doukutsu-rs/src/components/whimsical_star.rs

139 lines
3.9 KiB
Rust

use crate::common::{Direction, interpolate_fix9_scale, Rect};
use crate::entity::GameEntity;
use crate::framework::context::Context;
use crate::framework::error::GameResult;
use crate::game::frame::Frame;
use crate::game::shared_game_state::SharedGameState;
use crate::game::player::{Player, TargetPlayer};
use crate::game::weapon::bullet::{Bullet, BulletManager};
pub struct WhimsicalStar {
pub star: [Star; 3],
pub tex: String,
pub star_count: u8,
pub equipped: bool,
pub active_star: u8,
}
pub struct Star {
pub x: i32,
pub y: i32,
pub prev_x: i32,
pub prev_y: i32,
pub vel_x: i32,
pub vel_y: i32,
pub rect: Rect<u16>,
}
impl Star {
fn new(vel_x: i32, vel_y: i32) -> Star {
Star { x: 0, y: 0, vel_x, vel_y, prev_x: 0, prev_y: 0, rect: Rect::new(0, 0, 0, 0) }
}
}
impl WhimsicalStar {
pub fn new() -> WhimsicalStar {
WhimsicalStar {
star: [Star::new(0x400, -0x200), Star::new(-0x200, 0x400), Star::new(0x200, 0x200)],
tex: "MyChar".to_string(),
star_count: 0,
equipped: false,
active_star: 0,
}
}
pub fn init(&mut self, player: &Player) {
self.tex = player.skin.get_skin_texture_name().to_string();
for (iter, star) in &mut self.star.iter_mut().enumerate() {
star.rect = player.skin.get_whimsical_star_rect(iter);
}
}
pub fn set_prev(&mut self) {
for star in &mut self.star {
star.prev_x = star.x;
star.prev_y = star.y;
}
}
}
impl GameEntity<(&Player, &mut BulletManager)> for WhimsicalStar {
fn tick(
&mut self,
state: &mut SharedGameState,
(player, bullet_manager): (&Player, &mut BulletManager),
) -> GameResult {
if !self.equipped && player.equip.has_whimsical_star() {
for star in &mut self.star {
star.x = player.x;
star.y = player.y;
}
self.equipped = true;
}
if !player.equip.has_whimsical_star() {
self.equipped = false;
return Ok(());
}
self.star_count = player.stars;
let mut prev_x = player.x;
let mut prev_y = player.y;
for star in &mut self.star {
star.vel_x += if prev_x >= star.x { 0x80 } else { -0x80 };
star.vel_y += if prev_y >= star.y { 0xAA } else { -0xAA };
star.vel_x = star.vel_x.clamp(-0xA00, 0xA00);
star.vel_y = star.vel_y.clamp(-0xA00, 0xA00);
star.x += star.vel_x;
star.y += star.vel_y;
prev_x = star.x;
prev_y = star.y;
}
// Only one star can deal damage per tick
self.active_star += 1;
self.active_star %= 3;
if self.active_star < self.star_count && state.control_flags.control_enabled() {
let bullet = Bullet::new(
self.star[self.active_star as usize].x,
self.star[self.active_star as usize].y,
45,
TargetPlayer::Player1,
Direction::Left,
&state.constants,
);
bullet_manager.push_bullet(bullet);
}
Ok(())
}
fn draw(&self, state: &mut SharedGameState, ctx: &mut Context, frame: &Frame) -> GameResult {
if !self.equipped {
return Ok(());
}
let (frame_x, frame_y) = frame.xy_interpolated(state.frame_time);
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, &self.tex)?;
let (active_stars, _) = self.star.split_at(self.star_count as usize);
for star in active_stars {
let x = interpolate_fix9_scale(star.prev_x as i32, star.x as i32, state.frame_time) - frame_x;
let y = interpolate_fix9_scale(star.prev_y as i32, star.y as i32, state.frame_time) - frame_y;
batch.add_rect(x, y, &star.rect);
}
batch.draw(ctx)?;
Ok(())
}
}