use ggez::GameResult; use num_traits::{abs, clamp}; use crate::common::Direction; use crate::npc::NPC; use crate::player::Player; use crate::shared_game_state::SharedGameState; impl NPC { pub(crate) fn tick_n154_gaudi_dead(&mut self, state: &mut SharedGameState) -> GameResult { let dir_offset = if self.direction == Direction::Left { 0 } else { 3 }; self.anim_rect = state.constants.npc.n154_gaudi_dead[self.anim_num as usize + dir_offset]; Ok(()) } pub(crate) fn tick_n361_gaudi_dashing(&mut self, state: &mut SharedGameState, players: [&mut Player; 2]) -> GameResult { match self.action_num { 0 | 1 => { if self.action_num == 0 { self.vel_x2 = 0; self.vel_y2 = 0; self.action_num = 1; } let player = self.get_closest_player_mut(players); if (self.direction == Direction::Right && player.x > self.x + 272 * 0x200 && player.x < self.x + 288 * 0x200) || (self.direction == Direction::Left && player.x < self.x - 272 * 0x200 && player.x > self.x - 288 * 0x200) { self.action_num = 10; } else { return Ok(()); } } 10 | 11 => { if self.action_num == 10 { self.npc_flags.set_shootable(true); self.action_num = 11; self.damage = 5; } let player = self.get_closest_player_mut(players); if self.x > player.x { self.direction = Direction::Left; } else { self.direction = Direction::Right; } self.anim_counter += 1; if self.anim_counter > 1 { self.anim_counter = 0; self.anim_num += 1; if self.anim_num > 1 { self.anim_num = 0; } } self.vel_x2 += self.direction.vector_x() * 0x10; self.vel_y2 += (player.y - self.y).signum() * 0x10; if self.vel_x2 < 0 && self.flags.hit_left_wall() { self.vel_x2 /= -2; } if self.vel_x2 > 0 && self.flags.hit_right_wall() { self.vel_x2 /= -2; } if self.vel_y2 < 0 && self.flags.hit_top_wall() { self.vel_y2 *= -1; } if self.vel_y2 > 0 && self.flags.hit_bottom_wall() { self.vel_y2 /= -2; } self.vel_x2 = clamp(self.vel_x2, -0x5ff, 0x5ff); self.vel_y2 = clamp(self.vel_y2, -0x5ff, 0x5ff); self.x += self.vel_x2; self.y += self.vel_y2; } _ => {} } if self.life <= 985 { self.cond.set_drs_destroyed(true); self.npc_type = 154; self.action_num = 0; } let dir_offset = if self.direction == Direction::Left { 0 } else { 2 }; self.anim_rect = state.constants.npc.n361_gaudi_dashing[self.anim_num as usize + dir_offset]; Ok(()) } }