use std::ops::Range; use log::info; use crate::caret::CaretType; use crate::common::{interpolate_fix9_scale, Color, Direction, FadeDirection, FadeState, Rect}; use crate::components::boss_life_bar::BossLifeBar; use crate::components::credits::Credits; use crate::components::draw_common::Alignment; use crate::components::flash::Flash; use crate::components::hud::HUD; use crate::components::inventory::InventoryUI; use crate::components::stage_select::StageSelect; use crate::components::water_renderer::WaterRenderer; use crate::entity::GameEntity; use crate::frame::{Frame, UpdateTarget}; use crate::framework::backend::SpriteBatchCommand; use crate::framework::context::Context; use crate::framework::error::GameResult; use crate::framework::graphics::{draw_rect, BlendMode, FilterMode}; use crate::framework::ui::Components; use crate::framework::{filesystem, graphics}; use crate::input::touch_controls::TouchControlType; use crate::inventory::{Inventory, TakeExperienceResult}; use crate::map::WaterParams; use crate::npc::boss::BossNPC; use crate::npc::list::NPCList; use crate::npc::{NPCLayer, NPC}; use crate::physics::{PhysicalEntity, OFFSETS}; use crate::player::{Player, TargetPlayer}; use crate::rng::XorShift; use crate::scene::title_scene::TitleScene; use crate::scene::Scene; use crate::scripting::tsc::credit_script::CreditScriptVM; use crate::shared_game_state::{SharedGameState, TileSize}; use crate::stage::{BackgroundType, Stage}; use crate::scripting::tsc::text_script::{ConfirmSelection, ScriptMode, TextScriptExecutionState, TextScriptLine, TextScriptVM}; use crate::texture_set::SpriteBatch; use crate::weapon::bullet::BulletManager; use crate::weapon::{Weapon, WeaponType}; pub struct GameScene { pub tick: u32, pub stage: Stage, pub water_params: WaterParams, pub water_renderer: WaterRenderer, pub boss_life_bar: BossLifeBar, pub stage_select: StageSelect, pub flash: Flash, pub credits: Credits, pub inventory_ui: InventoryUI, pub hud_player1: HUD, pub hud_player2: HUD, pub frame: Frame, pub player1: Player, pub player2: Player, pub inventory_player1: Inventory, pub inventory_player2: Inventory, pub stage_id: usize, pub npc_list: NPCList, pub boss: BossNPC, pub bullet_manager: BulletManager, pub lighting_mode: LightingMode, pub intro_mode: bool, tex_background_name: String, tex_tileset_name: String, tex_tileset_name_mg: String, tex_tileset_name_bg: String, map_name_counter: u16, skip_counter: u16, inventory_dim: f32, } #[derive(Debug, EnumIter, PartialEq, Eq, Hash, Copy, Clone)] pub enum TileLayer { Background, Middleground, Foreground, Snack, } #[derive(Debug, PartialEq, Eq, Copy, Clone)] pub enum LightingMode { None, BackgroundOnly, Ambient, } const FACE_TEX: &str = "Face"; const SWITCH_FACE_TEX: [&str; 4] = ["Face1", "Face2", "Face3", "Face4"]; const P2_LEFT_TEXT: &str = "< P2"; const P2_RIGHT_TEXT: &str = "P2 >"; const CUTSCENE_SKIP_WAIT: u16 = 50; 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 mut water_params = WaterParams::new(); let mut water_renderer = WaterRenderer::new(); if let Ok(water_param_file) = filesystem::open(ctx, [&state.base_path, "Stage/", &state.stages[id].tileset.name, ".pxw"].join("")) { water_params.load_from(water_param_file)?; info!("Loaded water parameters file."); water_renderer.initialize(stage.map.find_water_regions()); } let tex_background_name = stage.data.background.filename(); let (tex_tileset_name, tex_tileset_name_mg, tex_tileset_name_bg) = if let Some(pxpack_data) = stage.data.pxpack_data.as_ref() { let t_fg = ["Stage/", &pxpack_data.tileset_fg].join(""); let t_mg = ["Stage/", &pxpack_data.tileset_mg].join(""); let t_bg = ["Stage/", &pxpack_data.tileset_bg].join(""); (t_fg, t_mg, t_bg) } else { let tex_tileset_name = ["Stage/", &stage.data.tileset.filename()].join(""); (tex_tileset_name.clone(), tex_tileset_name.clone(), tex_tileset_name) }; Ok(Self { tick: 0, stage, water_params, water_renderer, player1: Player::new(state, ctx), player2: Player::new(state, ctx), inventory_player1: Inventory::new(), inventory_player2: Inventory::new(), boss_life_bar: BossLifeBar::new(), stage_select: StageSelect::new(), flash: Flash::new(), credits: Credits::new(), inventory_ui: InventoryUI::new(), hud_player1: HUD::new(Alignment::Left), hud_player2: HUD::new(Alignment::Right), frame: Frame { x: 0, y: 0, prev_x: 0, prev_y: 0, update_target: UpdateTarget::Player, target_x: 0, target_y: 0, wait: 16, }, stage_id: id, npc_list: NPCList::new(), boss: BossNPC::new(), bullet_manager: BulletManager::new(), lighting_mode: LightingMode::None, intro_mode: false, tex_background_name, tex_tileset_name, tex_tileset_name_mg, tex_tileset_name_bg, map_name_counter: 0, skip_counter: 0, inventory_dim: 0.0, }) } pub fn display_map_name(&mut self, ticks: u16) { self.map_name_counter = ticks; } pub fn add_player2(&mut self) { self.player2.cond.set_alive(true); self.player2.cond.set_hidden(self.player1.cond.hidden()); self.player2.x = self.player1.x; self.player2.y = self.player1.y; self.player2.vel_x = self.player1.vel_x; self.player2.vel_y = self.player1.vel_y; } pub fn drop_player2(&mut self) { self.player2.cond.set_alive(false); } 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)?; let scale = state.scale; let (frame_x, frame_y) = self.frame.xy_interpolated(state.frame_time); match self.stage.data.background_type { BackgroundType::TiledStatic => { graphics::clear(ctx, self.stage.data.background_color); 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::TiledParallax | BackgroundType::Tiled | BackgroundType::Waterway => { graphics::clear(ctx, self.stage.data.background_color); let (off_x, off_y) = if self.stage.data.background_type == BackgroundType::Tiled { (frame_x % (batch.width() as f32), frame_y % (batch.height() as f32)) } else { ( ((frame_x / 2.0 * scale).floor() / scale) % (batch.width() as f32), ((frame_y / 2.0 * scale).floor() / scale) % (batch.height() as f32), ) }; 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, (y * batch.height()) as f32 - off_y); } } } BackgroundType::Water => { graphics::clear(ctx, self.stage.data.background_color); } BackgroundType::Black => { graphics::clear(ctx, self.stage.data.background_color); } BackgroundType::Scrolling => { graphics::clear(ctx, self.stage.data.background_color); } BackgroundType::OutsideWind | BackgroundType::Outside | BackgroundType::OutsideUnknown => { graphics::clear(ctx, Color::from_rgb(0, 0, 0)); let offset = (self.tick % 640) as i32; for x in (0..(state.canvas_size.0 as i32)).step_by(200) { batch.add_rect(x as f32, 0.0, &Rect::new_size(0, 0, 200, 88)); } batch.add_rect(state.canvas_size.0 - 320.0, 0.0, &Rect::new_size(0, 0, 320, 88)); for x in ((-offset / 2)..(state.canvas_size.0 as i32)).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 i32)).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 i32)).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 i32)).step_by(320) { batch.add_rect(x as f32, 176.0, &Rect::new_size(0, 176, 320, 64)); } } } batch.draw(ctx)?; Ok(()) } fn draw_npc_layer(&self, state: &mut SharedGameState, ctx: &mut Context, layer: NPCLayer) -> GameResult { for npc in self.npc_list.iter_alive() { if npc.layer != layer || npc.x < (self.frame.x - 128 * 0x200 - npc.display_bounds.width() as i32 * 0x200) || npc.x > (self.frame.x + 128 * 0x200 + (state.canvas_size.0 as i32 + npc.display_bounds.width() as i32) * 0x200) && npc.y < (self.frame.y - 128 * 0x200 - npc.display_bounds.height() as i32 * 0x200) || npc.y > (self.frame.y + 128 * 0x200 + (state.canvas_size.1 as i32 + npc.display_bounds.height() as i32) * 0x200) { continue; } npc.draw(state, ctx, &self.frame)?; } 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: i32; let mut y: i32; let mut prev_x: i32; let mut prev_y: i32; for bullet in self.bullet_manager.bullets.iter() { match bullet.direction { Direction::Left => { x = bullet.x - bullet.display_bounds.left as i32; y = bullet.y - bullet.display_bounds.top as i32; prev_x = bullet.prev_x - bullet.display_bounds.left as i32; prev_y = bullet.prev_y - bullet.display_bounds.top as i32; } Direction::Up => { x = bullet.x - bullet.display_bounds.top as i32; y = bullet.y - bullet.display_bounds.left as i32; prev_x = bullet.prev_x - bullet.display_bounds.top as i32; prev_y = bullet.prev_y - bullet.display_bounds.left as i32; } Direction::Right => { x = bullet.x - bullet.display_bounds.right as i32; y = bullet.y - bullet.display_bounds.top as i32; prev_x = bullet.prev_x - bullet.display_bounds.right as i32; prev_y = bullet.prev_y - bullet.display_bounds.top as i32; } Direction::Bottom => { x = bullet.x - bullet.display_bounds.top as i32; y = bullet.y - bullet.display_bounds.right as i32; prev_x = bullet.prev_x - bullet.display_bounds.top as i32; prev_y = bullet.prev_y - bullet.display_bounds.right as i32; } Direction::FacingPlayer => unreachable!(), } batch.add_rect( interpolate_fix9_scale(prev_x - self.frame.prev_x, x - self.frame.x, state.frame_time), interpolate_fix9_scale(prev_y - self.frame.prev_y, y - self.frame.y, state.frame_time), &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( interpolate_fix9_scale( caret.prev_x - caret.offset_x - self.frame.prev_x, caret.x - caret.offset_x - self.frame.x, state.frame_time, ), interpolate_fix9_scale( caret.prev_y - caret.offset_y - self.frame.prev_y, caret.y - caret.offset_y - self.frame.y, state.frame_time, ), &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 => { let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "Fade")?; let mut rect = Rect::new(0, 0, 16, 16); let frame = 15; rect.left = frame * 16; rect.right = rect.left + 16; for x in 0..(state.canvas_size.0 as i32 / 16 + 1) { for y in 0..(state.canvas_size.1 as i32 / 16 + 1) { batch.add_rect(x as f32 * 16.0, y as f32 * 16.0, &rect); } } batch.draw(ctx)?; } 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 i32 / 16 + 1) { if frame >= 15 { frame = 15; } else { frame += 1; } if frame >= 0 { rect.left = frame.abs() as u16 * 16; rect.right = rect.left + 16; for y in 0..(state.canvas_size.1 as i32 / 16 + 1) { if direction == FadeDirection::Left { batch.add_rect(state.canvas_size.0 - x as f32 * 16.0, y as f32 * 16.0, &rect); } else { batch.add_rect(x as f32 * 16.0, y as f32 * 16.0, &rect); } } } } } FadeDirection::Up | FadeDirection::Down => { let mut frame = tick; for y in 0..(state.canvas_size.1 as i32 / 16 + 1) { if frame >= 15 { frame = 15; } else { frame += 1; } if frame >= 0 { rect.left = frame.abs() as u16 * 16; rect.right = rect.left + 16; for x in 0..(state.canvas_size.0 as i32 / 16 + 1) { if direction == FadeDirection::Down { batch.add_rect(x as f32 * 16.0, y as f32 * 16.0, &rect); } else { batch.add_rect(x as f32 * 16.0, state.canvas_size.1 - y as f32 * 16.0, &rect); } } } } } FadeDirection::Center => { let center_x = (state.canvas_size.0 / 2.0 - 8.0) as i32; let center_y = (state.canvas_size.1 / 2.0 - 8.0) as i32; let mut start_frame = tick; for x in 0..(center_x / 16 + 2) { let mut frame = start_frame; for y in 0..(center_y / 16 + 2) { if frame >= 15 { frame = 15; } else { frame += 1; } if frame >= 0 { rect.left = frame.abs() as u16 * 16; rect.right = rect.left + 16; batch.add_rect((center_x - x * 16) as f32, (center_y + y * 16) as f32, &rect); batch.add_rect((center_x - x * 16) as f32, (center_y - y * 16) as f32, &rect); batch.add_rect((center_x + x * 16) as f32, (center_y + y * 16) as f32, &rect); batch.add_rect((center_x + x * 16) as f32, (center_y - y * 16) 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 (off_left, off_top, off_right, off_bottom) = crate::framework::graphics::screen_insets_scaled(ctx, state.scale); let center = ((state.canvas_size.0 - off_left - off_right) / 2.0).floor(); let top_pos = if state.textscript_vm.flags.position_top() { 32.0 + off_top } else { state.canvas_size.1 as f32 - off_bottom - 66.0 }; let left_pos = off_left + center - 122.0; { 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( center - 40.0, state.canvas_size.1 - off_bottom - 112.0, &state.constants.textscript.get_item_top_left, ); batch.add_rect( center - 40.0, state.canvas_size.1 - off_bottom - 96.0, &state.constants.textscript.get_item_bottom_left, ); batch.add_rect( center + 32.0, state.canvas_size.1 - off_bottom - 112.0, &state.constants.textscript.get_item_top_right, ); batch.add_rect( center + 32.0, state.canvas_size.1 - off_bottom - 104.0, &state.constants.textscript.get_item_right, ); batch.add_rect( center + 32.0, state.canvas_size.1 - off_bottom - 96.0, &state.constants.textscript.get_item_right, ); batch.add_rect( center + 32.0, state.canvas_size.1 - off_bottom - 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 - off_bottom - 96.0 - (wait as f32 + 2.0) * 4.0 } else { state.canvas_size.1 - off_bottom - 96.0 }; batch.add_rect(center + 56.0, 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( center + 51.0 + pos_x, pos_y + 10.0, &state.constants.textscript.textbox_rect_cursor, ); } } batch.draw(ctx)?; } if state.textscript_vm.face != 0 { let tex_name = if state.constants.textscript.animated_face_pics { SWITCH_FACE_TEX[0] } else { FACE_TEX }; let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, tex_name)?; // switch version uses 1xxx flag to show a flipped version of face let flip = state.textscript_vm.face > 1000; // x1xx flag shows a talking animation let _talking = (state.textscript_vm.face % 1000) > 100; let face_num = state.textscript_vm.face % 100; batch.add_rect_flip( left_pos + 14.0, top_pos + 8.0, flip, false, &Rect::new_size((face_num as u16 % 6) * 48, (face_num as u16 / 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 u16; 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((center - 12.0).floor(), state.canvas_size.1 - off_bottom - 104.0, &rect); batch.draw(ctx)?; } else { let item_id = state.textscript_vm.item as u16 - 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((center - 20.0).floor(), state.canvas_size.1 - off_bottom - 104.0, &rect); batch.draw(ctx)?; } } let text_offset = if state.textscript_vm.face == 0 { 0.0 } else { 56.0 }; let lines = [&state.textscript_vm.line_1, &state.textscript_vm.line_2, &state.textscript_vm.line_3]; for (idx, line) in lines.iter().enumerate() { if !line.is_empty() { if state.constants.textscript.text_shadow { state.font.draw_text_with_shadow( line.iter().copied(), left_pos + text_offset + 14.0, top_pos + 10.0 + idx as f32 * 16.0, &state.constants, &mut state.texture_set, ctx, )?; } else { state.font.draw_text( line.iter().copied(), left_pos + text_offset + 14.0, top_pos + 10.0 + idx as f32 * 16.0, &state.constants, &mut state.texture_set, ctx, )?; } } } if let TextScriptExecutionState::WaitInput(_, _, tick) = state.textscript_vm.state { if tick > 10 { let (mut x, y) = match state.textscript_vm.current_line { TextScriptLine::Line1 => ( state.font.text_width(state.textscript_vm.line_1.iter().copied(), &state.constants), top_pos + 10.0, ), TextScriptLine::Line2 => ( state.font.text_width(state.textscript_vm.line_2.iter().copied(), &state.constants), top_pos + 10.0 + 16.0, ), TextScriptLine::Line3 => ( state.font.text_width(state.textscript_vm.line_3.iter().copied(), &state.constants), top_pos + 10.0 + 32.0, ), }; x += left_pos + text_offset + 14.0; draw_rect( ctx, Rect::new_size( (x * state.scale) as isize, (y * state.scale) as isize, (5.0 * state.scale) as isize, (state.font.line_height(&state.constants) * state.scale) as isize, ), Color::from_rgb(255, 255, 255), )?; } } Ok(()) } fn draw_light(&self, x: f32, y: f32, size: f32, color: (u8, u8, u8), batch: &mut Box) { batch.add_rect_scaled_tinted( x - size * 32.0, y - size * 32.0, (color.0, color.1, color.2, 255), size, size, &Rect::new(0, 0, 64, 64), ) } fn draw_light_raycast( &self, tile_size: TileSize, world_point_x: i32, world_point_y: i32, (br, bg, bb): (u8, u8, u8), att: f32, angle: Range, batch: &mut Box, ) { let px = world_point_x as f32 / 512.0; let py = world_point_y as f32 / 512.0; let fx2 = self.frame.x as f32 / 512.0; let fy2 = self.frame.y as f32 / 512.0; let ti = tile_size.as_int(); let tf = tile_size.as_float(); let tih = ti / 2; let tfq = tf / 4.0; let (br, bg, bb) = (br as f32, bg as f32, bb as f32); let ahalf = (angle.end - angle.start) as f32 / 2.0; 'ray: for (i, deg) in angle.enumerate() { let d = deg as f32 * (std::f32::consts::PI / 180.0); let dx = d.cos() * -5.0; let dy = d.sin() * -5.0; let m = 1.0 - ((ahalf - i as f32).abs() / ahalf); let mut x = px; let mut y = py; let mut r = br; let mut g = bg; let mut b = bb; for i in 0..40 { x += dx; y += dy; const ARR: [(i32, i32); 4] = [(0, 0), (0, 1), (1, 0), (1, 1)]; for (ox, oy) in ARR.iter() { let bx = (x as i32).wrapping_div(ti).wrapping_add(*ox); let by = (y as i32).wrapping_div(ti).wrapping_add(*oy); let tile = self.stage.map.attrib[self.stage.tile_at(bx as usize, by as usize) as usize]; let bxmth = (bx * ti - tih) as f32; let bxpth = (bx * ti + tih) as f32; let bymth = (by * ti - tih) as f32; let bypth = (by * ti + tih) as f32; if ((tile == 0x62 || tile == 0x41 || tile == 0x43 || tile == 0x46) && x >= bxmth && x <= bxpth && y >= bymth && y <= bypth) || ((tile == 0x50 || tile == 0x70) && x >= bxmth && x <= bxpth && y <= ((by as f32 * tf) - (x - bx as f32 * tf) / 2.0 + tfq) && y >= bymth) || ((tile == 0x51 || tile == 0x71) && x >= bxmth && x <= bxpth && y <= ((by as f32 * tf) - (x - bx as f32 * tf) / 2.0 - tfq) && y >= bymth) || ((tile == 0x52 || tile == 0x72) && x >= bxmth && x <= bxpth && y <= ((by as f32 * tf) + (x - bx as f32 * tf) / 2.0 - tfq) && y >= bymth) || ((tile == 0x53 || tile == 0x73) && x >= bxmth && x <= bxpth && y <= ((by as f32 * tf) + (x - bx as f32 * tf) / 2.0 + tfq) && y >= bymth) || ((tile == 0x54 || tile == 0x74) && x >= bxmth && x <= bxpth && y >= ((by as f32 * tf) + (x - bx as f32 * tf) / 2.0 - tfq) && y <= bypth) || ((tile == 0x55 || tile == 0x75) && x >= bxmth && x <= bxpth && y >= ((by as f32 * tf) + (x - bx as f32 * tf) / 2.0 + tfq) && y <= bypth) || ((tile == 0x56 || tile == 0x76) && x >= bxmth && x <= bxpth && y >= ((by as f32 * tf) - (x - bx as f32 * tf) / 2.0 + tfq) && y <= bypth) || ((tile == 0x57 || tile == 0x77) && x >= bxmth && x <= bxpth && y >= ((by as f32 * tf) - (x - bx as f32 * tf) / 2.0 - tfq) && y <= bypth) { continue 'ray; } } r *= att; g *= att; b *= att; if r <= 1.0 && g <= 1.0 && b <= 1.0 { continue 'ray; } self.draw_light( x - fx2, y - fy2, 0.15 + i as f32 / 75.0, ((r * m) as u8, (g * m) as u8, (b * m) as u8), batch, ); } } } fn draw_light_map(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { let canvas = state.lightmap_canvas.as_mut(); if let None = canvas { return Ok(()); } let canvas = canvas.unwrap(); graphics::set_render_target(ctx, Some(canvas))?; graphics::set_blend_mode(ctx, BlendMode::Add)?; graphics::clear(ctx, Color::from_rgb(100, 100, 110)); { let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "builtin/lightmap/spot")?; 'cc: for (player, inv) in [(&self.player1, &self.inventory_player1), (&self.player2, &self.inventory_player2)].iter() { if player.cond.alive() && !player.cond.hidden() && inv.get_current_weapon().is_some() { if state.settings.light_cone { let range = match () { _ if player.up => 60..120, _ if player.down => 240..300, _ if player.direction == Direction::Left => -30..30, _ if player.direction == Direction::Right => 150..210, _ => continue 'cc, }; let (color, att) = match inv.get_current_weapon() { Some(Weapon { wtype: WeaponType::Fireball, .. }) => ((170u8, 80u8, 0u8), 0.92), Some(Weapon { wtype: WeaponType::PolarStar, .. }) => ((150u8, 150u8, 160u8), 0.92), Some(Weapon { wtype: WeaponType::Spur, .. }) => ((170u8, 170u8, 200u8), 0.92), Some(Weapon { wtype: WeaponType::Blade, .. }) => continue 'cc, _ => ((150u8, 150u8, 150u8), 0.92), }; let (_, gun_off_y) = player.skin.get_gun_offset(); self.draw_light_raycast( state.tile_size, player.x + player.direction.vector_x() * 0x800, player.y + gun_off_y * 0x200 + 0x400, color, att, range, batch, ); } else { self.draw_light( interpolate_fix9_scale( player.prev_x - self.frame.prev_x, player.x - self.frame.x, state.frame_time, ), interpolate_fix9_scale( player.prev_y - self.frame.prev_y, player.y - self.frame.y, state.frame_time, ), 5.0, (150, 150, 150), batch, ); } } } for bullet in self.bullet_manager.bullets.iter() { self.draw_light( interpolate_fix9_scale( bullet.prev_x - self.frame.prev_x, bullet.x - self.frame.x, state.frame_time, ), interpolate_fix9_scale( bullet.prev_y - self.frame.prev_y, bullet.y - self.frame.y, state.frame_time, ), 0.3, (200, 200, 200), batch, ); } for caret in state.carets.iter() { match caret.ctype { CaretType::ProjectileDissipation | CaretType::Shoot => { self.draw_light( interpolate_fix9_scale( caret.prev_x - self.frame.prev_x, caret.x - self.frame.x, state.frame_time, ), interpolate_fix9_scale( caret.prev_y - self.frame.prev_y, caret.y - self.frame.y, state.frame_time, ), 1.0, (200, 200, 200), batch, ); } _ => {} } } for npc in self.npc_list.iter_alive() { if npc.cond.hidden() || (npc.x < (self.frame.x - 128 * 0x200 - npc.display_bounds.width() as i32 * 0x200) || npc.x > (self.frame.x + 128 * 0x200 + (state.canvas_size.0 as i32 + npc.display_bounds.width() as i32) * 0x200) && npc.y < (self.frame.y - 128 * 0x200 - npc.display_bounds.height() as i32 * 0x200) || npc.y > (self.frame.y + 128 * 0x200 + (state.canvas_size.1 as i32 + npc.display_bounds.height() as i32) * 0x200)) { continue; } match npc.npc_type { 1 => { self.draw_light( interpolate_fix9_scale( npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time, ), interpolate_fix9_scale( npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time, ), 0.4, (255, 255, 0), batch, ); } 4 if npc.direction == Direction::Up => self.draw_light( interpolate_fix9_scale(npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time), interpolate_fix9_scale(npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time), 1.0, (200, 100, 0), batch, ), 7 => self.draw_light( interpolate_fix9_scale(npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time), interpolate_fix9_scale(npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time), 1.0, (100, 100, 100), batch, ), 17 if npc.anim_num == 0 => { self.draw_light( interpolate_fix9_scale( npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time, ), interpolate_fix9_scale( npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time, ), 2.0, (160, 0, 0), batch, ); self.draw_light( interpolate_fix9_scale( npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time, ), interpolate_fix9_scale( npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time, ), 0.5, (255, 0, 0), batch, ); } 20 if npc.direction == Direction::Right => { self.draw_light( interpolate_fix9_scale( npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time, ), interpolate_fix9_scale( npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time, ), 2.0, (30, 30, 150), batch, ); if npc.anim_num < 2 { self.draw_light( interpolate_fix9_scale( npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time, ), interpolate_fix9_scale( npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time, ), 2.1, (10, 10, 30), batch, ); } } 22 if npc.action_num == 1 && npc.anim_num == 1 => self.draw_light( interpolate_fix9_scale(npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time), interpolate_fix9_scale(npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time), 3.0, (0, 0, 255), batch, ), 32 | 87 | 211 => { self.draw_light( interpolate_fix9_scale( npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time, ), interpolate_fix9_scale( npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time, ), 2.0, (255, 30, 30), batch, ); } 38 => { let flicker = ((npc.anim_num.wrapping_add(npc.id) ^ 5) & 3) as u8 * 24; self.draw_light( interpolate_fix9_scale( npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time, ), interpolate_fix9_scale( npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time, ), 3.5, (150 + flicker, 60 + flicker, 0), batch, ); } 69 | 81 => { self.draw_light( interpolate_fix9_scale( npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time, ), interpolate_fix9_scale( npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time, ), if npc.npc_type == 69 { 0.5 } else { 1.0 }, (200, 200, 200), batch, ); } 70 => { let flicker = 50 + npc.anim_num as u8 * 15; self.draw_light( interpolate_fix9_scale( npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time, ), interpolate_fix9_scale( npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time, ), 2.0, (flicker, flicker, flicker), batch, ); } 85 if npc.action_num == 1 => { let (color, color2) = if npc.direction == Direction::Left { if state.constants.is_cs_plus { ((20, 100, 20), (20, 50, 20)) } else { ((20, 20, 100), (20, 20, 50)) } } else { ((150, 0, 0), (50, 0, 0)) }; self.draw_light( interpolate_fix9_scale( npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time, ), interpolate_fix9_scale( npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time, ), 0.75, color, batch, ); if npc.anim_num < 2 { self.draw_light( interpolate_fix9_scale( npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time, ), interpolate_fix9_scale( npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time, ) - 8.0, 2.1, color2, batch, ); } } 175 if npc.action_num < 10 => { self.draw_light( interpolate_fix9_scale( npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time, ), interpolate_fix9_scale( npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time, ), 1.0, (128, 175, 200), batch, ); } _ => {} } } batch.draw_filtered(FilterMode::Linear, ctx)?; } graphics::set_blend_mode(ctx, BlendMode::Multiply)?; graphics::set_render_target(ctx, None)?; let rect = Rect { left: 0.0, top: 0.0, right: state.screen_size.0, bottom: state.screen_size.1 }; canvas.clear(); canvas.add(SpriteBatchCommand::DrawRect(rect, rect)); canvas.draw()?; graphics::set_render_target(ctx, Some(canvas))?; graphics::draw_rect( ctx, Rect { left: 0, top: 0, right: (state.screen_size.0 + 1.0) as isize, bottom: (state.screen_size.1 + 1.0) as isize, }, Color { r: 0.15, g: 0.12, b: 0.12, a: 1.0 }, )?; graphics::set_render_target(ctx, None)?; graphics::set_blend_mode(ctx, BlendMode::Add)?; canvas.draw()?; graphics::set_blend_mode(ctx, BlendMode::Alpha)?; Ok(()) } fn draw_tiles(&self, state: &mut SharedGameState, ctx: &mut Context, layer: TileLayer) -> GameResult { if state.tile_size == TileSize::Tile8x8 && layer == TileLayer::Snack { return Ok(()); } let tex = match layer { TileLayer::Snack => "Npc/NpcSym", TileLayer::Background => &self.tex_tileset_name_bg, TileLayer::Middleground => &self.tex_tileset_name_mg, TileLayer::Foreground => &self.tex_tileset_name, }; let (layer_offset, layer_width, layer_height, uses_layers) = if let Some(pxpack_data) = self.stage.data.pxpack_data.as_ref() { match layer { TileLayer::Background => { (pxpack_data.offset_bg as usize, pxpack_data.size_bg.0, pxpack_data.size_bg.1, true) } TileLayer::Middleground => { (pxpack_data.offset_mg as usize, pxpack_data.size_mg.0, pxpack_data.size_mg.1, true) } _ => (0, pxpack_data.size_fg.0, pxpack_data.size_fg.1, true), } } else { (0, self.stage.map.width, self.stage.map.height, false) }; if !uses_layers && layer == TileLayer::Middleground { return Ok(()); } let tile_size = state.tile_size.as_int(); let tile_sizef = state.tile_size.as_float(); let halft = tile_size / 2; let halftf = tile_sizef / 2.0; let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, tex)?; let mut rect = Rect::new(0, 0, tile_size as u16, tile_size as u16); let (mut frame_x, mut frame_y) = self.frame.xy_interpolated(state.frame_time); if let Some(pxpack_data) = self.stage.data.pxpack_data.as_ref() { let (fx, fy) = match layer { TileLayer::Background => pxpack_data.scroll_bg.transform_camera_pos(frame_x, frame_y), TileLayer::Middleground => pxpack_data.scroll_mg.transform_camera_pos(frame_x, frame_y), _ => pxpack_data.scroll_fg.transform_camera_pos(frame_x, frame_y), }; frame_x = fx; frame_y = fy; } let tile_start_x = (frame_x as i32 / tile_size).clamp(0, layer_width as i32) as usize; let tile_start_y = (frame_y as i32 / tile_size).clamp(0, layer_height as i32) as usize; let tile_end_x = ((frame_x as i32 + 8 + state.canvas_size.0 as i32) / tile_size + 1).clamp(0, layer_width as i32) as usize; let tile_end_y = ((frame_y as i32 + halft + state.canvas_size.1 as i32) / tile_size + 1) .clamp(0, layer_height as i32) 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 * layer_width as usize) + x + layer_offset).unwrap(); match layer { _ if uses_layers => { if tile == 0 { continue; } let tile_size = tile_size as u16; rect.left = (tile as u16 % 16) * tile_size; rect.top = (tile as u16 / 16) * tile_size; rect.right = rect.left + tile_size; rect.bottom = rect.top + tile_size; } TileLayer::Background => { if self.stage.map.attrib[tile as usize] >= 0x20 { continue; } let tile_size = tile_size as u16; rect.left = (tile as u16 % 16) * tile_size; rect.top = (tile as u16 / 16) * tile_size; rect.right = rect.left + tile_size; rect.bottom = rect.top + tile_size; } TileLayer::Foreground => { let attr = self.stage.map.attrib[tile as usize]; if attr < 0x40 || attr >= 0x80 || attr == 0x43 { continue; } let tile_size = tile_size as u16; rect.left = (tile as u16 % 16) * tile_size; rect.top = (tile as u16 / 16) * tile_size; rect.right = rect.left + tile_size; rect.bottom = rect.top + tile_size; } TileLayer::Snack => { if self.stage.map.attrib[tile as usize] != 0x43 { continue; } } _ => {} } batch.add_rect( (x as f32 * tile_sizef - halftf) - frame_x, (y as f32 * tile_sizef - halftf) - frame_y, &rect, ); } } batch.draw(ctx)?; if layer == TileLayer::Foreground && self.stage.data.background_type == BackgroundType::Water { let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, &self.tex_background_name)?; let rect_top = Rect { left: 0, top: 0, right: 32, bottom: 16 }; let rect_middle = Rect { left: 0, top: 16, right: 32, bottom: 48 }; let tile_start_x = frame_x as i32 / 32; let tile_end_x = (frame_x + 16.0 + state.canvas_size.0) as i32 / 32 + 1; let water_y = state.water_level as f32 / 512.0; let tile_count_y = (frame_y + 16.0 + state.canvas_size.1 - water_y) as i32 / 32 + 1; for x in tile_start_x..tile_end_x { batch.add_rect((x as f32 * 32.0) - frame_x, water_y - frame_y, &rect_top); for y in 0..tile_count_y { batch.add_rect((x as f32 * 32.0) - frame_x, (y as f32 * 32.0) + water_y - frame_y, &rect_middle); } } batch.draw(ctx)?; } Ok(()) } fn tick_npc_bullet_collissions(&mut self, state: &mut SharedGameState) { for npc in self.npc_list.iter_alive() { if npc.npc_flags.shootable() && npc.npc_flags.interactable() { continue; } for bullet in self.bullet_manager.bullets.iter_mut() { if !bullet.cond.alive() || bullet.damage < 0 { continue; } if !npc.collides_with_bullet(bullet) { continue; } if npc.npc_flags.shootable() { npc.life = (npc.life as i32).saturating_sub(bullet.damage as i32).clamp(0, u16::MAX as i32) as u16; if npc.life == 0 { if npc.npc_flags.show_damage() { npc.popup.add_value(-bullet.damage); } if self.player1.cond.alive() && npc.npc_flags.event_when_killed() { state.control_flags.set_tick_world(true); state.control_flags.set_interactions_disabled(true); state.textscript_vm.start_script(npc.event_num); } else { npc.cond.set_explode_die(true); } } else { if npc.shock < 14 { if let Some(table_entry) = state.npc_table.get_entry(npc.npc_type) { state.sound_manager.play_sfx(table_entry.hurt_sound); } npc.shock = 16; for _ in 0..3 { state.create_caret( (bullet.x + npc.x) / 2, (bullet.y + npc.y) / 2, CaretType::HurtParticles, Direction::Left, ); } } if npc.npc_flags.show_damage() { npc.popup.add_value(-bullet.damage); } } } else if !bullet.weapon_flags.flag_x10() && bullet.btype != 13 && bullet.btype != 14 && bullet.btype != 15 && bullet.btype != 28 && bullet.btype != 29 && bullet.btype != 30 { state.create_caret( (bullet.x + npc.x) / 2, (bullet.y + npc.y) / 2, CaretType::ProjectileDissipation, Direction::Right, ); state.sound_manager.play_sfx(31); bullet.life = 0; continue; } if bullet.life > 0 { bullet.life -= 1; } } if npc.cond.explode_die() { let can_drop_missile = [&self.inventory_player1, &self.inventory_player2].iter().any(|inv| { inv.has_weapon(WeaponType::MissileLauncher) || inv.has_weapon(WeaponType::SuperMissileLauncher) }); self.npc_list.kill_npc(npc.id as usize, !npc.cond.drs_novanish(), can_drop_missile, state); } } for i in 0..self.boss.parts.len() { let mut idx = i; let mut npc = unsafe { self.boss.parts.get_unchecked_mut(i) }; if !npc.cond.alive() { continue; } for bullet in self.bullet_manager.bullets.iter_mut() { if !bullet.cond.alive() || bullet.damage < 0 { continue; } let hit = (npc.npc_flags.shootable() && (npc.x - npc.hit_bounds.right as i32) < (bullet.x + bullet.enemy_hit_width as i32) && (npc.x + npc.hit_bounds.right as i32) > (bullet.x - bullet.enemy_hit_width as i32) && (npc.y - npc.hit_bounds.top as i32) < (bullet.y + bullet.enemy_hit_height as i32) && (npc.y + npc.hit_bounds.bottom as i32) > (bullet.y - bullet.enemy_hit_height as i32)) || (npc.npc_flags.invulnerable() && (npc.x - npc.hit_bounds.right as i32) < (bullet.x + bullet.hit_bounds.right as i32) && (npc.x + npc.hit_bounds.right as i32) > (bullet.x - bullet.hit_bounds.left as i32) && (npc.y - npc.hit_bounds.top as i32) < (bullet.y + bullet.hit_bounds.bottom as i32) && (npc.y + npc.hit_bounds.bottom as i32) > (bullet.y - bullet.hit_bounds.top as i32)); if !hit { continue; } if npc.npc_flags.shootable() { if npc.cond.damage_boss() { idx = 0; npc = unsafe { self.boss.parts.get_unchecked_mut(0) }; } npc.life = (npc.life as i32).saturating_sub(bullet.damage as i32).clamp(0, u16::MAX as i32) as u16; if npc.life == 0 { npc.life = npc.id; if self.player1.cond.alive() && npc.npc_flags.event_when_killed() { state.control_flags.set_tick_world(true); state.control_flags.set_interactions_disabled(true); state.textscript_vm.start_script(npc.event_num); } else { state.sound_manager.play_sfx(self.boss.death_sound[idx]); let destroy_count = 4usize * (2usize).pow((npc.size as u32).saturating_sub(1)); self.npc_list.create_death_smoke( npc.x, npc.y, npc.display_bounds.right as usize, destroy_count, state, &npc.rng, ); npc.cond.set_alive(false); } } else { if npc.shock < 14 { for _ in 0..3 { state.create_caret(bullet.x, bullet.y, CaretType::HurtParticles, Direction::Left); } state.sound_manager.play_sfx(self.boss.hurt_sound[idx]); } npc.shock = 8; npc = unsafe { self.boss.parts.get_unchecked_mut(0) }; npc.shock = 8; } bullet.life = bullet.life.saturating_sub(1); if bullet.life < 1 { bullet.cond.set_alive(false); } } else if [13, 14, 15, 28, 29, 30].contains(&bullet.btype) { bullet.life = bullet.life.saturating_sub(1); } else if !bullet.weapon_flags.flag_x10() { state.create_caret(bullet.x, bullet.y, CaretType::ProjectileDissipation, Direction::Right); state.sound_manager.play_sfx(31); bullet.life = 0; continue; } } } } fn tick_world(&mut self, state: &mut SharedGameState) -> GameResult { self.hud_player1.visible = self.player1.cond.alive(); self.hud_player2.visible = self.player2.cond.alive(); self.hud_player1.has_player2 = self.player2.cond.alive() && !self.player2.cond.hidden(); self.hud_player2.has_player2 = self.player1.cond.alive() && !self.player1.cond.hidden(); self.player1.current_weapon = { if let Some(weapon) = self.inventory_player1.get_current_weapon_mut() { weapon.wtype as u8 } else { 0 } }; self.player2.current_weapon = { if let Some(weapon) = self.inventory_player2.get_current_weapon_mut() { weapon.wtype as u8 } else { 0 } }; self.player1.tick(state, &self.npc_list)?; self.player2.tick(state, &self.npc_list)?; if self.player1.damage > 0 { let xp_loss = self.player1.damage * if self.player1.equip.has_arms_barrier() { 1 } else { 2 }; match self.inventory_player1.take_xp(xp_loss, state) { TakeExperienceResult::LevelDown if self.player1.life > 0 => { state.create_caret(self.player1.x, self.player1.y, CaretType::LevelUp, Direction::Right); } _ => {} } self.player1.damage = 0; } if self.player2.damage > 0 { let xp_loss = self.player2.damage * if self.player2.equip.has_arms_barrier() { 1 } else { 2 }; match self.inventory_player2.take_xp(xp_loss, state) { TakeExperienceResult::LevelDown if self.player2.life > 0 => { state.create_caret(self.player2.x, self.player2.y, CaretType::LevelUp, Direction::Right); } _ => {} } self.player2.damage = 0; } for npc in self.npc_list.iter_alive() { npc.tick( state, ( [&mut self.player1, &mut self.player2], &self.npc_list, &mut self.stage, &mut self.bullet_manager, &mut self.flash, ), )?; } self.boss.tick( state, ( [&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); self.player2.tick_map_collisions(state, &self.npc_list, &mut self.stage); self.player1.tick_npc_collisions( TargetPlayer::Player1, state, &self.npc_list, &mut self.boss, &mut self.inventory_player1, ); self.player2.tick_npc_collisions( TargetPlayer::Player2, state, &self.npc_list, &mut self.boss, &mut self.inventory_player2, ); for npc in self.npc_list.iter_alive() { if !npc.npc_flags.ignore_solidity() { npc.tick_map_collisions(state, &self.npc_list, &mut self.stage); } } for npc in self.boss.parts.iter_mut() { if npc.cond.alive() && !npc.npc_flags.ignore_solidity() { npc.tick_map_collisions(state, &self.npc_list, &mut self.stage); } } self.tick_npc_bullet_collissions(state); self.bullet_manager.tick_bullets(state, [&self.player1, &self.player2], &self.npc_list, &mut self.stage); state.tick_carets(); match self.frame.update_target { UpdateTarget::Player => { if self.player2.cond.alive() && !self.player2.cond.hidden() && (self.player1.x - self.player2.x).abs() < 240 * 0x200 && (self.player1.y - self.player2.y).abs() < 200 * 0x200 { self.frame.target_x = (self.player1.target_x * 2 + self.player2.target_x) / 3; self.frame.target_y = (self.player1.target_y * 2 + self.player2.target_y) / 3; self.frame.target_x = self.frame.target_x.clamp(self.player1.x - 0x8000, self.player1.x + 0x8000); self.frame.target_y = self.frame.target_y.clamp(self.player1.y, self.player1.y); } else { self.frame.target_x = self.player1.target_x; self.frame.target_y = self.player1.target_y; } } UpdateTarget::NPC(npc_id) => { if let Some(npc) = self.npc_list.get_npc(npc_id as usize) { if npc.cond.alive() { self.frame.target_x = npc.x; self.frame.target_y = npc.y; } } } UpdateTarget::Boss(boss_id) => { if let Some(boss) = self.boss.parts.get(boss_id as usize) { if boss.cond.alive() { self.frame.target_x = boss.x; self.frame.target_y = boss.y; } } } } self.frame.update(state, &self.stage); if state.control_flags.control_enabled() { self.inventory_player1.tick_weapons( state, &mut self.player1, TargetPlayer::Player1, &mut self.bullet_manager, ); self.inventory_player2.tick_weapons( state, &mut self.player2, TargetPlayer::Player2, &mut self.bullet_manager, ); self.hud_player1.tick(state, (&self.player1, &mut self.inventory_player1))?; self.hud_player2.tick(state, (&self.player2, &mut self.inventory_player2))?; self.boss_life_bar.tick(state, (&self.npc_list, &self.boss))?; if self.player1.controller.trigger_inventory() { state.textscript_vm.set_mode(ScriptMode::Inventory); self.player1.cond.set_interacted(false); } } self.water_renderer.tick(state, (&[&self.player1, &self.player2], &self.npc_list))?; if self.map_name_counter > 0 { self.map_name_counter -= 1; } Ok(()) } fn draw_debug_object( &self, entity: &dyn PhysicalEntity, state: &mut SharedGameState, ctx: &mut Context, ) -> GameResult { if entity.x() < (self.frame.x - 128 - entity.display_bounds().width() as i32 * 0x200) || entity.x() > (self.frame.x + 128 + (state.canvas_size.0 as i32 + entity.display_bounds().width() as i32) * 0x200) && entity.y() < (self.frame.y - 128 - entity.display_bounds().height() as i32 * 0x200) || entity.y() > (self.frame.y + 128 + (state.canvas_size.1 as i32 + entity.display_bounds().height() as i32) * 0x200) { return Ok(()); } { let hit_rect_size = entity.hit_rect_size().clamp(1, 4); let hit_rect_size = if state.tile_size == TileSize::Tile8x8 { 4 * hit_rect_size * hit_rect_size } else { hit_rect_size * hit_rect_size }; let tile_size = state.tile_size.as_int() * 0x200; let x = (entity.x() + entity.offset_x()) / tile_size; let y = (entity.y() + entity.offset_y()) / tile_size; let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "Caret")?; const CARET_RECT: Rect = Rect { left: 2, top: 74, right: 6, bottom: 78 }; const CARET2_RECT: Rect = Rect { left: 65, top: 9, right: 71, bottom: 15 }; for (idx, &(ox, oy)) in OFFSETS.iter().enumerate() { if idx == hit_rect_size { break; } batch.add_rect( ((x + ox) * tile_size - self.frame.x) as f32 / 512.0 - 2.0, ((y + oy) * tile_size - self.frame.y) as f32 / 512.0 - 2.0, &CARET_RECT, ); } batch.add_rect( (entity.x() - self.frame.x) as f32 / 512.0 - 3.0, (entity.y() - self.frame.y) as f32 / 512.0 - 3.0, &CARET2_RECT, ); batch.draw(ctx)?; } Ok(()) } fn draw_debug_npc(&self, npc: &NPC, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { self.draw_debug_object(npc, state, ctx)?; let text = format!("{}:{}:{}", npc.id, npc.npc_type, npc.action_num); state.font.draw_colored_text_with_shadow_scaled( text.chars(), ((npc.x - self.frame.x) / 0x200) as f32, ((npc.y - self.frame.y) / 0x200) as f32, 0.5, (255, 255, 0, 255), &state.constants, &mut state.texture_set, ctx, )?; Ok(()) } fn draw_debug_outlines(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { for npc in self.npc_list.iter_alive() { self.draw_debug_npc(npc, state, ctx)?; } for boss in self.boss.parts.iter().filter(|n| n.cond.alive()) { self.draw_debug_npc(boss, state, ctx)?; } self.draw_debug_object(&self.player1, state, ctx)?; Ok(()) } } impl Scene for GameScene { fn init(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { let seed = (self.player1.max_life as i32) .wrapping_add(self.player1.x as i32) .wrapping_add(self.player1.y as i32) .wrapping_add(self.stage_id as i32) .rotate_right(7); state.game_rng = XorShift::new(seed); state.textscript_vm.set_scene_script(self.stage.load_text_script(&state.base_path, &state.constants, ctx)?); state.textscript_vm.suspend = false; state.tile_size = self.stage.map.tile_size; #[cfg(feature = "scripting-lua")] state.lua.set_game_scene(self as *mut _); self.player1.controller = state.settings.create_player1_controller(); self.player2.controller = state.settings.create_player2_controller(); let npcs = self.stage.load_npcs(&state.base_path, ctx)?; for npc_data in npcs.iter() { log::info!("creating npc: {:?}", npc_data); let mut npc = NPC::create_from_data(npc_data, &state.npc_table, state.tile_size); if npc.npc_flags.appear_when_flag_set() { if state.get_flag(npc_data.flag_num as _) { npc.cond.set_alive(true); } } else if npc.npc_flags.hide_unless_flag_set() { if !state.get_flag(npc_data.flag_num as _) { npc.cond.set_alive(true); } } else { npc.cond.set_alive(true); } self.npc_list.spawn_at_slot(npc_data.id, npc)?; } state.npc_table.tileset_name = self.tex_tileset_name.to_owned(); 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(""); /*if state.constants.is_cs_plus { match state.season { Season::Halloween => self.player1.appearance = PlayerAppearance::HalloweenQuote, Season::Christmas => self.player1.appearance = PlayerAppearance::ReindeerQuote, _ => {} } }*/ self.boss.boss_type = self.stage.data.boss_no as u16; self.player1.target_x = self.player1.x; self.player1.target_y = self.player1.y; self.player1.camera_target_x = 0; self.player1.camera_target_y = 0; self.player2.target_x = self.player2.x; self.player2.target_y = self.player2.y; self.player2.camera_target_x = 0; self.player2.camera_target_y = 0; self.frame.target_x = self.player1.x; self.frame.target_y = self.player1.y; self.frame.immediate_update(state, &self.stage); // I'd personally set it to something higher but left it as is for accuracy. state.water_level = 0x1e0000; self.lighting_mode = match () { _ if self.intro_mode => LightingMode::None, _ if !state.constants.is_switch && (self.stage.data.background_type == BackgroundType::Black || self.stage.data.background.name() == "bkBlack") => { LightingMode::Ambient } _ if state.constants.is_switch && (self.stage.data.background_type == BackgroundType::Black || self.stage.data.background.name() == "bkBlack") => { LightingMode::None } _ if self.stage.data.background.name() == "bkFall" => LightingMode::None, _ if self.stage.data.background_type != BackgroundType::Black && self.stage.data.background_type != BackgroundType::Outside && self.stage.data.background_type != BackgroundType::OutsideWind && self.stage.data.background.name() != "bkBlack" => { LightingMode::BackgroundOnly } _ => LightingMode::None, }; Ok(()) } fn tick(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { self.player1.controller.update(state, ctx)?; self.player1.controller.update_trigger(); self.player2.controller.update(state, ctx)?; self.player2.controller.update_trigger(); state.touch_controls.control_type = if state.control_flags.control_enabled() { TouchControlType::Controls } else { TouchControlType::None }; if state.settings.touch_controls { state.touch_controls.interact_icon = false; } if self.intro_mode { state.touch_controls.control_type = TouchControlType::Dialog; if let TextScriptExecutionState::WaitTicks(_, _, 9999) = state.textscript_vm.state { state.next_scene = Some(Box::new(TitleScene::new())); } if self.player1.controller.trigger_menu_ok() { state.next_scene = Some(Box::new(TitleScene::new())); } } match state.textscript_vm.state { TextScriptExecutionState::Running(_, _) | TextScriptExecutionState::WaitTicks(_, _, _) | TextScriptExecutionState::WaitInput(_, _, _) | TextScriptExecutionState::Msg(_, _, _, _) if !state.control_flags.control_enabled() && !state.textscript_vm.flags.cutscene_skip() => { if self.player1.controller.inventory() { self.skip_counter += 1; if self.skip_counter >= CUTSCENE_SKIP_WAIT { state.textscript_vm.flags.set_cutscene_skip(true); } } else if self.skip_counter > 0 { self.skip_counter -= 1; } } _ => { self.skip_counter = 0; } } let mut ticks = 1; if state.textscript_vm.mode == ScriptMode::Map && state.textscript_vm.flags.cutscene_skip() { ticks = 4; } for _ in 0..ticks { match state.textscript_vm.mode { ScriptMode::Map => { TextScriptVM::run(state, self, ctx)?; if state.control_flags.tick_world() { self.tick_world(state)?; } } ScriptMode::StageSelect => { self.stage_select.tick(state, (ctx, &self.player1, &self.player2))?; TextScriptVM::run(state, self, ctx)?; } ScriptMode::Inventory => { self.inventory_ui.tick(state, (ctx, &mut self.player1, &mut self.inventory_player1))?; TextScriptVM::run(state, self, ctx)?; } } if state.control_flags.credits_running() { self.skip_counter = 0; CreditScriptVM::run(state, ctx)?; } 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; } _ => {} } self.flash.tick(state, ())?; #[cfg(feature = "scripting-lua")] state.lua.scene_tick(); if state.control_flags.tick_world() { self.tick = self.tick.wrapping_add(1); } } Ok(()) } fn draw_tick(&mut self, state: &mut SharedGameState) -> GameResult { self.frame.prev_x = self.frame.x; self.frame.prev_y = self.frame.y; self.player1.prev_x = self.player1.x; self.player1.prev_y = self.player1.y; self.player1.popup.prev_x = self.player1.popup.x; self.player1.popup.prev_y = self.player1.popup.y; self.player2.prev_x = self.player2.x; self.player2.prev_y = self.player2.y; self.player2.popup.prev_x = self.player2.popup.x; self.player2.popup.prev_y = self.player2.popup.y; for npc in self.npc_list.iter_alive() { npc.prev_x = npc.x; npc.prev_y = npc.y; npc.popup.prev_x = npc.prev_x; npc.popup.prev_y = npc.prev_y; } for npc in self.boss.parts.iter_mut() { if npc.cond.alive() { npc.prev_x = npc.x; npc.prev_y = npc.y; npc.popup.prev_x = npc.prev_x; npc.popup.prev_y = npc.prev_y; } } for bullet in self.bullet_manager.bullets.iter_mut() { if bullet.cond.alive() { bullet.prev_x = bullet.x; bullet.prev_y = bullet.y; } } for caret in state.carets.iter_mut() { if caret.cond.alive() { caret.prev_x = caret.x; caret.prev_y = caret.y; } } self.inventory_dim += 0.1 * if state.textscript_vm.mode == ScriptMode::Inventory { state.frame_time as f32 } else { -(state.frame_time as f32) }; self.inventory_dim = self.inventory_dim.clamp(0.0, 1.0); self.credits.draw_tick(state); Ok(()) } fn draw(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult { //graphics::set_canvas(ctx, Some(&state.game_canvas)); self.draw_background(state, ctx)?; self.draw_tiles(state, ctx, TileLayer::Background)?; self.draw_npc_layer(state, ctx, NPCLayer::Background)?; self.draw_tiles(state, ctx, TileLayer::Middleground)?; if state.settings.shader_effects && self.lighting_mode == LightingMode::BackgroundOnly { self.draw_light_map(state, ctx)?; } self.boss.draw(state, ctx, &self.frame)?; self.draw_npc_layer(state, ctx, NPCLayer::Middleground)?; self.draw_bullets(state, ctx)?; self.player2.draw(state, ctx, &self.frame)?; self.player1.draw(state, ctx, &self.frame)?; self.water_renderer.draw(state, ctx, &self.frame)?; self.draw_tiles(state, ctx, TileLayer::Foreground)?; self.draw_tiles(state, ctx, TileLayer::Snack)?; self.draw_carets(state, ctx)?; self.player1.popup.draw(state, ctx, &self.frame)?; self.player2.popup.draw(state, ctx, &self.frame)?; if state.settings.shader_effects && self.lighting_mode == LightingMode::Ambient { self.draw_light_map(state, ctx)?; } self.flash.draw(state, ctx, &self.frame)?; self.draw_black_bars(state, ctx)?; if self.inventory_dim > 0.0 { let rect = Rect::new(0, 0, state.screen_size.0 as isize + 1, state.screen_size.1 as isize + 1); let mut dim_color = state.constants.inventory_dim_color; dim_color.a *= self.inventory_dim; graphics::draw_rect(ctx, rect, dim_color)?; } match state.textscript_vm.mode { ScriptMode::Map if state.control_flags.control_enabled() => { self.hud_player1.draw(state, ctx, &self.frame)?; self.hud_player2.draw(state, ctx, &self.frame)?; self.boss_life_bar.draw(state, ctx, &self.frame)?; if self.player2.cond.alive() && !self.player2.cond.hidden() { let y = interpolate_fix9_scale( self.player2.prev_y - self.frame.prev_y, self.player2.y - self.frame.y, state.frame_time, ); let y = y.clamp(8.0, state.canvas_size.1 - 8.0 - state.font.line_height(&state.constants)); if self.player2.x + 0x1000 < self.frame.x { state.font.draw_colored_text( P2_LEFT_TEXT.chars(), 9.0, y + 1.0, (0, 0, 130, 255), &state.constants, &mut state.texture_set, ctx, )?; state.font.draw_colored_text( P2_LEFT_TEXT.chars(), 8.0, y, (96, 96, 255, 255), &state.constants, &mut state.texture_set, ctx, )?; } else if self.player2.x - 0x1000 > self.frame.x + state.canvas_size.0 as i32 * 0x200 { let width = state.font.text_width(P2_RIGHT_TEXT.chars(), &state.constants); state.font.draw_colored_text( P2_RIGHT_TEXT.chars(), state.canvas_size.0 - width - 8.0 + 1.0, y + 1.0, (0, 0, 130, 255), &state.constants, &mut state.texture_set, ctx, )?; state.font.draw_colored_text( P2_RIGHT_TEXT.chars(), state.canvas_size.0 - width - 8.0, y, (96, 96, 255, 255), &state.constants, &mut state.texture_set, ctx, )?; } } } ScriptMode::StageSelect => self.stage_select.draw(state, ctx, &self.frame)?, ScriptMode::Inventory => self.inventory_ui.draw(state, ctx, &self.frame)?, _ => {} } self.draw_fade(state, ctx)?; if state.textscript_vm.mode == ScriptMode::Map && self.map_name_counter > 0 { let map_name = if self.stage.data.name == "u" { state.constants.title.intro_text.chars() } else { self.stage.data.name.chars() }; let width = state.font.text_width(map_name.clone(), &state.constants); state.font.draw_text_with_shadow( map_name, ((state.canvas_size.0 - width) / 2.0).floor(), 80.0, &state.constants, &mut state.texture_set, ctx, )?; } if state.control_flags.credits_running() { self.credits.draw(state, ctx, &self.frame)?; } self.draw_text_boxes(state, ctx)?; if self.skip_counter > 0 { let text = format!("Hold {:?} to skip the cutscene", state.settings.player1_key_map.inventory); let width = state.font.text_width(text.chars(), &state.constants); let pos_x = state.canvas_size.0 - width - 20.0; let pos_y = 0.0; let line_height = state.font.line_height(&state.constants); let w = (self.skip_counter as f32 / CUTSCENE_SKIP_WAIT as f32) * (width + 20.0) / 2.0; let mut rect = Rect::new_size( (pos_x * state.scale) as isize, (pos_y * state.scale) as isize, ((20.0 + width) * state.scale) as isize, ((20.0 + line_height) * state.scale) as isize, ); draw_rect(ctx, rect, Color::from_rgb(0, 0, 32))?; rect.right = rect.left + (w * state.scale) as isize; draw_rect(ctx, rect, Color::from_rgb(160, 181, 222))?; rect.left = ((state.canvas_size.0 - w) * state.scale) as isize; rect.right = rect.left + (w * state.scale) as isize; draw_rect(ctx, rect, Color::from_rgb(160, 181, 222))?; state.font.draw_text_with_shadow( text.chars(), pos_x + 10.0, pos_y + 10.0, &state.constants, &mut state.texture_set, ctx, )?; } if state.settings.debug_outlines { self.draw_debug_outlines(state, ctx)?; } //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(()) } }