if self.player.max_life != 0 { // life box batch.add_rect(16.0, 40.0, &Rect::::new_size(0, 40, 64, 8)); // yellow bar batch.add_rect(40.0, 40.0, &Rect::::new_size(0, 32, ((self.life_bar as usize * 40) / self.player.max_life as usize), 8)); // life batch.add_rect(40.0, 40.0, &Rect::::new_size(0, 24, ((self.player.life as usize * 40) / self.player.max_life as usize), 8)); } batch.draw(ctx)?; let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "ArmsImage")?; let weapon_count = self.inventory.get_weapon_count(); if weapon_count != 0 { let current_weapon = self.inventory.get_current_weapon_idx() as usize; let mut rect = Rect::new(0, 0, 0, 16); for a in 0..weapon_count { let mut pos_x = ((a - current_weapon) as f32 * 16.0) + weap_x; if pos_x < 8.0 { pos_x += 48.0 + weapon_count as f32 * 16.0; } else if pos_x >= 24.0 { pos_x += 48.0; } if pos_x >= 72.0 + ((weapon_count - 1) as f32 * 16.0) { pos_x -= 48.0 + weapon_count as f32 * 16.0; } else if pos_x < 72.0 && pos_x >= 24.0 { pos_x -= 48.0; } if let Some(weapon) = self.inventory.get_weapon(a) { rect.left = weapon.wtype as usize * 16; rect.right = rect.left + 16; batch.add_rect(pos_x, 16.0, &rect); } } } batch.draw(ctx)?; if max_ammo != 0 { self.draw_number(weap_x + 64.0, 16.0, ammo as usize, Alignment::Right, state, ctx)?; self.draw_number(weap_x + 64.0, 24.0, max_ammo as usize, Alignment::Right, state, ctx)?; } self.draw_number(40.0, 32.0, self.inventory.get_current_level() as usize, Alignment::Right, state, ctx)?; self.draw_number(40.0, 40.0, self.life_bar as usize, Alignment::Right, state, ctx)?; Ok(()) } fn draw_background(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, &self.tex_background_name)?; match self.stage.data.background_type { BackgroundType::Stationary => { let count_x = state.canvas_size.0 as usize / batch.width() + 1; let count_y = state.canvas_size.1 as usize / batch.height() + 1; for y in 0..count_y { for x in 0..count_x { batch.add((x * batch.width()) as f32, (y * batch.height()) as f32); } } } BackgroundType::MoveDistant | BackgroundType::MoveNear => { let (off_x, off_y) = if self.stage.data.background_type == BackgroundType::MoveNear { ( self.frame.x as usize % (batch.width() * 0x200), self.frame.y as usize % (batch.height() * 0x200) ) } else { ( self.frame.x as usize / 2 % (batch.width() * 0x200), self.frame.y as usize / 2 % (batch.height() * 0x200) ) }; let count_x = state.canvas_size.0 as usize / batch.width() + 2; let count_y = state.canvas_size.1 as usize / batch.height() + 2; for y in 0..count_y { for x in 0..count_x { batch.add((x * batch.width()) as f32 - (off_x / 0x200) as f32, (y * batch.height()) as f32 - (off_y / 0x200) as f32); } } } BackgroundType::Water => {} BackgroundType::Black => { graphics::clear(ctx, Color::from_rgb(0, 0, 32)); } BackgroundType::Autoscroll => {} BackgroundType::OutsideWind | BackgroundType::Outside => { let offset = (self.tick % 640) as isize; batch.add_rect(((state.canvas_size.0 - 320.0) / 2.0).floor(), 0.0, &Rect::::new_size(0, 0, 320, 88)); for x in ((-offset / 2)..(state.canvas_size.0 as isize)).step_by(320) { batch.add_rect(x as f32, 88.0, &Rect::::new_size(0, 88, 320, 35)); } for x in ((-offset % 320)..(state.canvas_size.0 as isize)).step_by(320) { batch.add_rect(x as f32, 123.0, &Rect::::new_size(0, 123, 320, 23)); } for x in ((-offset * 2)..(state.canvas_size.0 as isize)).step_by(320) { batch.add_rect(x as f32, 146.0, &Rect::::new_size(0, 146, 320, 30)); } for x in ((-offset * 4)..(state.canvas_size.0 as isize)).step_by(320) { batch.add_rect(x as f32, 176.0, &Rect::::new_size(0, 176, 320, 64)); } } } batch.draw(ctx)?; Ok(()) } fn draw_bullets(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "Bullet")?; let mut x: isize; let mut y: isize; for bullet in self.bullet_manager.bullets.iter() { match bullet.direction { Direction::Left => { x = bullet.x - bullet.display_bounds.left as isize; y = bullet.y - bullet.display_bounds.top as isize; } Direction::Up => { x = bullet.x - bullet.display_bounds.top as isize; y = bullet.y - bullet.display_bounds.left as isize; } Direction::Right => { x = bullet.x - bullet.display_bounds.right as isize; y = bullet.y - bullet.display_bounds.top as isize; } Direction::Bottom => { x = bullet.x - bullet.display_bounds.top as isize; y = bullet.y - bullet.display_bounds.right as isize; } } batch.add_rect(((x / 0x200) - (self.frame.x / 0x200)) as f32, ((y / 0x200) - (self.frame.y / 0x200)) as f32, &bullet.anim_rect); } batch.draw(ctx)?; Ok(()) } fn draw_carets(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "Caret")?; for caret in state.carets.iter() { batch.add_rect((((caret.x - caret.offset_x) / 0x200) - (self.frame.x / 0x200)) as f32, (((caret.y - caret.offset_y) / 0x200) - (self.frame.y / 0x200)) as f32, &caret.anim_rect); } batch.draw(ctx)?; Ok(()) } fn draw_fade(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { match state.fade_state { FadeState::Visible => { return Ok(()); } FadeState::Hidden => { graphics::clear(ctx, Color::from_rgb(0, 0, 32)); } FadeState::FadeIn(tick, direction) | FadeState::FadeOut(tick, direction) => { let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "Fade")?; let mut rect = Rect::::new(0, 0, 16, 16); match direction { FadeDirection::Left | FadeDirection::Right => { let mut frame = tick; for x in (0..(state.canvas_size.0 as isize + 16)).step_by(16) { if frame > 15 { frame = 15; } else { frame += 1; } if frame >= 0 { rect.left = frame as usize * 16; rect.right = rect.left + 16; for y in (0..(state.canvas_size.1 as isize + 16)).step_by(16) { if direction == FadeDirection::Left { batch.add_rect(state.canvas_size.0 - x as f32, y as f32, &rect); } else { batch.add_rect(x as f32, y as f32, &rect); } } } } } FadeDirection::Up | FadeDirection::Down => { let mut frame = tick; for y in (0..(state.canvas_size.1 as isize + 16)).step_by(16) { if frame > 15 { frame = 15; } else { frame += 1; } if frame >= 0 { rect.left = frame as usize * 16; rect.right = rect.left + 16; for x in (0..(state.canvas_size.0 as isize + 16)).step_by(16) { if direction == FadeDirection::Down { batch.add_rect(x as f32, y as f32, &rect); } else { batch.add_rect(x as f32, state.canvas_size.1 - y as f32, &rect); } } } } } FadeDirection::Center => { let center_x = (state.canvas_size.0 / 2.0 - 8.0) as isize; let center_y = (state.canvas_size.1 / 2.0 - 8.0) as isize; let mut start_frame = tick; for x in (0..(center_x + 16)).step_by(16) { let mut frame = start_frame; for y in (0..(center_y + 16)).step_by(16) { if frame > 15 { frame = 15; } else { frame += 1; } if frame >= 0 { rect.left = frame as usize * 16; rect.right = rect.left + 16; batch.add_rect((center_x - x) as f32, (center_y + y) as f32, &rect); batch.add_rect((center_x - x) as f32, (center_y - y) as f32, &rect); batch.add_rect((center_x + x) as f32, (center_y + y) as f32, &rect); batch.add_rect((center_x + x) as f32, (center_y - y) as f32, &rect); } } start_frame += 1; } } } batch.draw(ctx)?; } } Ok(()) } fn draw_black_bars(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { Ok(()) } fn draw_text_boxes(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { if !state.textscript_vm.flags.render() { return Ok(()); } let top_pos = if state.textscript_vm.flags.position_top() { 32.0 } else { state.canvas_size.1 as f32 - 66.0 }; let left_pos = (state.canvas_size.0 / 2.0 - 122.0).floor(); { let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "TextBox")?; if state.textscript_vm.flags.background_visible() { batch.add_rect(left_pos, top_pos, &state.constants.textscript.textbox_rect_top); for i in 1..7 { batch.add_rect(left_pos, top_pos + i as f32 * 8.0, &state.constants.textscript.textbox_rect_middle); } batch.add_rect(left_pos, top_pos + 56.0, &state.constants.textscript.textbox_rect_bottom); } if state.textscript_vm.item != 0 { batch.add_rect((state.canvas_size.0 / 2.0 - 40.0).floor(), state.canvas_size.1 - 112.0, &state.constants.textscript.get_item_top_left); batch.add_rect((state.canvas_size.0 / 2.0 - 40.0).floor(), state.canvas_size.1 - 96.0, &state.constants.textscript.get_item_bottom_left); batch.add_rect((state.canvas_size.0 / 2.0 + 32.0).floor(), state.canvas_size.1 - 112.0, &state.constants.textscript.get_item_top_right); batch.add_rect((state.canvas_size.0 / 2.0 + 32.0).floor(), state.canvas_size.1 - 104.0, &state.constants.textscript.get_item_right); batch.add_rect((state.canvas_size.0 / 2.0 + 32.0).floor(), state.canvas_size.1 - 96.0, &state.constants.textscript.get_item_right); batch.add_rect((state.canvas_size.0 / 2.0 + 32.0).floor(), state.canvas_size.1 - 88.0, &state.constants.textscript.get_item_bottom_right); } if let TextScriptExecutionState::WaitConfirmation(_, _, _, wait, selection) = state.textscript_vm.state { let pos_y = if wait > 14 { state.canvas_size.1 - 96.0 - (wait as f32 - 2.0) * 4.0 } else { state.canvas_size.1 - 96.0 }; batch.add_rect((state.canvas_size.0 / 2.0 + 56.0).floor(), pos_y, &state.constants.textscript.textbox_rect_yes_no); if wait == 0 { let pos_x = if selection == ConfirmSelection::No { 41.0 } else { 0.0 }; batch.add_rect((state.canvas_size.0 / 2.0 + 51.0).floor() + pos_x, state.canvas_size.1 - 86.0, &state.constants.textscript.textbox_rect_cursor); } } batch.draw(ctx)?; } if state.textscript_vm.face != 0 { let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "Face")?; batch.add_rect(left_pos + 14.0, top_pos + 8.0, &Rect::::new_size( (state.textscript_vm.face as usize % 6) * 48, (state.textscript_vm.face as usize / 6) * 48, 48, 48, )); batch.draw(ctx)?; } if state.textscript_vm.item != 0 { let mut rect = Rect::::new(0, 0, 0, 0); if state.textscript_vm.item < 1000 { let item_id = state.textscript_vm.item as usize; rect.left = (item_id % 16) * 16; rect.right = rect.left + 16; rect.top = (item_id / 16) * 16; rect.bottom = rect.top + 16; let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "ArmsImage")?; batch.add_rect((state.canvas_size.0 / 2.0 - 12.0).floor(), state.canvas_size.1 - 104.0, &rect); batch.draw(ctx)?; } else { let item_id = state.textscript_vm.item as usize - 1000; rect.left = (item_id % 8) * 32; rect.right = rect.left + 32; rect.top = (item_id / 8) * 16; rect.bottom = rect.top + 16; let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "ItemImage")?; batch.add_rect((state.canvas_size.0 / 2.0 - 20.0).floor(), state.canvas_size.1 - 104.0, &rect); batch.draw(ctx)?; } } let text_offset = if state.textscript_vm.face == 0 { 0.0 } else { 56.0 }; // todo: proper text rendering if !state.textscript_vm.line_1.is_empty() { state.font.draw_text(state.textscript_vm.line_1.iter().copied(), left_pos + text_offset + 14.0, top_pos + 10.0, &state.constants, &mut state.texture_set, ctx)?; } if !state.textscript_vm.line_2.is_empty() { state.font.draw_text(state.textscript_vm.line_2.iter().copied(), left_pos + text_offset + 14.0, top_pos + 10.0 + 16.0, &state.constants, &mut state.texture_set, ctx)?; } if !state.textscript_vm.line_3.is_empty() { state.font.draw_text(state.textscript_vm.line_3.iter().copied(), left_pos + text_offset + 14.0, top_pos + 10.0 + 32.0, &state.constants, &mut state.texture_set, ctx)?; } Ok(()) } fn draw_tiles(&self, state: &mut SharedGameState, ctx: &mut Context, layer: TileLayer) -> GameResult { let tex = match layer { TileLayer::Snack => "Npc/NpcSym", _ => &self.tex_tileset_name, }; let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, tex)?; let mut rect = Rect::::new(0, 0, 16, 16); let tile_start_x = clamp(self.frame.x / 0x200 / 16, 0, self.stage.map.width as isize) as usize; let tile_start_y = clamp(self.frame.y / 0x200 / 16, 0, self.stage.map.height as isize) as usize; let tile_end_x = clamp((self.frame.x / 0x200 + 8 + state.canvas_size.0 as isize) / 16 + 1, 0, self.stage.map.width as isize) as usize; let tile_end_y = clamp((self.frame.y / 0x200 + 8 + state.canvas_size.1 as isize) / 16 + 1, 0, self.stage.map.height as isize) as usize; if layer == TileLayer::Snack { rect = state.constants.world.snack_rect; } for y in tile_start_y..tile_end_y { for x in tile_start_x..tile_end_x { let tile = *self.stage.map.tiles .get((y * self.stage.map.width) + x) .unwrap(); match layer { TileLayer::Background => { if self.stage.map.attrib[tile as usize] >= 0x20 { continue; } rect.left = (tile as usize % 16) * 16; rect.top = (tile as usize / 16) * 16; rect.right = rect.left + 16; rect.bottom = rect.top + 16; } TileLayer::Foreground => { let attr = self.stage.map.attrib[tile as usize]; if attr < 0x40 || attr >= 0x80 || attr == 0x43 { continue; } rect.left = (tile as usize % 16) * 16; rect.top = (tile as usize / 16) * 16; rect.right = rect.left + 16; rect.bottom = rect.top + 16; } TileLayer::Snack => { if self.stage.map.attrib[tile as usize] != 0x43 { continue; } } _ => {} } batch.add_rect((x as f32 * 16.0 - 8.0) - (self.frame.x / 0x200) as f32, (y as f32 * 16.0 - 8.0) - (self.frame.y / 0x200) as f32, &rect); } } batch.draw(ctx)?; Ok(()) } pub fn tick_npc_bullet_collissions(&mut self, state: &mut SharedGameState) { let mut dead_npcs = Vec::new(); for npc_id in self.npc_map.npc_ids.iter() { if let Some(npc_cell) = self.npc_map.npcs.get(npc_id) { let mut npc = npc_cell.borrow_mut(); if !npc.cond.alive() { continue; } if npc.npc_flags.shootable() && npc.npc_flags.interactable() { continue; } for bullet in self.bullet_manager.bullets.iter_mut() { if bullet.damage < 1 { continue; } let hit = ( npc.npc_flags.shootable() && (npc.x - npc.hit_bounds.right as isize) < (bullet.x + bullet.enemy_hit_width as isize) && (npc.x + npc.hit_bounds.right as isize) > (bullet.x - bullet.enemy_hit_width as isize) && (npc.y - npc.hit_bounds.top as isize) < (bullet.y + bullet.enemy_hit_height as isize) && (npc.y + npc.hit_bounds.bottom as isize) > (bullet.y - bullet.enemy_hit_height as isize) ) || ( npc.npc_flags.invulnerable() && (npc.x - npc.hit_bounds.right as isize) < (bullet.x + bullet.hit_bounds.right as isize) && (npc.x + npc.hit_bounds.right as isize) > (bullet.x - bullet.hit_bounds.left as isize) && (npc.y - npc.hit_bounds.top as isize) < (bullet.y + bullet.hit_bounds.bottom as isize) && (npc.y + npc.hit_bounds.bottom as isize) > (bullet.y - bullet.hit_bounds.top as isize) ); if !hit { continue; } println!("npc hit: {}", npc.id); if npc.npc_flags.shootable() { log::info!("damage: {} {}", npc.life, -(bullet.damage.min(npc.life) as isize)); npc.life -= bullet.damage.min(npc.life); if npc.life == 0 { if npc.npc_flags.show_damage() { // todo show damage } if self.player.cond.alive() && npc.npc_flags.event_when_killed() { state.textscript_vm.start_script(npc.event_num); } else { npc.cond.set_explode_die(true); } } else { if npc.shock < 14 { // todo play hurt sound npc.shock = 16; } if npc.npc_flags.show_damage() { // todo show damage } } } else if !bullet.flags.hit_right_slope() { state.create_caret((bullet.x + npc.x) / 2, (bullet.y + npc.y) / 2, CaretType::ProjectileDissipation, Direction::Right); // todo play sound 31 bullet.life = 0; continue; } if bullet.life > 0 { bullet.life -= 1; } } if npc.cond.explode_die() { dead_npcs.push(npc.id); } } } if !dead_npcs.is_empty() { self.npc_map.process_dead_npcs(&dead_npcs, state); self.npc_map.garbage_collect(); } } } impl Scene for GameScene { fn init(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { state.textscript_vm.set_scene_script(self.stage.load_text_script(&state.base_path, ctx)?); state.textscript_vm.suspend = false; let npcs = self.stage.load_npcs(&state.base_path, ctx)?; for npc_data in npcs.iter() { log::info!("creating npc: {:?}", npc_data); let npc = self.npc_map.create_npc_from_data(&state.npc_table, npc_data); if npc.npc_flags.appear_when_flag_set() { if let Some(true) = state.game_flags.get(npc_data.flag_num as usize) { npc.cond.set_alive(true); } } else if npc.npc_flags.hide_unless_flag_set() { if let Some(false) = state.game_flags.get(npc_data.flag_num as usize) { npc.cond.set_alive(true); } } else { npc.cond.set_alive(true); } } state.npc_table.tex_npc1_name = ["Npc/", &self.stage.data.npc1.filename()].join(""); state.npc_table.tex_npc2_name = ["Npc/", &self.stage.data.npc2.filename()].join(""); self.player.target_x = self.player.x; self.player.target_y = self.player.y; self.frame.immediate_update(state, &self.player, &self.stage); self.inventory.add_weapon(WeaponType::PolarStar, 0); self.player.equip.set_booster_2_0(true); Ok(()) } fn tick(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { state.update_key_trigger(); if self.tick == 0 || state.control_flags.flag_x01() { self.player.current_weapon = { if let Some(weapon) = self.inventory.get_current_weapon_mut() { weapon.wtype as u8 } else { 0 } }; self.player.tick(state, ())?; self.player.flags.0 = 0; state.tick_carets(); self.bullet_manager.tick_bullets(state, &self.player, &mut self.stage); self.player.tick_map_collisions(state, &mut self.stage); self.player.tick_npc_collisions(state, &mut self.npc_map); for npc_id in self.npc_map.npc_ids.iter() { if let Some(npc_cell) = self.npc_map.npcs.get_mut(npc_id) { let mut npc = npc_cell.borrow_mut(); npc.tick(state, &mut self.player)?; if npc.cond.alive() && !npc.npc_flags.ignore_solidity() { npc.flags.0 = 0; npc.tick_map_collisions(state, &mut self.stage); } } } self.tick_npc_bullet_collissions(state); self.frame.update(state, &self.player, &self.stage); } if state.control_flags.control_enabled() { if let Some(weapon) = self.inventory.get_current_weapon_mut() { weapon.shoot_bullet(&self.player, &mut self.bullet_manager, state); } // update health bar if self.life_bar < self.player.life as u16 { self.life_bar = self.player.life as u16; } if self.life_bar > self.player.life as u16 { self.life_bar_counter += 1; if self.life_bar_counter > 30 { self.life_bar -= 1; } } else { self.life_bar_counter = 0; } } if self.map_name_counter > 0 { self.map_name_counter -= 1; } if self.weapon_x_pos > 16 { self.weapon_x_pos -= 2; } else if self.weapon_x_pos < 16 { self.weapon_x_pos += 2; } match state.fade_state { FadeState::FadeOut(tick, direction) if tick < 15 => { state.fade_state = FadeState::FadeOut(tick + 1, direction); } FadeState::FadeOut(tick, _) if tick == 15 => { state.fade_state = FadeState::Hidden; } FadeState::FadeIn(tick, direction) if tick > -15 => { state.fade_state = FadeState::FadeIn(tick - 1, direction); } FadeState::FadeIn(tick, _) if tick == -15 => { state.fade_state = FadeState::Visible; } _ => {} } TextScriptVM::run(state, self, ctx)?; self.tick = self.tick.wrapping_add(1); Ok(()) } fn draw(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { self.draw_background(state, ctx)?; self.draw_tiles(state, ctx, TileLayer::Background)?; for npc_id in self.npc_map.npc_ids.iter() { if let Some(npc_cell) = self.npc_map.npcs.get(npc_id) { npc_cell.borrow().draw(state, ctx, &self.frame)?; } } self.player.draw(state, ctx, &self.frame)?; self.draw_bullets(state, ctx)?; self.draw_tiles(state, ctx, TileLayer::Foreground)?; self.draw_tiles(state, ctx, TileLayer::Snack)?; self.draw_carets(state, ctx)?; self.draw_black_bars(state, ctx)?; if state.control_flags.control_enabled() { self.draw_hud(state, ctx)?; } self.draw_fade(state, ctx)?; if self.map_name_counter > 0 { let width = state.font.text_width(self.stage.data.name.chars(), &state.constants); state.font.draw_text(self.stage.data.name.chars(), ((state.canvas_size.0 - width) / 2.0).floor(), 80.0, &state.constants, &mut state.texture_set, ctx)?; } self.draw_text_boxes(state, ctx)?; self.draw_number(state.canvas_size.0 - 8.0, 8.0, timer::fps(ctx) as usize, Alignment::Right, state, ctx)?; Ok(()) } fn debug_overlay_draw(&mut self, components: &mut Components, state: &mut SharedGameState, ctx: &mut Context, ui: &mut imgui::Ui) -> GameResult { components.live_debugger.run_ingame(self, state, ctx, ui)?; Ok(()) } }