use std::clone::Clone; use num_derive::FromPrimitive; use num_traits::clamp; use num_traits::FromPrimitive; use crate::caret::CaretType; use crate::common::{Condition, Equipment, Flag}; use crate::common::{Direction, Rect}; use crate::entity::GameEntity; use crate::frame::Frame; use crate::ggez::{Context, GameResult}; use crate::shared_game_state::SharedGameState; #[derive(Debug, Clone, Copy, PartialEq, Eq, FromPrimitive)] #[repr(u8)] pub enum ControlMode { Normal = 0, IronHead, } #[derive(Clone)] pub struct Player { pub x: isize, pub y: isize, pub vel_x: isize, pub vel_y: isize, pub target_x: isize, pub target_y: isize, pub life: u16, pub max_life: u16, pub cond: Condition, pub flags: Flag, pub equip: Equipment, pub direction: Direction, pub display_bounds: Rect, pub hit_bounds: Rect, pub control_mode: ControlMode, pub question: bool, pub booster_fuel: usize, pub up: bool, pub down: bool, pub shock_counter: u8, pub current_weapon: u8, pub update_target: bool, pub stars: u8, pub damage: u16, weapon_offset_y: i8, index_x: isize, index_y: isize, splash: bool, booster_switch: u8, bubble: u8, exp_wait: isize, exp_count: isize, anim_num: u16, anim_counter: u16, anim_rect: Rect, weapon_rect: Rect, } impl Player { pub fn new(state: &mut SharedGameState) -> Player { let constants = &state.constants; Player { x: 0, y: 0, vel_x: 0, vel_y: 0, target_x: 0, target_y: 0, life: constants.my_char.life, max_life: constants.my_char.max_life, cond: Condition(0x80), flags: Flag(0), equip: Equipment(0), direction: Direction::Right, display_bounds: constants.my_char.display_bounds, hit_bounds: constants.my_char.hit_bounds, control_mode: constants.my_char.control_mode, question: false, booster_fuel: 0, index_x: 0, index_y: 0, splash: false, update_target: true, up: false, down: false, current_weapon: 0, weapon_offset_y: 0, shock_counter: 0, booster_switch: 0, stars: 0, damage: 0, bubble: 0, exp_wait: 0, exp_count: 0, anim_num: 0, anim_counter: 0, anim_rect: constants.my_char.animations_right[0], weapon_rect: Rect::new(0, 0, 0, 0), } } fn tick_normal(&mut self, state: &mut SharedGameState) -> GameResult { if self.cond.hidden() { return Ok(()); } let physics = if self.flags.in_water() { state.constants.my_char.water_physics } else { state.constants.my_char.air_physics }; self.question = false; if !state.control_flags.control_enabled() { self.booster_switch = 0; } // todo: split those into separate procedures and refactor (try to not break the logic!) // ground movement if self.flags.hit_bottom_wall() || self.flags.hit_right_slope() || self.flags.hit_left_slope() { self.booster_switch = 0; if self.equip.has_booster_0_8() || self.equip.has_booster_2_0() { self.booster_fuel = state.constants.booster.fuel; } else { self.booster_fuel = 0; } if state.control_flags.control_enabled() { if state.key_trigger.only_down() && state.key_state.only_down() && !self.cond.interacted() && !state.control_flags.interactions_disabled() { self.cond.set_interacted(true); self.question = true; } else { if state.key_state.left() && self.vel_x > -physics.max_dash { self.vel_x -= physics.dash_ground; } if state.key_state.right() && self.vel_x < physics.max_dash { self.vel_x += physics.dash_ground; } if state.key_state.left() { self.direction = Direction::Left; } if state.key_state.right() { self.direction = Direction::Right; } } } if !self.cond.cond_x20() { if self.vel_x < 0 { if self.vel_x > -physics.resist { self.vel_x = 0; } else { self.vel_x += physics.resist; } } if self.vel_x > 0 { if self.vel_x < physics.resist { self.vel_x = 0; } else { self.vel_x -= physics.resist; } } } } else { // air movement if state.control_flags.control_enabled() { if state.key_trigger.jump() && self.booster_fuel != 0 { if self.equip.has_booster_0_8() { self.booster_switch = 1; if self.vel_y > 0x100 { // 0.5fix9 self.vel_y /= 2; } } else if self.equip.has_booster_2_0() { if state.key_state.up() { self.booster_switch = 2; self.vel_x = 0; self.vel_y = state.constants.booster.b2_0_up; } else if state.key_state.left() { self.booster_switch = 1; self.vel_x = state.constants.booster.b2_0_left; self.vel_y = 0; } else if state.key_state.right() { self.booster_switch = 1; self.vel_x = state.constants.booster.b2_0_right; self.vel_y = 0; } else if state.key_state.down() { self.booster_switch = 3; self.vel_x = 0; self.vel_y = state.constants.booster.b2_0_down; } else { self.booster_switch = 2; self.vel_x = 0; self.vel_y = state.constants.booster.b2_0_up_nokey; } } } if state.key_state.left() && self.vel_x > -physics.max_dash { self.vel_x -= physics.dash_air; } if state.key_state.right() && self.vel_x < physics.max_dash { self.vel_x += physics.dash_air; } if state.key_state.left() { self.direction = Direction::Left; } if state.key_state.right() { self.direction = Direction::Right; } } if self.equip.has_booster_2_0() && self.booster_switch != 0 && (!state.key_state.jump() || self.booster_fuel == 0) { match self.booster_switch { 1 => { self.vel_x /= 2 } 2 => { self.vel_y /= 2 } _ => {} } } if self.booster_fuel == 0 || !state.key_state.jump() { self.booster_switch = 0; } } // jumping if state.control_flags.control_enabled() { self.up = state.key_state.up(); self.down = state.key_state.down() && !self.flags.hit_bottom_wall(); if state.key_trigger.jump() && (self.flags.hit_bottom_wall() || self.flags.hit_right_slope() || self.flags.hit_left_slope()) && !self.flags.force_up() { self.vel_y = -physics.jump; state.sound_manager.play_sfx(15); } } // stop interacting when moved if state.control_flags.control_enabled() && (state.key_state.left() || state.key_state.right() || state.key_state.up() || state.key_state.jump() || state.key_state.fire()) { self.cond.set_interacted(false); } // booster losing fuel if self.booster_switch != 0 && self.booster_fuel != 0 { self.booster_fuel -= 1; } // wind / current forces if self.flags.force_left() { self.vel_x -= 0x88; } if self.flags.force_up() { self.vel_y -= 0x80; } if self.flags.force_right() { self.vel_x += 0x80; } if self.flags.force_down() { self.vel_y += 0x55; } if self.equip.has_booster_2_0() && self.booster_switch != 0 { match self.booster_switch { 1 => { if self.flags.hit_left_wall() || self.flags.hit_right_wall() { self.vel_y = -0x100; // -0.5fix9 } if self.direction == Direction::Left { self.vel_x -= 0x20; // 0.1fix9 } if self.direction == Direction::Right { self.vel_x += 0x20; // 0.1fix9 } if state.key_trigger.jump() || self.booster_fuel % 3 == 1 { if self.direction == Direction::Left || self.direction == Direction::Right { state.create_caret(self.x + 0x400, self.y + 0x400, CaretType::Exhaust, self.direction.opposite()); } state.sound_manager.play_sfx(113); } } 2 => { self.vel_y -= 0x20; if state.key_trigger.jump() || self.booster_fuel % 3 == 1 { state.create_caret(self.x, self.y + 6 * 0x200, CaretType::Exhaust, Direction::Bottom); state.sound_manager.play_sfx(113); } } 3 if state.key_trigger.jump() || self.booster_fuel % 3 == 1 => { state.create_caret(self.x, self.y + 6 * 0x200, CaretType::Exhaust, Direction::Up); state.sound_manager.play_sfx(113); } _ => {} } } else if self.flags.force_up() { self.vel_y += physics.gravity_air; } else if self.equip.has_booster_0_8() && self.booster_switch != 0 && self.vel_y > -0x400 { self.vel_y -= 0x20; if self.booster_fuel % 3 == 0 { state.create_caret(self.x, self.y + self.hit_bounds.bottom as isize / 2, CaretType::Exhaust, Direction::Bottom); state.sound_manager.play_sfx(113); } // bounce off of ceiling if self.flags.hit_top_wall() { self.vel_y = 0x200; // 1.0fix9 } } else if self.vel_y < 0 && state.control_flags.control_enabled() && state.key_state.jump() { self.vel_y += physics.gravity_air; } else { self.vel_y += physics.gravity_ground; } if !state.control_flags.control_enabled() || !state.key_trigger.jump() { if self.flags.hit_right_slope() && self.vel_x < 0 { self.vel_y = -self.vel_x; } if self.flags.hit_left_slope() && self.vel_x > 0 { self.vel_y = self.vel_x; } if (self.flags.hit_bottom_wall() && self.flags.hit_right_bigger_half() && self.vel_x < 0) || (self.flags.hit_bottom_wall() && self.flags.hit_left_bigger_half() && self.vel_x > 0) || (self.flags.hit_bottom_wall() && self.flags.hit_left_smaller_half() && self.flags.hit_right_smaller_half()) { self.vel_y = 0x400; // 2.0fix9 } } let max_move = if self.flags.in_water() && !(self.flags.force_left() || self.flags.force_up() || self.flags.force_right() || self.flags.force_down()) { state.constants.my_char.water_physics.max_move } else { state.constants.my_char.air_physics.max_move }; self.vel_x = clamp(self.vel_x, -max_move, max_move); self.vel_y = clamp(self.vel_y, -max_move, max_move); // todo: water splashing if !self.flags.in_water() { self.splash = false; } // spike damage if self.flags.hit_by_spike() { self.damage(10, state); } // camera if self.direction == Direction::Left { self.index_x -= 0x200; // 1.0fix9 if self.index_x < -0x8000 { // -64.0fix9 self.index_x = -0x8000; } } else { // possible bug? self.index_x += 0x200; // 1.0fix9 if self.index_x > 0x8000 { // -64.0fix9 self.index_x = 0x8000; } } if state.control_flags.control_enabled() && state.key_state.up() { self.index_y -= 0x200; // 1.0fix9 if self.index_y < -0x8000 { // -64.0fix9 self.index_y = -0x8000; } } else if state.control_flags.control_enabled() && state.key_state.down() { self.index_y += 0x200; // 1.0fix9 if self.index_y > 0x8000 { // -64.0fix9 self.index_y = 0x8000; } } else { if self.index_y > 0x200 { // 1.0fix9 self.index_y -= 0x200; } if self.index_y < -0x200 { // 1.0fix9 self.index_y += 0x200; } } if self.update_target { self.target_x = self.x + self.index_x; self.target_y = self.y + self.index_y; } if self.vel_x > physics.resist || self.vel_x < -physics.resist { self.x += self.vel_x; } self.y += self.vel_y; Ok(()) } fn tick_ironhead(&mut self, state: &mut SharedGameState) -> GameResult { // todo ironhead boss controls Ok(()) } fn tick_animation(&mut self, state: &mut SharedGameState) { if self.cond.hidden() { return; } if self.flags.hit_bottom_wall() { if self.cond.interacted() { self.anim_num = 11; } else if state.control_flags.control_enabled() && state.key_state.up() && (state.key_state.left() || state.key_state.right()) { self.cond.set_fallen(true); self.anim_counter += 1; if self.anim_counter > 4 { self.anim_counter = 0; self.anim_num += 1; if self.anim_num == 7 || self.anim_num == 9 { state.sound_manager.play_sfx(24); } } if self.anim_num > 9 || self.anim_num < 6 { self.anim_num = 6; } } else if state.control_flags.control_enabled() && (state.key_state.left() || state.key_state.right()) { self.cond.set_fallen(true); self.anim_counter += 1; if self.anim_counter > 4 { self.anim_counter = 0; self.anim_num += 1; if self.anim_num == 2 || self.anim_num == 4 { state.sound_manager.play_sfx(24); } } if self.anim_num > 4 || self.anim_num < 1 { self.anim_num = 1; } } else if state.control_flags.control_enabled() && state.key_state.up() { if self.cond.fallen() { state.sound_manager.play_sfx(24); } self.cond.set_fallen(false); self.anim_num = 5; } else { if self.cond.fallen() { state.sound_manager.play_sfx(24); } self.cond.set_fallen(false); self.anim_num = 0; } } else if state.key_state.up() { self.anim_num = 6; } else if state.key_state.down() { self.anim_num = 10; } else { self.anim_num = if self.vel_y > 0 { 1 } else { 3 }; } self.weapon_offset_y = 0; self.weapon_rect.left = (self.current_weapon as usize % 13) * 24; self.weapon_rect.top = (self.current_weapon as usize / 13) * 96; self.weapon_rect.right = self.weapon_rect.left + 24; self.weapon_rect.bottom = self.weapon_rect.top + 16; match self.direction { Direction::Left => { self.anim_rect = state.constants.my_char.animations_left[self.anim_num as usize]; } Direction::Right => { self.weapon_rect.top += 16; self.weapon_rect.bottom += 16; self.anim_rect = state.constants.my_char.animations_right[self.anim_num as usize]; } _ => {} } if self.up { self.weapon_offset_y = -4; self.weapon_rect.top += 32; self.weapon_rect.bottom += 32; } else if self.down { self.weapon_offset_y = 4; self.weapon_rect.top += 64; self.weapon_rect.bottom += 64; } if self.anim_num == 1 || self.anim_num == 3 || self.anim_num == 6 || self.anim_num == 8 { self.weapon_rect.top += 1; } } pub fn damage(&mut self, hp: isize, state: &mut SharedGameState) { if state.god_mode || self.shock_counter > 0 { return; } state.sound_manager.play_sfx(16); self.shock_counter = 128; self.cond.set_interacted(false); if self.control_mode == ControlMode::Normal { self.vel_y = -0x400; // -2.0fix9 } self.life = self.life.saturating_sub(hp as u16); if self.equip.has_whimsical_star() && self.stars > 0 { self.stars -= 1; } self.damage = self.damage.saturating_add(hp as u16); if self.life == 0 { state.sound_manager.play_sfx(17); self.cond.0 = 0; state.control_flags.set_flag_x01(true); state.control_flags.set_interactions_disabled(true); state.textscript_vm.start_script(40); } } } impl GameEntity<()> for Player { fn tick(&mut self, state: &mut SharedGameState, _cust: ()) -> GameResult { if !self.cond.alive() { return Ok(()); } if self.exp_wait != 0 { self.exp_wait -= 1; } if self.shock_counter != 0 { self.shock_counter -= 1; } else if self.exp_count != 0 { // SetValueView(&self.x, &self.y, self.exp_count); // todo: damage popup self.exp_count = 0; } // todo: add additional control modes like NXEngine has such as noclip? match self.control_mode { ControlMode::Normal => { if state.control_flags.interactions_disabled() && state.control_flags.control_enabled() { // AirProcess(); // todo } self.tick_normal(state)?; } ControlMode::IronHead => { self.tick_ironhead(state)?; } } self.cond.set_cond_x20(false); self.tick_animation(state); Ok(()) } fn draw(&self, state: &mut SharedGameState, ctx: &mut Context, frame: &Frame) -> GameResult<> { if !self.cond.alive() || self.cond.hidden() || (self.shock_counter / 2 % 2 != 0) { return Ok(()); } { let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "MyChar")?; batch.add_rect( ((((self.x - self.display_bounds.left as isize) / 0x200) - (frame.x / 0x200)) as f32).floor(), ((((self.y - self.display_bounds.top as isize) / 0x200) - (frame.y / 0x200)) as f32).floor(), &self.anim_rect, ); batch.draw(ctx)?; } if self.current_weapon != 0 { let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "Arms")?; match self.direction { Direction::Left => { batch.add_rect( ((((self.x - self.display_bounds.left as isize) / 0x200) - (frame.x / 0x200)) as f32 - 8.0).floor(), ((((self.y - self.display_bounds.top as isize) / 0x200) - (frame.y / 0x200)) as f32 + self.weapon_offset_y as f32).floor(), &self.weapon_rect, ); } Direction::Right => { batch.add_rect( (((self.x - self.display_bounds.left as isize) / 0x200) - (frame.x / 0x200)) as f32, (((self.y - self.display_bounds.top as isize) / 0x200) - (frame.y / 0x200)) as f32 + self.weapon_offset_y as f32, &self.weapon_rect, ); } _ => {} } batch.draw(ctx)?; } Ok(()) } }