use num_traits::clamp; use crate::common::Direction; use crate::framework::error::GameResult; use crate::npc::NPC; use crate::player::Player; use crate::rng::RNG; use crate::shared_game_state::SharedGameState; impl NPC { pub(crate) fn tick_n059_eye_door(&mut self, state: &mut SharedGameState, players: [&mut Player; 2]) -> GameResult { match self.action_num { 0 | 1 => { if self.action_num == 0 { self.action_num = 1; } let player = self.get_closest_player_mut(players); if self.x - 0x8000 < player.x && self.x + 0x8000 > player.x && self.y - 0x8000 < player.y && self.y + 0x8000 > player.y { self.action_num = 2; self.anim_counter = 0; } } 2 => { self.anim_counter += 1; if self.anim_counter > 2 { self.anim_counter = 0; self.anim_num += 1; if self.anim_num == 2 { self.action_num = 3; } } } 3 => { let player = self.get_closest_player_mut(players); if !(self.x - 0x8000 < player.x && self.x + 0x8000 > player.x && self.y - 0x8000 < player.y && self.y + 0x8000 > player.y) { self.action_num = 4; self.anim_counter = 0; } } 4 => { self.anim_counter += 1; if self.anim_counter > 2 { self.anim_counter = 0; self.anim_num -= 1; if self.anim_num == 0 { self.action_num = 1; } } } _ => (), } if self.shock > 0 { self.anim_rect = state.constants.npc.n059_eye_door[3]; } else { self.anim_rect = state.constants.npc.n059_eye_door[self.anim_num as usize]; } Ok(()) } pub(crate) fn tick_n064_first_cave_critter( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], ) -> GameResult { match self.action_num { 0 | 1 => { if self.action_num == 0 { self.y += 0x600; self.action_num = 1; self.anim_num = 0; } let player = self.get_closest_player_mut(players); self.face_player(player); if self.target_x < 100 { self.target_x += 1; } if self.action_counter >= 8 && self.x - 0xe000 < player.x && self.x + 0xe000 > player.x && self.y - 0xa000 < player.y && self.y + 0xa000 > player.y { self.anim_num = 1; } else { if self.action_counter < 8 { self.action_counter += 1; } self.anim_num = 0; } if self.shock > 0 { self.action_num = 2; self.action_counter = 0; self.anim_num = 0; } if self.action_counter >= 8 && self.target_x >= 100 && self.x - 0x8000 < player.x && self.x + 0x8000 > player.x && self.y - 0xa000 < player.y && self.y + 0xa000 > player.y { self.action_num = 2; self.action_counter = 0; self.anim_num = 0; } } 2 => { self.action_counter += 1; if self.action_counter > 8 { self.action_num = 3; self.anim_num = 2; self.vel_x = self.direction.vector_x() * 0x100; self.vel_y = -0x5ff; state.sound_manager.play_sfx(30); } } 3 => { if self.flags.hit_bottom_wall() { self.vel_x = 0; self.anim_num = 0; self.action_counter = 0; self.action_num = 1; state.sound_manager.play_sfx(23); } } _ => (), } self.vel_y += 0x40; self.clamp_fall_speed(); self.x += self.vel_x; self.y += self.vel_y; let dir_offset = if self.direction == Direction::Left { 0 } else { 3 }; self.anim_rect = state.constants.npc.n064_first_cave_critter[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n065_first_cave_bat( &mut self, state: &mut SharedGameState, players: [&mut Player; 2], ) -> GameResult { match self.action_num { 0 | 1 => { if self.action_num == 0 { self.target_x = self.x; self.target_y = self.y; self.action_num = 1; self.action_counter = self.rng.range(0..50) as u16; } self.action_counter += 1; if self.action_counter > 50 { self.action_num = 2; self.action_counter = 0; self.vel_y = 0x300; } } 2 => { let player = self.get_closest_player_mut(players); if self.x > player.x { self.direction = Direction::Left; } else { self.direction = Direction::Right; } if self.target_y < self.y { self.vel_y -= 0x10; } else if self.target_y > self.y { self.vel_y += 0x10; } self.vel_y = clamp(self.vel_y, -0x300, 0x300); } _ => (), } self.x += self.vel_x; self.y += self.vel_y; self.anim_counter += 1; if self.anim_counter > 1 { self.anim_counter = 0; self.anim_num += 1; if self.anim_num > 2 { self.anim_num = 0; } self.anim_rect = state.constants.npc.n065_first_cave_bat [self.anim_num as usize + if self.direction == Direction::Right { 4 } else { 0 }]; } Ok(()) } }