doukutsu-rs/src/components/whimsical_star.rs

132 lines
4.2 KiB
Rust

use crate::common::{interpolate_fix9_scale, Direction, Rect};
use crate::entity::GameEntity;
use crate::frame::Frame;
use crate::framework::context::Context;
use crate::framework::error::GameResult;
use crate::player::{Player, TargetPlayer};
use crate::shared_game_state::SharedGameState;
use crate::weapon::bullet::{Bullet, BulletManager};
pub struct WhimsicalStar {
pub star: [Star; 3],
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,
}
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 }
}
}
impl WhimsicalStar {
pub fn new() -> WhimsicalStar {
WhimsicalStar {
star: [Star::new(0x400, -0x200), Star::new(-0x200, 0x400), Star::new(0x200, 0x200)],
star_count: 0,
equipped: false,
active_star: 0,
}
}
}
impl GameEntity<(&Player, &mut BulletManager)> for WhimsicalStar {
fn tick(
&mut self,
state: &mut SharedGameState,
(player, bullet_manager): (&Player, &mut BulletManager),
) -> GameResult {
if !player.equip.has_whimsical_star() {
return Ok(());
} else if self.equipped == false && player.equip.has_whimsical_star() {
for iter in 0..2 {
self.star[iter].x = player.x;
self.star[iter].y = player.y;
}
self.equipped = true;
} else {
self.equipped = player.equip.has_whimsical_star();
}
self.star_count = player.stars;
// Only one star can deal damage per tick
self.active_star += 1;
self.active_star %= 3;
for iter in 0..3 {
if iter != 0 {
self.star[iter].vel_x += if self.star[iter - 1].x >= self.star[iter].x { 0x80 } else { -0x80 };
self.star[iter].vel_y += if self.star[iter - 1].y >= self.star[iter].y { 0xAA } else { -0xAA };
} else {
self.star[iter].vel_x += if player.x >= self.star[iter].x { 0x80 } else { -0x80 };
self.star[iter].vel_y += if player.y >= self.star[iter].y { 0xAA } else { -0xAA };
}
self.star[iter].vel_x = self.star[iter].vel_x.clamp(-0xA00, 0xA00);
self.star[iter].vel_y = self.star[iter].vel_y.clamp(-0xA00, 0xA00);
self.star[iter].prev_x = self.star[iter].x;
self.star[iter].prev_y = self.star[iter].y;
self.star[iter].x += self.star[iter].vel_x;
self.star[iter].y += self.star[iter].vel_y;
if iter < self.star_count as usize
&& state.control_flags.control_enabled()
&& self.active_star == iter as u8
{
let bullet = Bullet::new(
self.star[iter].x,
self.star[iter].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, "MyChar")?;
const STAR_RECTS: [Rect<u16>; 3] = [
Rect { left: 192, top: 0, right: 200, bottom: 8 },
Rect { left: 192, top: 8, right: 200, bottom: 16 },
Rect { left: 192, top: 16, right: 200, bottom: 24 },
];
for iter in 0..self.star_count as usize {
let x = interpolate_fix9_scale(self.star[iter].prev_x as i32, self.star[iter].x as i32, state.frame_time)
- frame_x;
let y = interpolate_fix9_scale(self.star[iter].prev_y as i32, self.star[iter].y as i32, state.frame_time)
- frame_y;
batch.add_rect(x, y, &STAR_RECTS[iter]);
}
batch.draw(ctx)?;
Ok(())
}
}