mirror of
https://github.com/doukutsu-rs/doukutsu-rs
synced 2024-09-28 21:19:24 +00:00
281 lines
12 KiB
Rust
281 lines
12 KiB
Rust
use num_derive::FromPrimitive;
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use crate::bullet::BulletManager;
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use crate::caret::CaretType;
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use crate::common::Direction;
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use crate::player::Player;
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use crate::shared_game_state::SharedGameState;
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#[derive(Debug, PartialEq, Eq, Copy, Clone, FromPrimitive)]
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#[repr(u8)]
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pub enum WeaponType {
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None = 0,
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Snake = 1,
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PolarStar = 2,
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Fireball = 3,
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MachineGun = 4,
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MissileLauncher = 5,
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Bubbler = 7,
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Blade = 9,
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SuperMissileLauncher = 10,
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Nemesis = 12,
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Spur = 13,
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}
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#[derive(Debug, PartialEq, Eq, Copy, Clone)]
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#[repr(u8)]
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pub enum WeaponLevel {
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None = 0,
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Level1 = 1,
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Level2 = 2,
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Level3 = 3,
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}
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impl WeaponLevel {
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pub fn next(self) -> WeaponLevel {
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match self {
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WeaponLevel::None => { WeaponLevel::Level1 }
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WeaponLevel::Level1 => { WeaponLevel::Level2 }
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WeaponLevel::Level2 => { WeaponLevel::Level3 }
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WeaponLevel::Level3 => { WeaponLevel::Level3 }
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}
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}
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pub fn prev(self) -> WeaponLevel {
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match self {
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WeaponLevel::None => { WeaponLevel::Level1 }
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WeaponLevel::Level1 => { WeaponLevel::Level1 }
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WeaponLevel::Level2 => { WeaponLevel::Level1 }
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WeaponLevel::Level3 => { WeaponLevel::Level2 }
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}
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}
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}
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#[derive(Clone)]
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pub struct Weapon {
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pub wtype: WeaponType,
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pub level: WeaponLevel,
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pub experience: u16,
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pub ammo: u16,
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pub max_ammo: u16,
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}
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impl Weapon {
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pub fn new(wtype: WeaponType, level: WeaponLevel, experience: u16, ammo: u16, max_ammo: u16) -> Weapon {
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Weapon {
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wtype,
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level,
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experience,
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ammo,
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max_ammo,
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}
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}
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pub fn consume_ammo(&mut self, ammo: u16) -> bool {
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if self.max_ammo == 0 {
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return true;
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}
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if self.ammo >= ammo {
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self.ammo -= ammo;
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return true;
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}
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false
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}
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fn shoot_bullet_snake(&mut self, player: &Player, bullet_manager: &mut BulletManager, state: &mut SharedGameState) {
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if state.key_trigger.fire() && bullet_manager.count_bullets_multi([1, 2, 3]) < 4 {
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let btype = match self.level {
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WeaponLevel::Level1 => { 1 }
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WeaponLevel::Level2 => { 2 }
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WeaponLevel::Level3 => { 3 }
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WeaponLevel::None => { unreachable!() }
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};
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if !self.consume_ammo(1) {
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// todo switch to first weapon
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return;
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}
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if player.up {
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match player.direction {
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Direction::Left => {
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bullet_manager.create_bullet(player.x - 3 * 0x200, player.y - 10 * 0x200, btype, Direction::Up, &state.constants);
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state.create_caret(player.x - 3 * 0x200, player.y - 10 * 0x200, CaretType::Shoot, Direction::Left);
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}
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Direction::Right => {
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bullet_manager.create_bullet(player.x + 3 * 0x200, player.y - 10 * 0x200, btype, Direction::Up, &state.constants);
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state.create_caret(player.x + 3 * 0x200, player.y - 10 * 0x200, CaretType::Shoot, Direction::Left);
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}
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_ => {}
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}
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} else if player.down {
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match player.direction {
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Direction::Left => {
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bullet_manager.create_bullet(player.x - 3 * 0x200, player.y + 10 * 0x200, btype, Direction::Bottom, &state.constants);
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state.create_caret(player.x - 3 * 0x200, player.y + 10 * 0x200, CaretType::Shoot, Direction::Left);
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}
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Direction::Right => {
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bullet_manager.create_bullet(player.x + 3 * 0x200, player.y + 10 * 0x200, btype, Direction::Bottom, &state.constants);
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state.create_caret(player.x + 3 * 0x200, player.y + 10 * 0x200, CaretType::Shoot, Direction::Left);
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}
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_ => {}
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}
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} else {
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match player.direction {
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Direction::Left => {
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bullet_manager.create_bullet(player.x - 6 * 0x200, player.y + 2 * 0x200, btype, Direction::Left, &state.constants);
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state.create_caret(player.x - 12 * 0x200, player.y + 2 * 0x200, CaretType::Shoot, Direction::Left);
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}
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Direction::Right => {
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bullet_manager.create_bullet(player.x + 6 * 0x200, player.y + 2 * 0x200, btype, Direction::Right, &state.constants);
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state.create_caret(player.x + 12 * 0x200, player.y + 2 * 0x200, CaretType::Shoot, Direction::Right);
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}
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_ => {}
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}
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}
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state.sound_manager.play_sfx(33);
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}
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}
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fn shoot_bullet_polar_star(&mut self, player: &Player, bullet_manager: &mut BulletManager, state: &mut SharedGameState) {
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if state.key_trigger.fire() && bullet_manager.count_bullets_multi([4, 5, 6]) < 2 {
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let btype = match self.level {
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WeaponLevel::Level1 => { 4 }
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WeaponLevel::Level2 => { 5 }
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WeaponLevel::Level3 => { 6 }
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WeaponLevel::None => { unreachable!() }
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};
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if !self.consume_ammo(1) {
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state.sound_manager.play_sfx(37);
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return;
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}
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if player.up {
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match player.direction {
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Direction::Left => {
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bullet_manager.create_bullet(player.x - 0x200, player.y - 8 * 0x200, btype, Direction::Up, &state.constants);
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state.create_caret(player.x - 0x200, player.y - 8 * 0x200, CaretType::Shoot, Direction::Left);
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}
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Direction::Right => {
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bullet_manager.create_bullet(player.x + 0x200, player.y - 8 * 0x200, btype, Direction::Up, &state.constants);
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state.create_caret(player.x + 0x200, player.y - 8 * 0x200, CaretType::Shoot, Direction::Left);
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}
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_ => {}
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}
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} else if player.down {
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match player.direction {
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Direction::Left => {
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bullet_manager.create_bullet(player.x - 0x200, player.y + 8 * 0x200, btype, Direction::Bottom, &state.constants);
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state.create_caret(player.x - 0x200, player.y + 8 * 0x200, CaretType::Shoot, Direction::Left);
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}
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Direction::Right => {
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bullet_manager.create_bullet(player.x + 0x200, player.y + 8 * 0x200, btype, Direction::Bottom, &state.constants);
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state.create_caret(player.x + 0x200, player.y + 8 * 0x200, CaretType::Shoot, Direction::Left);
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}
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_ => {}
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}
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} else {
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match player.direction {
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Direction::Left => {
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bullet_manager.create_bullet(player.x - 6 * 0x200, player.y + 3 * 0x200, btype, Direction::Left, &state.constants);
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state.create_caret(player.x - 6 * 0x200, player.y + 3 * 0x200, CaretType::Shoot, Direction::Left);
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}
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Direction::Right => {
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bullet_manager.create_bullet(player.x + 6 * 0x200, player.y + 3 * 0x200, btype, Direction::Right, &state.constants);
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state.create_caret(player.x + 6 * 0x200, player.y + 3 * 0x200, CaretType::Shoot, Direction::Right);
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}
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_ => {}
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}
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}
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if self.level == WeaponLevel::Level3 {
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state.sound_manager.play_sfx(49);
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} else {
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state.sound_manager.play_sfx(32);
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}
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}
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}
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fn shoot_bullet_fireball(&mut self, player: &Player, bullet_manager: &mut BulletManager, state: &mut SharedGameState) {
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let max_bullets = self.level as usize + 1;
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if state.key_trigger.fire() && bullet_manager.count_bullets_multi([7, 8, 9]) < max_bullets {
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let btype = match self.level {
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WeaponLevel::Level1 => { 7 }
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WeaponLevel::Level2 => { 8 }
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WeaponLevel::Level3 => { 9 }
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WeaponLevel::None => { unreachable!() }
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};
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if !self.consume_ammo(1) {
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// todo switch to first weapon
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return;
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}
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if player.up {
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match player.direction {
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Direction::Left => {
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bullet_manager.create_bullet(player.x - 4 * 0x200, player.y - 8 * 0x200, btype, Direction::Up, &state.constants);
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state.create_caret(player.x - 4 * 0x200, player.y - 8 * 0x200, CaretType::Shoot, Direction::Left);
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}
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Direction::Right => {
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bullet_manager.create_bullet(player.x + 4 * 0x200, player.y - 8 * 0x200, btype, Direction::Up, &state.constants);
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state.create_caret(player.x + 4 * 0x200, player.y - 8 * 0x200, CaretType::Shoot, Direction::Left);
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}
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_ => {}
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}
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} else if player.down {
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match player.direction {
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Direction::Left => {
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bullet_manager.create_bullet(player.x - 4 * 0x200, player.y + 8 * 0x200, btype, Direction::Bottom, &state.constants);
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state.create_caret(player.x - 4 * 0x200, player.y + 8 * 0x200, CaretType::Shoot, Direction::Left);
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}
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Direction::Right => {
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bullet_manager.create_bullet(player.x + 4 * 0x200, player.y + 8 * 0x200, btype, Direction::Bottom, &state.constants);
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state.create_caret(player.x + 4 * 0x200, player.y + 8 * 0x200, CaretType::Shoot, Direction::Left);
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}
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_ => {}
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}
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} else {
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match player.direction {
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Direction::Left => {
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bullet_manager.create_bullet(player.x - 6 * 0x200, player.y + 2 * 0x200, btype, Direction::Left, &state.constants);
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state.create_caret(player.x - 12 * 0x200, player.y + 2 * 0x200, CaretType::Shoot, Direction::Left);
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}
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Direction::Right => {
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bullet_manager.create_bullet(player.x + 6 * 0x200, player.y + 2 * 0x200, btype, Direction::Right, &state.constants);
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state.create_caret(player.x + 12 * 0x200, player.y + 2 * 0x200, CaretType::Shoot, Direction::Right);
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}
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_ => {}
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}
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}
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state.sound_manager.play_sfx(34)
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}
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}
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pub fn shoot_bullet(&mut self, player: &Player, bullet_manager: &mut BulletManager, state: &mut SharedGameState) {
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if player.cond.hidden() {
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return;
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}
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match self.wtype {
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WeaponType::None => {}
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WeaponType::Snake => self.shoot_bullet_snake(player, bullet_manager, state),
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WeaponType::PolarStar => self.shoot_bullet_polar_star(player, bullet_manager, state),
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WeaponType::Fireball => self.shoot_bullet_fireball(player, bullet_manager, state),
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WeaponType::MachineGun => {}
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WeaponType::MissileLauncher => {}
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WeaponType::Bubbler => {}
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WeaponType::Blade => {}
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WeaponType::SuperMissileLauncher => {}
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WeaponType::Nemesis => {}
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WeaponType::Spur => {}
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}
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}
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}
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