mirror of
https://github.com/doukutsu-rs/doukutsu-rs
synced 2024-09-20 17:18:50 +00:00
176 lines
4.6 KiB
Rust
176 lines
4.6 KiB
Rust
use crate::{
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framework::{context::Context, error::GameResult},
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};
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use crate::game::shared_game_state::SharedGameState;
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use super::player_controller::PlayerController;
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#[derive(Clone)]
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pub struct CombinedPlayerController {
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controllers: Vec<Box<dyn PlayerController>>,
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}
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impl CombinedPlayerController {
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pub fn new() -> CombinedPlayerController {
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CombinedPlayerController { controllers: Vec::new() }
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}
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pub fn add(&mut self, controller: Box<dyn PlayerController>) {
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self.controllers.push(controller);
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}
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}
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impl PlayerController for CombinedPlayerController {
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fn update(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
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for cont in &mut self.controllers {
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cont.update(state, ctx)?;
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}
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Ok(())
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}
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fn move_up(&self) -> bool {
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self.controllers.iter().any(|cont| cont.move_up())
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}
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fn move_down(&self) -> bool {
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self.controllers.iter().any(|cont| cont.move_down())
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}
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fn move_left(&self) -> bool {
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self.controllers.iter().any(|cont| cont.move_left())
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}
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fn move_right(&self) -> bool {
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self.controllers.iter().any(|cont| cont.move_right())
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}
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fn prev_weapon(&self) -> bool {
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self.controllers.iter().any(|cont| cont.prev_weapon())
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}
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fn next_weapon(&self) -> bool {
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self.controllers.iter().any(|cont| cont.next_weapon())
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}
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fn shoot(&self) -> bool {
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self.controllers.iter().any(|cont| cont.shoot())
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}
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fn jump(&self) -> bool {
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self.controllers.iter().any(|cont| cont.jump())
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}
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fn map(&self) -> bool {
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self.controllers.iter().any(|cont| cont.map())
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}
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fn inventory(&self) -> bool {
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self.controllers.iter().any(|cont| cont.inventory())
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}
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fn skip(&self) -> bool {
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self.controllers.iter().any(|cont| cont.skip())
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}
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fn strafe(&self) -> bool {
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self.controllers.iter().any(|cont| cont.strafe())
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}
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fn trigger_up(&self) -> bool {
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self.controllers.iter().any(|cont| cont.trigger_up())
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}
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fn trigger_down(&self) -> bool {
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self.controllers.iter().any(|cont| cont.trigger_down())
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}
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fn trigger_left(&self) -> bool {
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self.controllers.iter().any(|cont| cont.trigger_left())
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}
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fn trigger_right(&self) -> bool {
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self.controllers.iter().any(|cont| cont.trigger_right())
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}
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fn trigger_prev_weapon(&self) -> bool {
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self.controllers.iter().any(|cont| cont.trigger_prev_weapon())
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}
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fn trigger_next_weapon(&self) -> bool {
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self.controllers.iter().any(|cont| cont.trigger_next_weapon())
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}
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fn trigger_shoot(&self) -> bool {
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self.controllers.iter().any(|cont| cont.trigger_shoot())
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}
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fn trigger_jump(&self) -> bool {
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self.controllers.iter().any(|cont| cont.trigger_jump())
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}
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fn trigger_map(&self) -> bool {
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self.controllers.iter().any(|cont| cont.trigger_map())
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}
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fn trigger_inventory(&self) -> bool {
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self.controllers.iter().any(|cont| cont.trigger_inventory())
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}
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fn trigger_skip(&self) -> bool {
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self.controllers.iter().any(|cont| cont.trigger_skip())
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}
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fn trigger_strafe(&self) -> bool {
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self.controllers.iter().any(|cont| cont.trigger_strafe())
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}
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fn trigger_menu_ok(&self) -> bool {
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self.controllers.iter().any(|cont| cont.trigger_menu_ok())
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}
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fn trigger_menu_back(&self) -> bool {
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self.controllers.iter().any(|cont| cont.trigger_menu_back())
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}
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fn trigger_menu_pause(&self) -> bool {
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self.controllers.iter().any(|cont| cont.trigger_menu_pause())
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}
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fn look_up(&self) -> bool {
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self.controllers.iter().any(|cont| cont.look_up())
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}
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fn look_down(&self) -> bool {
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self.controllers.iter().any(|cont| cont.look_down())
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}
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fn look_left(&self) -> bool {
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self.controllers.iter().any(|cont| cont.look_left())
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}
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fn look_right(&self) -> bool {
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self.controllers.iter().any(|cont| cont.look_right())
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}
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fn update_trigger(&mut self) {
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for cont in &mut self.controllers {
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cont.update_trigger();
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}
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}
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fn move_analog_x(&self) -> f64 {
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self.controllers.iter().fold(0.0, |acc, cont| acc + cont.move_analog_x()) / self.controllers.len() as f64
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}
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fn move_analog_y(&self) -> f64 {
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self.controllers.iter().fold(0.0, |acc, cont| acc + cont.move_analog_y()) / self.controllers.len() as f64
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}
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fn set_rumble(&mut self, low_freq: u16, hi_freq: u16, ticks: u32) {
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for cont in &mut self.controllers {
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cont.set_rumble(low_freq, hi_freq, ticks);
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}
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}
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}
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