doukutsu-rs/src/game/weapon/machine_gun.rs

154 lines
5.8 KiB
Rust

use crate::common::Direction;
use crate::game::caret::CaretType;
use crate::game::player::{Player, TargetPlayer};
use crate::game::shared_game_state::SharedGameState;
use crate::game::weapon::{Weapon, WeaponLevel};
use crate::game::weapon::bullet::BulletManager;
impl Weapon {
pub(crate) fn tick_machine_gun(
&mut self,
player: &mut Player,
player_id: TargetPlayer,
bullet_manager: &mut BulletManager,
state: &mut SharedGameState,
) {
const BULLETS: [u16; 3] = [10, 11, 12];
if !player.controller.shoot() {
self.counter1 = 6;
self.counter2 += 1;
if (player.equip.has_turbocharge() && self.counter2 > 1) || self.counter2 > 4 {
self.counter2 = 0;
self.refill_ammo(1);
}
return;
}
if bullet_manager.count_bullets_multi(&BULLETS, player_id) > 4 {
return;
}
// self.counter2 : recharge time counter
self.counter1 += 1; // autofire counter
if self.counter1 > 5 {
self.counter1 = 0;
let btype = match self.level {
WeaponLevel::Level1 => 10,
WeaponLevel::Level2 => 11,
WeaponLevel::Level3 => 12,
WeaponLevel::None => unreachable!(),
};
if !self.consume_ammo(1) {
self.draw_empty(state, player.x, player.y);
return;
}
match () {
_ if player.up => {
if self.level == WeaponLevel::Level3 {
player.vel_y += 0x100;
}
match player.direction {
Direction::Left => {
bullet_manager.create_bullet(
player.x - 0x600,
player.y - 0x1000,
btype,
player_id,
Direction::Up,
&state.constants,
);
state.create_caret(player.x - 0x600, player.y - 0x1000, CaretType::Shoot, Direction::Left);
}
Direction::Right => {
bullet_manager.create_bullet(
player.x + 0x600,
player.y - 0x1000,
btype,
player_id,
Direction::Up,
&state.constants,
);
state.create_caret(player.x + 0x600, player.y - 0x1000, CaretType::Shoot, Direction::Left);
}
_ => {}
}
}
_ if player.down => {
if self.level == WeaponLevel::Level3 {
if player.vel_y > 0 {
player.vel_y /= 2;
}
if player.vel_y > -0x400 {
player.vel_y = (player.vel_y - 0x200).max(-0x400);
}
}
match player.direction {
Direction::Left => {
bullet_manager.create_bullet(
player.x - 0x600,
player.y + 0x1000,
btype,
player_id,
Direction::Bottom,
&state.constants,
);
state.create_caret(player.x - 0x600, player.y + 0x1000, CaretType::Shoot, Direction::Left);
}
Direction::Right => {
bullet_manager.create_bullet(
player.x + 0x600,
player.y + 0x1000,
btype,
player_id,
Direction::Bottom,
&state.constants,
);
state.create_caret(player.x + 0x600, player.y + 0x1000, CaretType::Shoot, Direction::Left);
}
_ => {}
}
}
_ => match player.direction {
Direction::Left => {
bullet_manager.create_bullet(
player.x - 0x1800,
player.y + 0x600,
btype,
player_id,
Direction::Left,
&state.constants,
);
state.create_caret(player.x - 0x1800, player.y + 0x600, CaretType::Shoot, Direction::Left);
}
Direction::Right => {
bullet_manager.create_bullet(
player.x + 0x1800,
player.y + 0x600,
btype,
player_id,
Direction::Right,
&state.constants,
);
state.create_caret(player.x + 0x1800, player.y + 0x600, CaretType::Shoot, Direction::Right);
}
_ => {}
},
}
if self.level == WeaponLevel::Level3 {
state.sound_manager.play_sfx(49);
} else {
state.sound_manager.play_sfx(32);
}
}
}
}