use crate::caret::CaretType; use crate::common::Direction; use crate::player::{Player, TargetPlayer}; use crate::shared_game_state::SharedGameState; use crate::weapon::bullet::{Bullet, BulletManager}; use crate::weapon::{Weapon, WeaponLevel}; impl Weapon { pub(in crate::weapon) fn tick_snake(&mut self, player: &Player, player_id: TargetPlayer, bullet_manager: &mut BulletManager, state: &mut SharedGameState) { if !player.controller.trigger_shoot() || bullet_manager.count_bullets_multi(&[1, 2, 3], player_id) > 3 { return; } let btype = match self.level { WeaponLevel::Level1 => 1, WeaponLevel::Level2 => 2, WeaponLevel::Level3 => 3, WeaponLevel::None => unreachable!(), }; if !self.consume_ammo(1) { // todo switch to first weapon return; } self.counter1 = self.counter1.wrapping_add(1); match player.direction { Direction::Left if player.up => { let mut bullet = Bullet::new(player.x - 0x600, player.y - 10 * 0x200, btype, player_id, Direction::Up, &state.constants); bullet.target_x = self.counter1 as i32; bullet_manager.push_bullet(bullet); state.create_caret(player.x - 0x600, player.y - 10 * 0x200, CaretType::Shoot, Direction::Left); } Direction::Right if player.up => { let mut bullet = Bullet::new(player.x + 0x600, player.y - 10 * 0x200, btype, player_id, Direction::Up, &state.constants); bullet.target_x = self.counter1 as i32; bullet_manager.push_bullet(bullet); state.create_caret(player.x + 0x600, player.y - 10 * 0x200, CaretType::Shoot, Direction::Left); } Direction::Left if player.down => { let mut bullet = Bullet::new(player.x - 0x600, player.y + 10 * 0x200, btype, player_id, Direction::Bottom, &state.constants); bullet.target_x = self.counter1 as i32; bullet_manager.push_bullet(bullet); state.create_caret(player.x - 0x600, player.y + 10 * 0x200, CaretType::Shoot, Direction::Left); } Direction::Right if player.down => { let mut bullet = Bullet::new(player.x + 0x600, player.y + 10 * 0x200, btype, player_id, Direction::Bottom, &state.constants); bullet.target_x = self.counter1 as i32; bullet_manager.push_bullet(bullet); state.create_caret(player.x + 0x600, player.y + 10 * 0x200, CaretType::Shoot, Direction::Left); } Direction::Left => { let mut bullet = Bullet::new(player.x - 0xc00, player.y + 0x400, btype, player_id, Direction::Left, &state.constants); bullet.target_x = self.counter1 as i32; bullet_manager.push_bullet(bullet); state.create_caret(player.x - 0x1800, player.y + 0x400, CaretType::Shoot, Direction::Left); } Direction::Right => { let mut bullet = Bullet::new(player.x + 0xc00, player.y + 0x400, btype, player_id, Direction::Right, &state.constants); bullet.target_x = self.counter1 as i32; bullet_manager.push_bullet(bullet); state.create_caret(player.x + 0x1800, player.y + 0x400, CaretType::Shoot, Direction::Right); } _ => {} } state.sound_manager.play_sfx(33); } }