use crate::common::Direction; use crate::player::{Player, TargetPlayer}; use crate::shared_game_state::SharedGameState; use crate::weapon::bullet::BulletManager; use crate::weapon::{Weapon, WeaponLevel}; impl Weapon { pub(in crate::weapon) fn tick_blade(&mut self, player: &Player, player_id: TargetPlayer, bullet_manager: &mut BulletManager, state: &mut SharedGameState) { const BULLETS: [u16; 3] = [25, 26, 27]; if !player.controller.trigger_shoot() || bullet_manager.count_bullets_multi(&BULLETS, player_id) > 0 { return; } let btype = match self.level { WeaponLevel::Level1 => 25, WeaponLevel::Level2 => 26, WeaponLevel::Level3 => 27, WeaponLevel::None => unreachable!(), }; match player.direction { Direction::Left if player.up => { bullet_manager.create_bullet(player.x - 0x200, player.y + 0x800, btype, player_id, Direction::Up, &state.constants); } Direction::Right if player.up => { bullet_manager.create_bullet(player.x + 0x200, player.y + 0x800, btype, player_id, Direction::Up, &state.constants); } Direction::Left if player.down => { bullet_manager.create_bullet(player.x - 0x200, player.y - 0xc00, btype, player_id, Direction::Bottom, &state.constants); } Direction::Right if player.down => { bullet_manager.create_bullet(player.x + 0x200, player.y - 0xc00, btype, player_id, Direction::Bottom, &state.constants); } Direction::Left => { bullet_manager.create_bullet(player.x + 0xc00, player.y - 0x600, btype, player_id, Direction::Left, &state.constants); } Direction::Right => { bullet_manager.create_bullet(player.x - 0xc00, player.y - 0x600, btype, player_id, Direction::Right, &state.constants); } _ => {} } state.sound_manager.play_sfx(34); } }