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doukutsu-rs/src/scene/game_scene.rs
2021-04-20 13:43:58 +02:00

1702 lines
68 KiB
Rust

use log::info;
use crate::caret::CaretType;
use crate::common::{Color, Direction, FadeDirection, FadeState, fix9_scale, interpolate_fix9_scale, Rect};
use crate::components::boss_life_bar::BossLifeBar;
use crate::components::draw_common::Alignment;
use crate::components::flash::Flash;
use crate::components::hud::HUD;
use crate::components::inventory::InventoryUI;
use crate::components::stage_select::StageSelect;
use crate::entity::GameEntity;
use crate::frame::{Frame, UpdateTarget};
use crate::framework::backend::SpriteBatchCommand;
use crate::framework::context::Context;
use crate::framework::error::GameResult;
use crate::framework::graphics;
use crate::framework::graphics::{BlendMode, draw_rect, FilterMode};
use crate::framework::ui::Components;
use crate::input::touch_controls::TouchControlType;
use crate::inventory::{Inventory, TakeExperienceResult};
use crate::npc::boss::BossNPC;
use crate::npc::list::NPCList;
use crate::npc::NPC;
use crate::physics::PhysicalEntity;
use crate::player::{Player, TargetPlayer};
use crate::rng::XorShift;
use crate::scene::Scene;
use crate::scene::title_scene::TitleScene;
use crate::shared_game_state::SharedGameState;
use crate::stage::{BackgroundType, Stage};
use crate::text_script::{ConfirmSelection, ScriptMode, TextScriptExecutionState, TextScriptLine, TextScriptVM};
use crate::texture_set::SizedBatch;
use crate::weapon::bullet::BulletManager;
use crate::weapon::{WeaponType, Weapon};
use std::ops::Range;
pub struct GameScene {
pub tick: u32,
pub stage: Stage,
pub boss_life_bar: BossLifeBar,
pub stage_select: StageSelect,
pub flash: Flash,
pub inventory_ui: InventoryUI,
pub hud_player1: HUD,
pub hud_player2: HUD,
pub frame: Frame,
pub player1: Player,
pub player2: Player,
pub inventory_player1: Inventory,
pub inventory_player2: Inventory,
pub stage_id: usize,
pub npc_list: NPCList,
pub boss: BossNPC,
pub bullet_manager: BulletManager,
pub intro_mode: bool,
tex_background_name: String,
tex_tileset_name: String,
map_name_counter: u16,
}
#[derive(Debug, EnumIter, PartialEq, Eq, Hash, Copy, Clone)]
pub enum TileLayer {
All,
Background,
Foreground,
Snack,
}
const FACE_TEX: &str = "Face";
const SWITCH_FACE_TEX: [&str; 4] = ["Face1", "Face2", "Face3", "Face4"];
const P2_LEFT_TEXT: &str = "< P2";
const P2_RIGHT_TEXT: &str = "P2 >";
impl GameScene {
pub fn new(state: &mut SharedGameState, ctx: &mut Context, id: usize) -> GameResult<Self> {
info!("Loading stage {} ({})", id, &state.stages[id].map);
let stage = Stage::load(&state.base_path, &state.stages[id], ctx)?;
info!("Loaded stage: {}", stage.data.name);
let tex_background_name = stage.data.background.filename();
let tex_tileset_name = ["Stage/", &stage.data.tileset.filename()].join("");
Ok(Self {
tick: 0,
stage,
player1: Player::new(state),
player2: Player::new(state),
inventory_player1: Inventory::new(),
inventory_player2: Inventory::new(),
boss_life_bar: BossLifeBar::new(),
stage_select: StageSelect::new(),
flash: Flash::new(),
inventory_ui: InventoryUI::new(),
hud_player1: HUD::new(Alignment::Left),
hud_player2: HUD::new(Alignment::Right),
frame: Frame {
x: 0,
y: 0,
prev_x: 0,
prev_y: 0,
update_target: UpdateTarget::Player,
target_x: 0,
target_y: 0,
wait: 16,
},
stage_id: id,
npc_list: NPCList::new(),
boss: BossNPC::new(),
bullet_manager: BulletManager::new(),
intro_mode: false,
tex_background_name,
tex_tileset_name,
map_name_counter: 0,
})
}
pub fn display_map_name(&mut self, ticks: u16) {
self.map_name_counter = ticks;
}
pub fn add_player2(&mut self) {
self.player2.cond.set_alive(true);
self.player2.cond.set_hidden(self.player1.cond.hidden());
self.player2.x = self.player1.x;
self.player2.y = self.player1.y;
self.player2.vel_x = self.player1.vel_x;
self.player2.vel_y = self.player1.vel_y;
}
pub fn drop_player2(&mut self) {
self.player2.cond.set_alive(false);
}
fn draw_background(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, &self.tex_background_name)?;
let scale = state.scale;
let (frame_x, frame_y) = self.frame.xy_interpolated(state.frame_time, state.scale);
match self.stage.data.background_type {
BackgroundType::Stationary => {
graphics::clear(ctx, Color::from_rgb(0, 0, 0));
let count_x = state.canvas_size.0 as usize / batch.width() + 1;
let count_y = state.canvas_size.1 as usize / batch.height() + 1;
for y in 0..count_y {
for x in 0..count_x {
batch.add((x * batch.width()) as f32, (y * batch.height()) as f32);
}
}
}
BackgroundType::MoveDistant | BackgroundType::MoveNear => {
graphics::clear(ctx, Color::from_rgb(0, 0, 0));
let (off_x, off_y) = if self.stage.data.background_type == BackgroundType::MoveNear {
(frame_x % (batch.width() as f32), frame_y % (batch.height() as f32))
} else {
(
((frame_x / 2.0 * scale).floor() / scale) % (batch.width() as f32),
((frame_y / 2.0 * scale).floor() / scale) % (batch.height() as f32),
)
};
let count_x = state.canvas_size.0 as usize / batch.width() + 2;
let count_y = state.canvas_size.1 as usize / batch.height() + 2;
for y in 0..count_y {
for x in 0..count_x {
batch.add((x * batch.width()) as f32 - off_x, (y * batch.height()) as f32 - off_y);
}
}
}
BackgroundType::Water => {
graphics::clear(ctx, Color::from_rgb(0, 0, 32));
}
BackgroundType::Black => {
graphics::clear(ctx, Color::from_rgb(0, 0, 32));
}
BackgroundType::Autoscroll => {}
BackgroundType::OutsideWind | BackgroundType::Outside => {
graphics::clear(ctx, Color::from_rgb(0, 0, 0));
let offset = (self.tick % 640) as i32;
for x in (0..(state.canvas_size.0 as i32)).step_by(200) {
batch.add_rect(x as f32, 0.0, &Rect::new_size(0, 0, 200, 88));
}
batch.add_rect(state.canvas_size.0 - 320.0, 0.0, &Rect::new_size(0, 0, 320, 88));
for x in ((-offset / 2)..(state.canvas_size.0 as i32)).step_by(320) {
batch.add_rect(x as f32, 88.0, &Rect::new_size(0, 88, 320, 35));
}
for x in ((-offset % 320)..(state.canvas_size.0 as i32)).step_by(320) {
batch.add_rect(x as f32, 123.0, &Rect::new_size(0, 123, 320, 23));
}
for x in ((-offset * 2)..(state.canvas_size.0 as i32)).step_by(320) {
batch.add_rect(x as f32, 146.0, &Rect::new_size(0, 146, 320, 30));
}
for x in ((-offset * 4)..(state.canvas_size.0 as i32)).step_by(320) {
batch.add_rect(x as f32, 176.0, &Rect::new_size(0, 176, 320, 64));
}
}
}
batch.draw(ctx)?;
Ok(())
}
fn draw_bullets(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "Bullet")?;
let mut x: i32;
let mut y: i32;
let mut prev_x: i32;
let mut prev_y: i32;
for bullet in self.bullet_manager.bullets.iter() {
match bullet.direction {
Direction::Left => {
x = bullet.x - bullet.display_bounds.left as i32;
y = bullet.y - bullet.display_bounds.top as i32;
prev_x = bullet.prev_x - bullet.display_bounds.left as i32;
prev_y = bullet.prev_y - bullet.display_bounds.top as i32;
}
Direction::Up => {
x = bullet.x - bullet.display_bounds.top as i32;
y = bullet.y - bullet.display_bounds.left as i32;
prev_x = bullet.prev_x - bullet.display_bounds.top as i32;
prev_y = bullet.prev_y - bullet.display_bounds.left as i32;
}
Direction::Right => {
x = bullet.x - bullet.display_bounds.right as i32;
y = bullet.y - bullet.display_bounds.top as i32;
prev_x = bullet.prev_x - bullet.display_bounds.right as i32;
prev_y = bullet.prev_y - bullet.display_bounds.top as i32;
}
Direction::Bottom => {
x = bullet.x - bullet.display_bounds.top as i32;
y = bullet.y - bullet.display_bounds.right as i32;
prev_x = bullet.prev_x - bullet.display_bounds.top as i32;
prev_y = bullet.prev_y - bullet.display_bounds.right as i32;
}
Direction::FacingPlayer => unreachable!(),
}
batch.add_rect(
interpolate_fix9_scale(prev_x - self.frame.prev_x, x - self.frame.x, state.frame_time),
interpolate_fix9_scale(prev_y - self.frame.prev_y, y - self.frame.y, state.frame_time),
&bullet.anim_rect,
);
}
batch.draw(ctx)?;
Ok(())
}
fn draw_carets(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "Caret")?;
for caret in state.carets.iter() {
batch.add_rect(
interpolate_fix9_scale(
caret.prev_x - caret.offset_x - self.frame.prev_x,
caret.x - caret.offset_x - self.frame.x,
state.frame_time,
),
interpolate_fix9_scale(
caret.prev_y - caret.offset_y - self.frame.prev_y,
caret.y - caret.offset_y - self.frame.y,
state.frame_time,
),
&caret.anim_rect,
);
}
batch.draw(ctx)?;
Ok(())
}
fn draw_fade(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
match state.fade_state {
FadeState::Visible => {
return Ok(());
}
FadeState::Hidden => {
graphics::clear(ctx, Color::from_rgb(0, 0, 32));
}
FadeState::FadeIn(tick, direction) | FadeState::FadeOut(tick, direction) => {
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "Fade")?;
let mut rect = Rect::new(0, 0, 16, 16);
match direction {
FadeDirection::Left | FadeDirection::Right => {
let mut frame = tick;
for x in 0..(state.canvas_size.0 as i32 / 16 + 1) {
if frame >= 15 {
frame = 15;
} else {
frame += 1;
}
if frame >= 0 {
rect.left = frame.abs() as u16 * 16;
rect.right = rect.left + 16;
for y in 0..(state.canvas_size.1 as i32 / 16 + 1) {
if direction == FadeDirection::Left {
batch.add_rect(state.canvas_size.0 - x as f32 * 16.0, y as f32 * 16.0, &rect);
} else {
batch.add_rect(x as f32 * 16.0, y as f32 * 16.0, &rect);
}
}
}
}
}
FadeDirection::Up | FadeDirection::Down => {
let mut frame = tick;
for y in 0..(state.canvas_size.1 as i32 / 16 + 1) {
if frame >= 15 {
frame = 15;
} else {
frame += 1;
}
if frame >= 0 {
rect.left = frame.abs() as u16 * 16;
rect.right = rect.left + 16;
for x in 0..(state.canvas_size.0 as i32 / 16 + 1) {
if direction == FadeDirection::Down {
batch.add_rect(x as f32 * 16.0, y as f32 * 16.0, &rect);
} else {
batch.add_rect(x as f32 * 16.0, state.canvas_size.1 - y as f32 * 16.0, &rect);
}
}
}
}
}
FadeDirection::Center => {
let center_x = (state.canvas_size.0 / 2.0 - 8.0) as i32;
let center_y = (state.canvas_size.1 / 2.0 - 8.0) as i32;
let mut start_frame = tick;
for x in 0..(center_x / 16 + 2) {
let mut frame = start_frame;
for y in 0..(center_y / 16 + 2) {
if frame >= 15 {
frame = 15;
} else {
frame += 1;
}
if frame >= 0 {
rect.left = frame.abs() as u16 * 16;
rect.right = rect.left + 16;
batch.add_rect((center_x - x * 16) as f32, (center_y + y * 16) as f32, &rect);
batch.add_rect((center_x - x * 16) as f32, (center_y - y * 16) as f32, &rect);
batch.add_rect((center_x + x * 16) as f32, (center_y + y * 16) as f32, &rect);
batch.add_rect((center_x + x * 16) as f32, (center_y - y * 16) as f32, &rect);
}
}
start_frame += 1;
}
}
}
batch.draw(ctx)?;
}
}
Ok(())
}
fn draw_black_bars(&self, _state: &mut SharedGameState, _ctx: &mut Context) -> GameResult {
Ok(())
}
fn draw_text_boxes(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
if !state.textscript_vm.flags.render() {
return Ok(());
}
let top_pos = if state.textscript_vm.flags.position_top() { 32.0 } else { state.canvas_size.1 as f32 - 66.0 };
let left_pos = (state.canvas_size.0 / 2.0 - 122.0).floor();
{
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "TextBox")?;
if state.textscript_vm.flags.background_visible() {
batch.add_rect(left_pos, top_pos, &state.constants.textscript.textbox_rect_top);
for i in 1..7 {
batch.add_rect(left_pos, top_pos + i as f32 * 8.0, &state.constants.textscript.textbox_rect_middle);
}
batch.add_rect(left_pos, top_pos + 56.0, &state.constants.textscript.textbox_rect_bottom);
}
if state.textscript_vm.item != 0 {
batch.add_rect(
(state.canvas_size.0 / 2.0 - 40.0).floor(),
state.canvas_size.1 - 112.0,
&state.constants.textscript.get_item_top_left,
);
batch.add_rect(
(state.canvas_size.0 / 2.0 - 40.0).floor(),
state.canvas_size.1 - 96.0,
&state.constants.textscript.get_item_bottom_left,
);
batch.add_rect(
(state.canvas_size.0 / 2.0 + 32.0).floor(),
state.canvas_size.1 - 112.0,
&state.constants.textscript.get_item_top_right,
);
batch.add_rect(
(state.canvas_size.0 / 2.0 + 32.0).floor(),
state.canvas_size.1 - 104.0,
&state.constants.textscript.get_item_right,
);
batch.add_rect(
(state.canvas_size.0 / 2.0 + 32.0).floor(),
state.canvas_size.1 - 96.0,
&state.constants.textscript.get_item_right,
);
batch.add_rect(
(state.canvas_size.0 / 2.0 + 32.0).floor(),
state.canvas_size.1 - 88.0,
&state.constants.textscript.get_item_bottom_right,
);
}
if let TextScriptExecutionState::WaitConfirmation(_, _, _, wait, selection) = state.textscript_vm.state {
let pos_y = if wait > 14 {
state.canvas_size.1 - 96.0 - (wait as f32 - 2.0) * 4.0
} else {
state.canvas_size.1 - 96.0
};
batch.add_rect(
(state.canvas_size.0 / 2.0 + 56.0).floor(),
pos_y,
&state.constants.textscript.textbox_rect_yes_no,
);
if wait == 0 {
let pos_x = if selection == ConfirmSelection::No { 41.0 } else { 0.0 };
batch.add_rect(
(state.canvas_size.0 / 2.0 + 51.0).floor() + pos_x,
state.canvas_size.1 - 86.0,
&state.constants.textscript.textbox_rect_cursor,
);
}
}
batch.draw(ctx)?;
}
if state.textscript_vm.face != 0 {
let tex_name = if state.constants.textscript.animated_face_pics { SWITCH_FACE_TEX[0] } else { FACE_TEX };
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, tex_name)?;
// switch version uses 1xxx flag to show a flipped version of face
let flip = state.textscript_vm.face > 1000;
// x1xx flag shows a talking animation
let _talking = (state.textscript_vm.face % 1000) > 100;
let face_num = state.textscript_vm.face % 100;
batch.add_rect_flip(
left_pos + 14.0,
top_pos + 8.0,
flip,
false,
&Rect::new_size((face_num as u16 % 6) * 48, (face_num as u16 / 6) * 48, 48, 48),
);
batch.draw(ctx)?;
}
if state.textscript_vm.item != 0 {
let mut rect = Rect::new(0, 0, 0, 0);
if state.textscript_vm.item < 1000 {
let item_id = state.textscript_vm.item as u16;
rect.left = (item_id % 16) * 16;
rect.right = rect.left + 16;
rect.top = (item_id / 16) * 16;
rect.bottom = rect.top + 16;
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "ArmsImage")?;
batch.add_rect((state.canvas_size.0 / 2.0 - 12.0).floor(), state.canvas_size.1 - 104.0, &rect);
batch.draw(ctx)?;
} else {
let item_id = state.textscript_vm.item as u16 - 1000;
rect.left = (item_id % 8) * 32;
rect.right = rect.left + 32;
rect.top = (item_id / 8) * 16;
rect.bottom = rect.top + 16;
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "ItemImage")?;
batch.add_rect((state.canvas_size.0 / 2.0 - 20.0).floor(), state.canvas_size.1 - 104.0, &rect);
batch.draw(ctx)?;
}
}
let text_offset = if state.textscript_vm.face == 0 { 0.0 } else { 56.0 };
if !state.textscript_vm.line_1.is_empty() {
state.font.draw_text(
state.textscript_vm.line_1.iter().copied(),
left_pos + text_offset + 14.0,
top_pos + 10.0,
&state.constants,
&mut state.texture_set,
ctx,
)?;
}
if !state.textscript_vm.line_2.is_empty() {
state.font.draw_text(
state.textscript_vm.line_2.iter().copied(),
left_pos + text_offset + 14.0,
top_pos + 10.0 + 16.0,
&state.constants,
&mut state.texture_set,
ctx,
)?;
}
if !state.textscript_vm.line_3.is_empty() {
state.font.draw_text(
state.textscript_vm.line_3.iter().copied(),
left_pos + text_offset + 14.0,
top_pos + 10.0 + 32.0,
&state.constants,
&mut state.texture_set,
ctx,
)?;
}
if let TextScriptExecutionState::WaitInput(_, _, tick) = state.textscript_vm.state {
if tick > 10 {
let (mut x, y) = match state.textscript_vm.current_line {
TextScriptLine::Line1 => (
state.font.text_width(state.textscript_vm.line_1.iter().copied(), &state.constants),
top_pos + 10.0,
),
TextScriptLine::Line2 => (
state.font.text_width(state.textscript_vm.line_2.iter().copied(), &state.constants),
top_pos + 10.0 + 16.0,
),
TextScriptLine::Line3 => (
state.font.text_width(state.textscript_vm.line_3.iter().copied(), &state.constants),
top_pos + 10.0 + 32.0,
),
};
x += left_pos + text_offset + 14.0;
draw_rect(
ctx,
Rect::new_size(
(x * state.scale) as isize,
(y * state.scale) as isize,
(5.0 * state.scale) as isize,
(10.0 * state.scale) as isize,
),
Color::from_rgb(255, 255, 255),
)?;
}
}
Ok(())
}
fn draw_light(&self, x: f32, y: f32, size: f32, color: (u8, u8, u8), batch: &mut SizedBatch) {
batch.add_rect_scaled_tinted(
x - size * 32.0,
y - size * 32.0,
(color.0, color.1, color.2, 255),
size,
size,
&Rect::new(0, 0, 64, 64),
)
}
fn draw_light_raycast(&self, world_point_x: i32, world_point_y: i32, (br, bg, bb): (u8, u8, u8), att: u8, angle: Range<i32>, batch: &mut SizedBatch) {
let px = world_point_x as f32 / 512.0;
let py = world_point_y as f32 / 512.0;
let fx2 = self.frame.x as f32 / 512.0;
let fy2 = self.frame.y as f32 / 512.0;
'ray: for deg in angle {
let d = deg as f32 * (std::f32::consts::PI / 180.0);
let dx = d.cos() * -5.0;
let dy = d.sin() * -5.0;
let mut x = px;
let mut y = py;
let mut r = br;
let mut g = bg;
let mut b = bb;
for i in 0..25 {
x += dx;
y += dy;
const ARR: [(i32, i32); 4] = [(0, 0), (0, 1), (1, 0), (1, 1)];
for (ox, oy) in ARR.iter() {
let bx = x as i32 / 16 + *ox;
let by = y as i32 / 16 + *oy;
let tile = self.stage.map.attrib[self.stage.tile_at(bx as usize, by as usize) as usize];
if ((tile == 0x62 || tile == 0x41 || tile == 0x43 || tile == 0x46)
&& x >= (bx * 16 - 8) as f32
&& x <= (bx * 16 + 8) as f32
&& y >= (by * 16 - 8) as f32
&& y <= (by * 16 + 8) as f32) ||
((tile == 0x50 || tile == 0x70)
&& x >= (bx * 16 - 8) as f32
&& x <= (bx * 16 + 8) as f32
&& y <= ((by as f32 * 16.0) - (x - bx as f32 * 16.0) / 2.0 + 4.0)
&& y >= (by * 16 - 8) as f32) ||
((tile == 0x51 || tile == 0x71)
&& x >= (bx * 16 - 8) as f32
&& x <= (bx * 16 + 8) as f32
&& y <= ((by as f32 * 16.0) - (x - bx as f32 * 16.0) / 2.0 - 4.0)
&& y >= (by * 16 - 8) as f32) ||
((tile == 0x52 || tile == 0x72)
&& x >= (bx * 16 - 8) as f32
&& x <= (bx * 16 + 8) as f32
&& y <= ((by as f32 * 16.0) + (x - bx as f32 * 16.0) / 2.0 - 4.0)
&& y >= (by * 16 - 8) as f32) ||
((tile == 0x53 || tile == 0x73)
&& x >= (bx * 16 - 8) as f32
&& x <= (bx * 16 + 8) as f32
&& y <= ((by as f32 * 16.0) + (x - bx as f32 * 16.0) / 2.0 + 4.0)
&& y >= (by * 16 - 8) as f32) ||
((tile == 0x54 || tile == 0x74)
&& x >= (bx * 16 - 8) as f32
&& x <= (bx * 16 + 8) as f32
&& y >= ((by as f32 * 16.0) + (x - bx as f32 * 16.0) / 2.0 - 4.0)
&& y <= (by * 16 + 8) as f32) ||
((tile == 0x55 || tile == 0x75)
&& x >= (bx * 16 - 8) as f32
&& x <= (bx * 16 + 8) as f32
&& y >= ((by as f32 * 16.0) + (x - bx as f32 * 16.0) / 2.0 + 4.0)
&& y <= (by * 16 + 8) as f32) ||
((tile == 0x56 || tile == 0x76)
&& x >= (bx * 16 - 8) as f32
&& x <= (bx * 16 + 8) as f32
&& y >= ((by as f32 * 16.0) - (x - bx as f32 * 16.0) / 2.0 + 4.0)
&& y <= (by * 16 + 8) as f32) ||
((tile == 0x57 || tile == 0x77)
&& x >= (bx * 16 - 8) as f32
&& x <= (bx * 16 + 8) as f32
&& y >= ((by as f32 * 16.0) - (x - bx as f32 * 16.0) / 2.0 - 4.0)
&& y <= (by * 16 + 8) as f32)
{
continue 'ray;
}
}
r = r.saturating_sub(att);
g = g.saturating_sub(att);
b = b.saturating_sub(att);
if r == 0 && g == 0 && b == 0 {
continue 'ray;
}
self.draw_light(x - fx2, y - fy2, 0.12 + i as f32 / 75.0, (r, g, b), batch);
}
}
}
fn draw_light_map(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
let canvas = state.lightmap_canvas.as_mut();
if let None = canvas {
return Ok(());
}
let canvas = canvas.unwrap();
graphics::set_render_target(ctx, Some(canvas))?;
graphics::set_blend_mode(ctx, BlendMode::Add)?;
graphics::clear(ctx, Color::from_rgb(100, 100, 110));
{
let scale = state.scale;
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "builtin/lightmap/spot")?;
for (player, inv) in [(&self.player1, &self.inventory_player1), (&self.player2, &self.inventory_player2)].iter() {
if player.cond.alive() && !player.cond.hidden() && inv.get_current_weapon().is_some() {
let range = match () {
_ if player.up => 60..120,
_ if player.down => 240..300,
_ if player.direction == Direction::Left => -30..30,
_ if player.direction == Direction::Right => 150..210,
_ => 0..1,
};
let (color, att) = match inv.get_current_weapon() {
Some(Weapon { wtype: WeaponType::Fireball, .. }) => ((200u8, 70u8, 10u8), 6),
Some(Weapon { wtype: WeaponType::Spur, .. }) => ((170u8, 170u8, 200u8), 7),
_ => ((150u8, 150u8, 150u8), 7),
};
self.draw_light_raycast(player.x, player.y, color, att, range, batch);
}
}
for bullet in self.bullet_manager.bullets.iter() {
self.draw_light(
fix9_scale(bullet.x - self.frame.x, scale),
fix9_scale(bullet.y - self.frame.y, scale),
0.3,
(200, 200, 200),
batch,
);
}
for caret in state.carets.iter() {
match caret.ctype {
CaretType::ProjectileDissipation | CaretType::Shoot => {
self.draw_light(
fix9_scale(caret.x - self.frame.x, scale),
fix9_scale(caret.y - self.frame.y, scale),
1.0,
(200, 200, 200),
batch,
);
}
_ => {}
}
}
for npc in self.npc_list.iter_alive() {
if npc.cond.hidden()
|| (npc.x < (self.frame.x - 128 * 0x200 - npc.display_bounds.width() as i32 * 0x200)
|| npc.x
> (self.frame.x
+ 128 * 0x200
+ (state.canvas_size.0 as i32 + npc.display_bounds.width() as i32) * 0x200)
&& npc.y < (self.frame.y - 128 * 0x200 - npc.display_bounds.height() as i32 * 0x200)
|| npc.y
> (self.frame.y
+ 128 * 0x200
+ (state.canvas_size.1 as i32 + npc.display_bounds.height() as i32) * 0x200))
{
continue;
}
match npc.npc_type {
1 => {
self.draw_light(
fix9_scale(npc.x - self.frame.x, scale),
fix9_scale(npc.y - self.frame.y, scale),
0.4,
(255, 255, 0),
batch,
);
}
4 if npc.direction == Direction::Up => self.draw_light(
fix9_scale(npc.x - self.frame.x, scale),
fix9_scale(npc.y - self.frame.y, scale),
1.0,
(200, 100, 0),
batch,
),
7 => self.draw_light(
fix9_scale(npc.x - self.frame.x, scale),
fix9_scale(npc.y - self.frame.y, scale),
1.0,
(100, 100, 100),
batch,
),
17 if npc.anim_num == 0 => {
self.draw_light(
fix9_scale(npc.x - self.frame.x, scale),
fix9_scale(npc.y - self.frame.y, scale),
2.0,
(160, 0, 0),
batch,
);
self.draw_light(
fix9_scale(npc.x - self.frame.x, scale),
fix9_scale(npc.y - self.frame.y, scale),
0.5,
(255, 0, 0),
batch,
);
}
20 if npc.direction == Direction::Right => {
self.draw_light(
fix9_scale(npc.x - self.frame.x, scale),
fix9_scale(npc.y - self.frame.y, scale),
2.0,
(0, 0, 150),
batch,
);
if npc.anim_num < 2 {
self.draw_light(
fix9_scale(npc.x - self.frame.x, scale),
fix9_scale(npc.y - self.frame.y, scale),
2.1,
(0, 0, 30),
batch,
);
}
}
22 if npc.action_num == 1 && npc.anim_num == 1 => self.draw_light(
fix9_scale(npc.x - self.frame.x, scale),
fix9_scale(npc.y - self.frame.y, scale),
3.0,
(0, 0, 255),
batch,
),
32 | 87 | 211 => {
self.draw_light(
fix9_scale(npc.x - self.frame.x, scale),
fix9_scale(npc.y - self.frame.y, scale),
2.0,
(255, 30, 30),
batch,
);
}
38 => {
let flicker = (npc.anim_num ^ 5 & 3) as u8 * 15;
self.draw_light(
fix9_scale(npc.x - self.frame.x, scale),
fix9_scale(npc.y - self.frame.y, scale),
3.5,
(130 + flicker, 40 + flicker, 0),
batch,
);
}
70 => {
let flicker = 50 + npc.anim_num as u8 * 15;
self.draw_light(
fix9_scale(npc.x - self.frame.x, scale),
fix9_scale(npc.y - self.frame.y, scale),
2.0,
(flicker, flicker, flicker),
batch,
);
}
75 | 77 => self.draw_light(
fix9_scale(npc.x - self.frame.x, scale),
fix9_scale(npc.y - self.frame.y, scale),
3.0,
(255, 100, 0),
batch,
),
85 if npc.action_num == 1 => {
let (color, color2) = if npc.direction == Direction::Left {
((0, 150, 100), (0, 50, 30))
} else {
((150, 0, 0), (50, 0, 0))
};
self.draw_light(
fix9_scale(npc.x - self.frame.x, scale),
fix9_scale(npc.y - self.frame.y, scale),
1.5,
color,
batch,
);
if npc.anim_num < 2 {
self.draw_light(
fix9_scale(npc.x - self.frame.x, scale),
fix9_scale(npc.y - self.frame.y, scale) - 8.0,
2.1,
color2,
batch,
);
}
}
299 => {
self.draw_light(
fix9_scale(npc.x - self.frame.x, scale),
fix9_scale(npc.y - self.frame.y, scale),
4.0,
(30, 30, 200),
batch,
);
}
300 => {
self.draw_light(
fix9_scale(npc.x - self.frame.x, scale),
fix9_scale(npc.y - self.frame.y, scale),
1.5,
(200, 10, 10),
batch,
);
}
_ => {}
}
}
batch.draw_filtered(FilterMode::Linear, ctx)?;
}
graphics::set_blend_mode(ctx, BlendMode::Multiply)?;
graphics::set_render_target(ctx, None)?;
let rect = Rect { left: 0.0, top: 0.0, right: state.screen_size.0, bottom: state.screen_size.1 };
canvas.clear();
canvas.add(SpriteBatchCommand::DrawRect(rect, rect));
canvas.draw()?;
graphics::set_blend_mode(ctx, BlendMode::Alpha)?;
Ok(())
}
fn draw_tiles(&self, state: &mut SharedGameState, ctx: &mut Context, layer: TileLayer) -> GameResult {
let tex = match layer {
TileLayer::Snack => "Npc/NpcSym",
_ => &self.tex_tileset_name,
};
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, tex)?;
let mut rect = Rect::new(0, 0, 16, 16);
let (frame_x, frame_y) = self.frame.xy_interpolated(state.frame_time, state.scale);
let tile_start_x = (frame_x as i32 / 16).clamp(0, self.stage.map.width as i32) as usize;
let tile_start_y = (frame_y as i32 / 16).clamp(0, self.stage.map.height as i32) as usize;
let tile_end_x =
((frame_x as i32 + 8 + state.canvas_size.0 as i32) / 16 + 1).clamp(0, self.stage.map.width as i32) as usize;
let tile_end_y = ((frame_y as i32 + 8 + state.canvas_size.1 as i32) / 16 + 1)
.clamp(0, self.stage.map.height as i32) as usize;
if layer == TileLayer::Snack {
rect = state.constants.world.snack_rect;
}
for y in tile_start_y..tile_end_y {
for x in tile_start_x..tile_end_x {
let tile = *self.stage.map.tiles.get((y * self.stage.map.width as usize) + x).unwrap();
match layer {
TileLayer::Background => {
if self.stage.map.attrib[tile as usize] >= 0x20 {
continue;
}
rect.left = (tile as u16 % 16) * 16;
rect.top = (tile as u16 / 16) * 16;
rect.right = rect.left + 16;
rect.bottom = rect.top + 16;
}
TileLayer::Foreground => {
let attr = self.stage.map.attrib[tile as usize];
if attr < 0x40 || attr >= 0x80 || attr == 0x43 {
continue;
}
rect.left = (tile as u16 % 16) * 16;
rect.top = (tile as u16 / 16) * 16;
rect.right = rect.left + 16;
rect.bottom = rect.top + 16;
}
TileLayer::Snack => {
if self.stage.map.attrib[tile as usize] != 0x43 {
continue;
}
}
_ => {}
}
batch.add_rect((x as f32 * 16.0 - 8.0) - frame_x, (y as f32 * 16.0 - 8.0) - frame_y, &rect);
}
}
batch.draw(ctx)?;
Ok(())
}
fn tick_npc_bullet_collissions(&mut self, state: &mut SharedGameState) {
for npc in self.npc_list.iter_alive() {
if npc.npc_flags.shootable() && npc.npc_flags.interactable() {
continue;
}
for bullet in self.bullet_manager.bullets.iter_mut() {
if !bullet.cond.alive() || bullet.damage < 0 {
continue;
}
if !npc.collides_with_bullet(bullet) {
continue;
}
if npc.npc_flags.shootable() {
npc.life = (npc.life as i32).saturating_sub(bullet.damage as i32).clamp(0, u16::MAX as i32) as u16;
if npc.life == 0 {
if npc.npc_flags.show_damage() {
// todo show damage
}
if self.player1.cond.alive() && npc.npc_flags.event_when_killed() {
state.control_flags.set_tick_world(true);
state.control_flags.set_interactions_disabled(true);
state.textscript_vm.start_script(npc.event_num);
} else {
npc.cond.set_explode_die(true);
}
} else {
if npc.shock < 14 {
if let Some(table_entry) = state.npc_table.get_entry(npc.npc_type) {
state.sound_manager.play_sfx(table_entry.hurt_sound);
}
npc.shock = 16;
for _ in 0..3 {
state.create_caret(
(bullet.x + npc.x) / 2,
(bullet.y + npc.y) / 2,
CaretType::HurtParticles,
Direction::Left,
);
}
}
if npc.npc_flags.show_damage() {
// todo show damage
}
}
} else if !bullet.weapon_flags.flag_x10()
&& bullet.btype != 13
&& bullet.btype != 14
&& bullet.btype != 15
&& bullet.btype != 28
&& bullet.btype != 29
&& bullet.btype != 30
{
state.create_caret(
(bullet.x + npc.x) / 2,
(bullet.y + npc.y) / 2,
CaretType::ProjectileDissipation,
Direction::Right,
);
state.sound_manager.play_sfx(31);
bullet.life = 0;
continue;
}
if bullet.life > 0 {
bullet.life -= 1;
}
}
if npc.cond.explode_die() {
let can_drop_missile = [&self.inventory_player1, &self.inventory_player2].iter().any(|inv| {
inv.has_weapon(WeaponType::MissileLauncher) || inv.has_weapon(WeaponType::SuperMissileLauncher)
});
self.npc_list.kill_npc(npc.id as usize, true, can_drop_missile, state);
}
}
for i in 0..self.boss.parts.len() {
let mut idx = i;
let mut npc = unsafe { self.boss.parts.get_unchecked_mut(i) };
if !npc.cond.alive() {
continue;
}
for bullet in self.bullet_manager.bullets.iter_mut() {
if !bullet.cond.alive() || bullet.damage < 0 {
continue;
}
let hit = (npc.npc_flags.shootable()
&& (npc.x - npc.hit_bounds.right as i32) < (bullet.x + bullet.enemy_hit_width as i32)
&& (npc.x + npc.hit_bounds.right as i32) > (bullet.x - bullet.enemy_hit_width as i32)
&& (npc.y - npc.hit_bounds.top as i32) < (bullet.y + bullet.enemy_hit_height as i32)
&& (npc.y + npc.hit_bounds.bottom as i32) > (bullet.y - bullet.enemy_hit_height as i32))
|| (npc.npc_flags.invulnerable()
&& (npc.x - npc.hit_bounds.right as i32) < (bullet.x + bullet.hit_bounds.right as i32)
&& (npc.x + npc.hit_bounds.right as i32) > (bullet.x - bullet.hit_bounds.left as i32)
&& (npc.y - npc.hit_bounds.top as i32) < (bullet.y + bullet.hit_bounds.bottom as i32)
&& (npc.y + npc.hit_bounds.bottom as i32) > (bullet.y - bullet.hit_bounds.top as i32));
if !hit {
continue;
}
if npc.npc_flags.shootable() {
if npc.cond.damage_boss() {
idx = 0;
npc = unsafe { self.boss.parts.get_unchecked_mut(0) };
}
npc.life = (npc.life as i32).saturating_sub(bullet.damage as i32).clamp(0, u16::MAX as i32) as u16;
if npc.life == 0 {
npc.life = npc.id;
if self.player1.cond.alive() && npc.npc_flags.event_when_killed() {
state.control_flags.set_tick_world(true);
state.control_flags.set_interactions_disabled(true);
state.textscript_vm.start_script(npc.event_num);
} else {
state.sound_manager.play_sfx(self.boss.death_sound[idx]);
let destroy_count = 4usize * (2usize).pow((npc.size as u32).saturating_sub(1));
self.npc_list.create_death_smoke(
npc.x,
npc.y,
npc.display_bounds.right as usize,
destroy_count,
state,
&npc.rng,
);
npc.cond.set_alive(false);
}
} else {
if npc.shock < 14 {
for _ in 0..3 {
state.create_caret(bullet.x, bullet.y, CaretType::HurtParticles, Direction::Left);
}
state.sound_manager.play_sfx(self.boss.hurt_sound[idx]);
}
npc.shock = 8;
npc = unsafe { self.boss.parts.get_unchecked_mut(0) };
npc.shock = 8;
}
bullet.life = bullet.life.saturating_sub(1);
if bullet.life < 1 {
bullet.cond.set_alive(false);
}
} else if [13, 14, 15, 28, 29, 30].contains(&bullet.btype) {
bullet.life = bullet.life.saturating_sub(1);
} else if !bullet.weapon_flags.flag_x10() {
state.create_caret(bullet.x, bullet.y, CaretType::ProjectileDissipation, Direction::Right);
state.sound_manager.play_sfx(31);
bullet.life = 0;
continue;
}
}
}
}
fn tick_world(&mut self, state: &mut SharedGameState) -> GameResult {
self.hud_player1.visible = self.player1.cond.alive();
self.hud_player2.visible = self.player2.cond.alive();
self.hud_player1.has_player2 = self.player2.cond.alive() && !self.player2.cond.hidden();
self.hud_player2.has_player2 = self.player1.cond.alive() && !self.player1.cond.hidden();
self.player1.current_weapon = {
if let Some(weapon) = self.inventory_player1.get_current_weapon_mut() {
weapon.wtype as u8
} else {
0
}
};
self.player2.current_weapon = {
if let Some(weapon) = self.inventory_player2.get_current_weapon_mut() {
weapon.wtype as u8
} else {
0
}
};
self.player1.tick(state, &self.npc_list)?;
self.player2.tick(state, &self.npc_list)?;
if self.player1.damage > 0 {
let xp_loss = self.player1.damage * if self.player1.equip.has_arms_barrier() { 1 } else { 2 };
match self.inventory_player1.take_xp(xp_loss, state) {
TakeExperienceResult::LevelDown if self.player1.life > 0 => {
state.create_caret(self.player1.x, self.player1.y, CaretType::LevelUp, Direction::Right);
}
_ => {}
}
self.player1.damage = 0;
}
if self.player2.damage > 0 {
let xp_loss = self.player2.damage * if self.player2.equip.has_arms_barrier() { 1 } else { 2 };
match self.inventory_player2.take_xp(xp_loss, state) {
TakeExperienceResult::LevelDown if self.player2.life > 0 => {
state.create_caret(self.player2.x, self.player2.y, CaretType::LevelUp, Direction::Right);
}
_ => {}
}
self.player2.damage = 0;
}
for npc in self.npc_list.iter_alive() {
npc.tick(
state,
([&mut self.player1, &mut self.player2], &self.npc_list, &mut self.stage, &self.bullet_manager),
)?;
}
self.boss.tick(
state,
(
[&mut self.player1, &mut self.player2],
&self.npc_list,
&mut self.stage,
&self.bullet_manager,
&mut self.flash,
),
)?;
self.player1.tick_map_collisions(state, &self.npc_list, &mut self.stage);
self.player2.tick_map_collisions(state, &self.npc_list, &mut self.stage);
self.player1.tick_npc_collisions(
TargetPlayer::Player1,
state,
&self.npc_list,
&mut self.boss,
&mut self.inventory_player1,
);
self.player2.tick_npc_collisions(
TargetPlayer::Player2,
state,
&self.npc_list,
&mut self.boss,
&mut self.inventory_player2,
);
for npc in self.npc_list.iter_alive() {
if !npc.npc_flags.ignore_solidity() {
npc.tick_map_collisions(state, &self.npc_list, &mut self.stage);
}
}
for npc in self.boss.parts.iter_mut() {
if npc.cond.alive() && !npc.npc_flags.ignore_solidity() {
npc.tick_map_collisions(state, &self.npc_list, &mut self.stage);
}
}
self.tick_npc_bullet_collissions(state);
self.bullet_manager.tick_bullets(state, [&self.player1, &self.player2], &self.npc_list, &mut self.stage);
state.tick_carets();
match self.frame.update_target {
UpdateTarget::Player => {
if self.player2.cond.alive()
&& !self.player2.cond.hidden()
&& (self.player1.x - self.player2.x).abs() < 240 * 0x200
&& (self.player1.y - self.player2.y).abs() < 200 * 0x200
{
self.frame.target_x = (self.player1.target_x * 2 + self.player2.target_x) / 3;
self.frame.target_y = (self.player1.target_y * 2 + self.player2.target_y) / 3;
self.frame.target_x = self.frame.target_x.clamp(self.player1.x - 0x8000, self.player1.x + 0x8000);
self.frame.target_y = self.frame.target_y.clamp(self.player1.y, self.player1.y);
} else {
self.frame.target_x = self.player1.target_x;
self.frame.target_y = self.player1.target_y;
}
}
UpdateTarget::NPC(npc_id) => {
if let Some(npc) = self.npc_list.get_npc(npc_id as usize) {
if npc.cond.alive() {
self.frame.target_x = npc.x;
self.frame.target_y = npc.y;
}
}
}
UpdateTarget::Boss(boss_id) => {
if let Some(boss) = self.boss.parts.get(boss_id as usize) {
if boss.cond.alive() {
self.frame.target_x = boss.x;
self.frame.target_y = boss.y;
}
}
}
}
self.frame.update(state, &self.stage);
if state.control_flags.control_enabled() {
self.inventory_player1.tick_weapons(
state,
&mut self.player1,
TargetPlayer::Player1,
&mut self.bullet_manager,
);
self.inventory_player2.tick_weapons(
state,
&mut self.player2,
TargetPlayer::Player2,
&mut self.bullet_manager,
);
self.hud_player1.tick(state, (&self.player1, &mut self.inventory_player1))?;
self.hud_player2.tick(state, (&self.player2, &mut self.inventory_player2))?;
self.boss_life_bar.tick(state, (&self.npc_list, &self.boss))?;
if self.player1.controller.trigger_inventory() {
state.textscript_vm.set_mode(ScriptMode::Inventory);
}
}
Ok(())
}
fn draw_debug_npc(&self, npc: &NPC, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
if npc.x < (self.frame.x - 128 - npc.display_bounds.width() as i32 * 0x200)
|| npc.x > (self.frame.x + 128 + (state.canvas_size.0 as i32 + npc.display_bounds.width() as i32) * 0x200)
&& npc.y < (self.frame.y - 128 - npc.display_bounds.height() as i32 * 0x200)
|| npc.y > (self.frame.y + 128 + (state.canvas_size.1 as i32 + npc.display_bounds.height() as i32) * 0x200)
{
return Ok(());
}
{
let hit_rect_size = npc.hit_rect_size().clamp(1, 4);
let hit_rect_size = hit_rect_size * hit_rect_size;
let x = (npc.x + npc.offset_x()) / (16 * 0x200);
let y = (npc.y + npc.offset_y()) / (16 * 0x200);
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "Caret")?;
let caret_rect = Rect::new_size(2, 74, 4, 4);
let caret2_rect = Rect::new_size(65, 9, 6, 6);
for (idx, (&ox, &oy)) in crate::physics::OFF_X.iter().zip(crate::physics::OFF_Y.iter()).enumerate() {
if idx == hit_rect_size {
break;
}
batch.add_rect(
((x + ox) * 16 - self.frame.x / 0x200) as f32 - 2.0,
((y + oy) * 16 - self.frame.y / 0x200) as f32 - 2.0,
&caret_rect,
);
}
batch.add_rect(
((npc.x - self.frame.x) / 0x200) as f32 - 3.0,
((npc.y - self.frame.y) / 0x200) as f32 - 3.0,
&caret2_rect,
);
batch.draw(ctx)?;
}
let text = format!("{}:{}:{}", npc.id, npc.npc_type, npc.action_num);
state.font.draw_colored_text_scaled(
text.chars(),
((npc.x - self.frame.x) / 0x200) as f32,
((npc.y - self.frame.y) / 0x200) as f32,
0.5,
((npc.id & 0xf0) as u8, (npc.cond.0 >> 8) as u8, (npc.id & 0x0f << 4) as u8, 255),
&state.constants,
&mut state.texture_set,
ctx,
)?;
Ok(())
}
fn draw_debug_outlines(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
for npc in self.npc_list.iter_alive() {
self.draw_debug_npc(npc, state, ctx)?;
}
for boss in self.boss.parts.iter().filter(|n| n.cond.alive()) {
self.draw_debug_npc(boss, state, ctx)?;
}
Ok(())
}
}
impl Scene for GameScene {
fn init(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
let seed = (self.player1.max_life as i32)
.wrapping_add(self.player1.x as i32)
.wrapping_add(self.player1.y as i32)
.wrapping_add(self.stage_id as i32)
.rotate_right(7);
state.game_rng = XorShift::new(seed);
state.textscript_vm.set_scene_script(self.stage.load_text_script(&state.base_path, &state.constants, ctx)?);
state.textscript_vm.suspend = false;
self.player1.controller = state.settings.create_player1_controller();
self.player2.controller = state.settings.create_player2_controller();
let npcs = self.stage.load_npcs(&state.base_path, ctx)?;
for npc_data in npcs.iter() {
log::info!("creating npc: {:?}", npc_data);
let mut npc = NPC::create_from_data(npc_data, &state.npc_table);
if npc.npc_flags.appear_when_flag_set() {
if state.get_flag(npc_data.flag_num as usize) {
npc.cond.set_alive(true);
}
} else if npc.npc_flags.hide_unless_flag_set() {
if !state.get_flag(npc_data.flag_num as usize) {
npc.cond.set_alive(true);
}
} else {
npc.cond.set_alive(true);
}
self.npc_list.spawn_at_slot(npc_data.id, npc)?;
}
state.npc_table.tileset_name = self.tex_tileset_name.to_owned();
state.npc_table.tex_npc1_name = ["Npc/", &self.stage.data.npc1.filename()].join("");
state.npc_table.tex_npc2_name = ["Npc/", &self.stage.data.npc2.filename()].join("");
/*if state.constants.is_cs_plus {
match state.season {
Season::Halloween => self.player1.appearance = PlayerAppearance::HalloweenQuote,
Season::Christmas => self.player1.appearance = PlayerAppearance::ReindeerQuote,
_ => {}
}
}*/
self.boss.boss_type = self.stage.data.boss_no as u16;
self.player1.target_x = self.player1.x;
self.player1.target_y = self.player1.y;
self.frame.target_x = self.player1.target_x;
self.frame.target_y = self.player1.target_y;
self.frame.immediate_update(state, &self.stage);
Ok(())
}
fn tick(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
self.player1.controller.update(state, ctx)?;
self.player1.controller.update_trigger();
self.player2.controller.update(state, ctx)?;
self.player2.controller.update_trigger();
state.touch_controls.control_type =
if state.control_flags.control_enabled() { TouchControlType::Controls } else { TouchControlType::Dialog };
if state.settings.touch_controls {
state.touch_controls.interact_icon = false;
}
if self.intro_mode {
if let TextScriptExecutionState::WaitTicks(_, _, 9999) = state.textscript_vm.state {
state.next_scene = Some(Box::new(TitleScene::new()));
}
if self.player1.controller.trigger_menu_ok() {
state.next_scene = Some(Box::new(TitleScene::new()));
}
}
match state.textscript_vm.mode {
ScriptMode::Map if state.control_flags.tick_world() => self.tick_world(state)?,
ScriptMode::StageSelect => self.stage_select.tick(state, (&self.player1, &self.player2))?,
ScriptMode::Inventory => self.inventory_ui.tick(state, (&mut self.player1, &mut self.inventory_player1))?,
_ => {}
}
if self.map_name_counter > 0 {
self.map_name_counter -= 1;
}
match state.fade_state {
FadeState::FadeOut(tick, direction) if tick < 15 => {
state.fade_state = FadeState::FadeOut(tick + 1, direction);
}
FadeState::FadeOut(tick, _) if tick == 15 => {
state.fade_state = FadeState::Hidden;
}
FadeState::FadeIn(tick, direction) if tick > -15 => {
state.fade_state = FadeState::FadeIn(tick - 1, direction);
}
FadeState::FadeIn(tick, _) if tick == -15 => {
state.fade_state = FadeState::Visible;
}
_ => {}
}
self.flash.tick(state, ())?;
TextScriptVM::run(state, self, ctx)?;
#[cfg(feature = "scripting")]
state.lua.scene_tick(self);
if state.control_flags.control_enabled() {
self.tick = self.tick.wrapping_add(1);
}
Ok(())
}
fn draw_tick(&mut self, state: &mut SharedGameState) -> GameResult {
self.frame.prev_x = self.frame.x;
self.frame.prev_y = self.frame.y;
self.player1.prev_x = self.player1.x;
self.player1.prev_y = self.player1.y;
self.player2.prev_x = self.player2.x;
self.player2.prev_y = self.player2.y;
for npc in self.npc_list.iter_alive() {
npc.prev_x = npc.x;
npc.prev_y = npc.y;
}
for npc in self.boss.parts.iter_mut() {
if npc.cond.alive() {
npc.prev_x = npc.x;
npc.prev_y = npc.y;
}
}
for bullet in self.bullet_manager.bullets.iter_mut() {
if bullet.cond.alive() {
bullet.prev_x = bullet.x;
bullet.prev_y = bullet.y;
}
}
for caret in state.carets.iter_mut() {
if caret.cond.alive() {
caret.prev_x = caret.x;
caret.prev_y = caret.y;
}
}
Ok(())
}
fn draw(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
//graphics::set_canvas(ctx, Some(&state.game_canvas));
self.draw_background(state, ctx)?;
self.draw_tiles(state, ctx, TileLayer::Background)?;
if state.settings.shader_effects
&& self.stage.data.background_type != BackgroundType::Black
&& self.stage.data.background_type != BackgroundType::Outside
&& self.stage.data.background_type != BackgroundType::OutsideWind
&& self.stage.data.background.name() != "bkBlack"
{
self.draw_light_map(state, ctx)?;
}
self.boss.draw(state, ctx, &self.frame)?;
for npc in self.npc_list.iter_alive() {
if npc.x < (self.frame.x - 128 * 0x200 - npc.display_bounds.width() as i32 * 0x200)
|| npc.x
> (self.frame.x
+ 128 * 0x200
+ (state.canvas_size.0 as i32 + npc.display_bounds.width() as i32) * 0x200)
&& npc.y < (self.frame.y - 128 * 0x200 - npc.display_bounds.height() as i32 * 0x200)
|| npc.y
> (self.frame.y
+ 128 * 0x200
+ (state.canvas_size.1 as i32 + npc.display_bounds.height() as i32) * 0x200)
{
continue;
}
npc.draw(state, ctx, &self.frame)?;
}
self.draw_bullets(state, ctx)?;
self.player2.draw(state, ctx, &self.frame)?;
self.player1.draw(state, ctx, &self.frame)?;
/*if state.settings.shader_effects && self.water_visible {
self.draw_water(state, ctx)?;
}*/
self.draw_tiles(state, ctx, TileLayer::Foreground)?;
self.draw_tiles(state, ctx, TileLayer::Snack)?;
self.draw_carets(state, ctx)?;
if state.settings.shader_effects
&& (self.stage.data.background_type == BackgroundType::Black
|| self.stage.data.background.name() == "bkBlack")
{
self.draw_light_map(state, ctx)?;
}
self.flash.draw(state, ctx, &self.frame)?;
/*graphics::set_canvas(ctx, None);
state.game_canvas.draw(ctx, DrawParam::new()
.scale(Vector2::new(1.0 / state.scale, 1.0 / state.scale)))?;*/
self.draw_black_bars(state, ctx)?;
match state.textscript_vm.mode {
ScriptMode::Map if state.control_flags.control_enabled() => {
self.hud_player1.draw(state, ctx, &self.frame)?;
self.hud_player2.draw(state, ctx, &self.frame)?;
self.boss_life_bar.draw(state, ctx, &self.frame)?;
if self.player2.cond.alive() && !self.player2.cond.hidden() {
let y = interpolate_fix9_scale(
self.player2.prev_y - self.frame.prev_y,
self.player2.y - self.frame.y,
state.frame_time,
);
let y = y.clamp(8.0, state.canvas_size.1 - 8.0 - state.font.line_height(&state.constants));
if self.player2.x + 8 * 0x200 < self.frame.x {
state.font.draw_colored_text(
P2_LEFT_TEXT.chars(),
9.0,
y + 1.0,
(0, 0, 130, 255),
&state.constants,
&mut state.texture_set,
ctx,
)?;
state.font.draw_colored_text(
P2_LEFT_TEXT.chars(),
8.0,
y,
(96, 96, 255, 255),
&state.constants,
&mut state.texture_set,
ctx,
)?;
} else if self.player2.x - 8 * 0x200 > self.frame.x + state.canvas_size.0 as i32 * 0x200 {
let width = state.font.text_width(P2_RIGHT_TEXT.chars(), &state.constants);
state.font.draw_colored_text(
P2_RIGHT_TEXT.chars(),
state.canvas_size.0 - width - 8.0 + 1.0,
y + 1.0,
(0, 0, 130, 255),
&state.constants,
&mut state.texture_set,
ctx,
)?;
state.font.draw_colored_text(
P2_RIGHT_TEXT.chars(),
state.canvas_size.0 - width - 8.0,
y,
(96, 96, 255, 255),
&state.constants,
&mut state.texture_set,
ctx,
)?;
}
}
}
ScriptMode::StageSelect => self.stage_select.draw(state, ctx, &self.frame)?,
ScriptMode::Inventory => self.inventory_ui.draw(state, ctx, &self.frame)?,
_ => {}
}
self.draw_fade(state, ctx)?;
if self.map_name_counter > 0 {
let map_name =
if self.intro_mode { state.constants.title.intro_text.chars() } else { self.stage.data.name.chars() };
let width = state.font.text_width(map_name.clone(), &state.constants);
state.font.draw_text(
map_name,
((state.canvas_size.0 - width) / 2.0).floor(),
80.0,
&state.constants,
&mut state.texture_set,
ctx,
)?;
}
self.draw_text_boxes(state, ctx)?;
if state.settings.debug_outlines {
self.draw_debug_outlines(state, ctx)?;
}
//draw_number(state.canvas_size.0 - 8.0, 8.0, timer::fps(ctx) as usize, Alignment::Right, state, ctx)?;
Ok(())
}
fn debug_overlay_draw(
&mut self,
components: &mut Components,
state: &mut SharedGameState,
ctx: &mut Context,
ui: &mut imgui::Ui,
) -> GameResult {
components.live_debugger.run_ingame(self, state, ctx, ui)?;
Ok(())
}
}