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doukutsu-rs/src/weapon/missile_launcher.rs

193 lines
7 KiB
Rust

use crate::caret::CaretType;
use crate::common::Direction;
use crate::player::{Player, TargetPlayer};
use crate::shared_game_state::SharedGameState;
use crate::weapon::bullet::{Bullet, BulletManager};
use crate::weapon::{Weapon, WeaponLevel};
impl Weapon {
pub(in crate::weapon) fn tick_missile_launcher(
&mut self,
player: &mut Player,
player_id: TargetPlayer,
bullet_manager: &mut BulletManager,
state: &mut SharedGameState,
) {
const BULLETS: [u16; 6] = [13, 14, 15, 16, 17, 18];
if !player.controller.trigger_shoot() {
return;
}
let btype = match self.level {
WeaponLevel::Level1 => 13,
WeaponLevel::Level2 => 14,
WeaponLevel::Level3 => 15,
WeaponLevel::None => unreachable!(),
};
match self.level {
WeaponLevel::Level1 if bullet_manager.count_bullets_multi(&BULLETS, player_id) > 0 => {
return;
}
WeaponLevel::Level2 if bullet_manager.count_bullets_multi(&BULLETS, player_id) > 1 => {
return;
}
WeaponLevel::Level3 if bullet_manager.count_bullets_multi(&BULLETS, player_id) > 3 => {
return;
}
_ => {}
}
if !self.consume_ammo(1) {
self.draw_empty(state, player.x, player.y);
return;
}
fn increment(weapon: &mut Weapon, bullet: &mut Bullet) {
weapon.counter2 = (weapon.counter2 + 1) % 3;
bullet.counter2 = weapon.counter2;
}
match player.direction {
Direction::Left if player.up => {
let mut bullet =
Bullet::new(player.x - 0x200, player.y - 0x1000, btype, player_id, Direction::Up, &state.constants);
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
state.create_caret(player.x - 0x200, player.y - 0x1000, CaretType::Shoot, Direction::Left);
if self.level == WeaponLevel::Level3 {
bullet.x = player.x - 0x600;
bullet.y = player.y;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
bullet.x = player.x + 0x600;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet);
}
}
Direction::Right if player.up => {
let mut bullet =
Bullet::new(player.x + 0x200, player.y - 0x1000, btype, player_id, Direction::Up, &state.constants);
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
state.create_caret(player.x + 0x200, player.y - 0x1000, CaretType::Shoot, Direction::Left);
if self.level == WeaponLevel::Level3 {
bullet.x = player.x - 0x600;
bullet.y = player.y;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
bullet.x = player.x + 0x600;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet);
}
}
Direction::Left if player.down => {
let mut bullet = Bullet::new(
player.x - 0x200,
player.y + 0x1000,
btype,
player_id,
Direction::Bottom,
&state.constants,
);
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
state.create_caret(player.x - 0x200, player.y + 0x1000, CaretType::Shoot, Direction::Left);
if self.level == WeaponLevel::Level3 {
bullet.x = player.x - 0x600;
bullet.y = player.y;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
bullet.x = player.x + 0x600;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet);
}
}
Direction::Right if player.down => {
let mut bullet = Bullet::new(
player.x + 0x200,
player.y + 0x1000,
btype,
player_id,
Direction::Bottom,
&state.constants,
);
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
state.create_caret(player.x + 0x200, player.y + 0x1000, CaretType::Shoot, Direction::Left);
if self.level == WeaponLevel::Level3 {
bullet.x = player.x - 0x600;
bullet.y = player.y;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
bullet.x = player.x + 0x600;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet);
}
}
Direction::Left => {
let mut bullet =
Bullet::new(player.x - 0xc00, player.y, btype, player_id, Direction::Left, &state.constants);
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
state.create_caret(player.x - 0x1800, player.y, CaretType::Shoot, Direction::Left);
if self.level == WeaponLevel::Level3 {
bullet.x = player.x;
bullet.y = player.y - 0x1000;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
bullet.x = player.x - 0x800;
bullet.y = player.y - 0x200;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet);
}
}
Direction::Right => {
let mut bullet =
Bullet::new(player.x + 0xc00, player.y, btype, player_id, Direction::Right, &state.constants);
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
state.create_caret(player.x + 0x1800, player.y, CaretType::Shoot, Direction::Left);
if self.level == WeaponLevel::Level3 {
bullet.x = player.x;
bullet.y = player.y - 0x1000;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet.clone());
bullet.x = player.x + 0x800;
bullet.y = player.y - 0x200;
increment(self, &mut bullet);
bullet_manager.push_bullet(bullet);
}
}
_ => {}
}
state.sound_manager.play_sfx(32)
}
}