doukutsu-rs/src/scene/game_scene.rs

2283 lines
92 KiB
Rust

use std::cell::RefCell;
use std::collections::HashMap;
use std::ops::{Deref, Range};
use std::rc::Rc;
use log::info;
use crate::caret::CaretType;
use crate::common::{interpolate_fix9_scale, Color, Direction, Rect};
use crate::components::background::Background;
use crate::components::boss_life_bar::BossLifeBar;
use crate::components::credits::Credits;
use crate::components::draw_common::Alignment;
use crate::components::fade::Fade;
use crate::components::falling_island::FallingIsland;
use crate::components::flash::Flash;
use crate::components::hud::HUD;
use crate::components::inventory::InventoryUI;
use crate::components::map_system::MapSystem;
use crate::components::nikumaru::NikumaruCounter;
use crate::components::replay::Replay;
use crate::components::stage_select::StageSelect;
use crate::components::text_boxes::TextBoxes;
use crate::components::tilemap::{TileLayer, Tilemap};
use crate::components::water_renderer::{WaterLayer, WaterRenderer};
use crate::components::whimsical_star::WhimsicalStar;
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::{draw_rect, BlendMode, FilterMode};
use crate::framework::ui::Components;
use crate::framework::{filesystem, graphics};
use crate::input::touch_controls::TouchControlType;
use crate::inventory::{Inventory, TakeExperienceResult};
use crate::map::WaterParams;
use crate::menu::pause_menu::PauseMenu;
use crate::npc::boss::BossNPC;
use crate::npc::list::NPCList;
use crate::npc::{NPCLayer, NPC};
use crate::physics::{PhysicalEntity, OFFSETS};
use crate::player::{ControlMode, Player, TargetPlayer};
use crate::rng::RNG;
use crate::scene::title_scene::TitleScene;
use crate::scene::Scene;
use crate::scripting::tsc::credit_script::CreditScriptVM;
use crate::scripting::tsc::text_script::{ScriptMode, TextScriptExecutionState, TextScriptVM};
use crate::shared_game_state::{Language, PlayerCount, ReplayState, SharedGameState, TileSize};
use crate::stage::{BackgroundType, Stage, StageTexturePaths};
use crate::texture_set::SpriteBatch;
use crate::weapon::bullet::BulletManager;
use crate::weapon::{Weapon, WeaponType};
pub struct GameScene {
pub tick: u32,
pub stage: Stage,
pub water_params: WaterParams,
pub water_renderer: WaterRenderer,
pub boss_life_bar: BossLifeBar,
pub stage_select: StageSelect,
pub flash: Flash,
pub credits: Credits,
pub falling_island: FallingIsland,
pub inventory_ui: InventoryUI,
pub map_system: MapSystem,
pub hud_player1: HUD,
pub hud_player2: HUD,
pub nikumaru: NikumaruCounter,
pub whimsical_star: WhimsicalStar,
pub background: Background,
pub tilemap: Tilemap,
pub text_boxes: TextBoxes,
pub fade: Fade,
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 lighting_mode: LightingMode,
pub intro_mode: bool,
pub pause_menu: PauseMenu,
pub stage_textures: Rc<RefCell<StageTexturePaths>>,
pub replay: Replay,
map_name_counter: u16,
skip_counter: u16,
inventory_dim: f32,
}
#[derive(Debug, PartialEq, Eq, Copy, Clone)]
pub enum LightingMode {
None,
BackgroundOnly,
Ambient,
}
const P2_OFFSCREEN_TEXT: &'static str = "P2";
const CUTSCENE_SKIP_WAIT: u16 = 50;
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.constants.base_paths, &state.stages[id], ctx)?;
info!("Loaded stage: {}", stage.data.name);
GameScene::from_stage(state, ctx, stage, id)
}
pub fn from_stage(state: &mut SharedGameState, ctx: &mut Context, stage: Stage, id: usize) -> GameResult<Self> {
let mut water_params = WaterParams::new();
let mut water_renderer = WaterRenderer::new();
let mut tilemap = Tilemap::new();
if !state.settings.original_textures {
if let Ok(water_param_file) = filesystem::open_find(
ctx,
&state.constants.base_paths,
["Stage/", &state.stages[id].tileset.name, ".pxw"].join(""),
) {
water_params.load_from(water_param_file)?;
info!("Loaded water parameters file.");
let regions = stage.map.find_water_regions(&water_params);
water_renderer.initialize(regions, &water_params, &stage);
tilemap.no_water = true;
}
}
let stage_textures = {
let mut textures = StageTexturePaths::new();
textures.update(&stage);
Rc::new(RefCell::new(textures))
};
Ok(Self {
tick: 0,
stage,
water_params,
water_renderer,
player1: Player::new(state, ctx),
player2: Player::new(state, ctx),
inventory_player1: Inventory::new(),
inventory_player2: Inventory::new(),
boss_life_bar: BossLifeBar::new(),
stage_select: StageSelect::new(),
flash: Flash::new(),
credits: Credits::new(),
falling_island: FallingIsland::new(),
inventory_ui: InventoryUI::new(),
map_system: MapSystem::new(),
hud_player1: HUD::new(Alignment::Left),
hud_player2: HUD::new(Alignment::Right),
nikumaru: NikumaruCounter::new(),
whimsical_star: WhimsicalStar::new(),
background: Background::new(),
tilemap,
text_boxes: TextBoxes::new(),
fade: Fade::new(),
frame: Frame::new(),
stage_id: id,
npc_list: NPCList::new(),
boss: BossNPC::new(),
bullet_manager: BulletManager::new(),
lighting_mode: LightingMode::None,
intro_mode: false,
pause_menu: PauseMenu::new(),
stage_textures,
map_name_counter: 0,
skip_counter: 0,
inventory_dim: 0.0,
replay: Replay::new(),
})
}
pub fn display_map_name(&mut self, ticks: u16) {
self.map_name_counter = ticks;
}
pub fn add_player2(&mut self, state: &mut SharedGameState) {
self.player2.cond.set_alive(true);
self.player2.cond.set_hidden(self.player1.cond.hidden());
self.player2.skin.set_skinsheet_offset(state.player2_skin);
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_npc_layer(&self, state: &mut SharedGameState, ctx: &mut Context, layer: NPCLayer) -> GameResult {
for npc in self.npc_list.iter_alive() {
if npc.layer != layer
|| 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)?;
}
Ok(())
}
fn draw_npc_popup(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
for npc in self.npc_list.iter_alive() {
npc.popup.draw(state, ctx, &self.frame)?;
}
Ok(())
}
fn draw_boss_popup(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
for part in self.boss.parts.iter() {
part.popup.draw(state, ctx, &self.frame)?;
}
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_black_bars(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
let (x, y) = self.frame.xy_interpolated(state.frame_time);
let (x, y) = (x * state.scale, y * state.scale);
let canvas_w_scaled = state.canvas_size.0 as f32 * state.scale;
let canvas_h_scaled = state.canvas_size.1 as f32 * state.scale;
let half_block = self.stage.map.tile_size.as_float() * 0.5 * state.scale;
let level_width = (self.stage.map.width as f32) * self.stage.map.tile_size.as_float();
let level_height = (self.stage.map.height as f32) * self.stage.map.tile_size.as_float();
let left_side = -x - half_block;
let right_side = left_side + level_width * state.scale;
let upper_side = -y - half_block;
let lower_side = upper_side + level_height * state.scale;
if left_side > 0.0 {
let rect = Rect::new(0, 0, left_side as isize, canvas_h_scaled as isize);
graphics::draw_rect(ctx, rect, Color::from_rgb(0, 0, 0))?;
}
if right_side < canvas_w_scaled {
let rect = Rect::new(
right_side as isize,
0,
(state.canvas_size.0 * state.scale) as isize,
(state.canvas_size.1 * state.scale) as isize,
);
graphics::draw_rect(ctx, rect, Color::from_rgb(0, 0, 0))?;
}
if upper_side > 0.0 {
let rect = Rect::new(0, 0, canvas_w_scaled as isize, upper_side as isize);
graphics::draw_rect(ctx, rect, Color::from_rgb(0, 0, 0))?;
}
if lower_side < canvas_h_scaled {
let rect = Rect::new(0, lower_side as isize, canvas_w_scaled as isize, canvas_h_scaled as isize);
graphics::draw_rect(ctx, rect, Color::from_rgb(0, 0, 0))?;
}
Ok(())
}
fn set_ironhead_clip(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
let x_size = if !state.constants.is_switch { 320.0 } else { 426.0 };
let clip_rect: Rect = Rect::new_size(
(((state.canvas_size.0 - x_size) * 0.5) * state.scale) as _,
(((state.canvas_size.1 - 240.0) * 0.5) * state.scale) as _,
(x_size * state.scale) as _,
(240.0 * state.scale) as _,
);
graphics::set_clip_rect(ctx, Some(clip_rect))?;
Ok(())
}
fn draw_light(&self, x: f32, y: f32, size: f32, color: (u8, u8, u8), batch: &mut Box<dyn SpriteBatch>) {
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,
tile_size: TileSize,
world_point_x: i32,
world_point_y: i32,
(br, bg, bb): (u8, u8, u8),
att: f32,
angle: Range<i32>,
batch: &mut Box<dyn SpriteBatch>,
) {
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;
let ti = tile_size.as_int();
let tf = tile_size.as_float();
let tih = ti / 2;
let tfq = tf / 4.0;
let (br, bg, bb) = (br as f32, bg as f32, bb as f32);
let ahalf = (angle.end - angle.start) as f32 / 2.0;
'ray: for (i, deg) in angle.enumerate() {
let d = deg as f32 * (std::f32::consts::PI / 180.0);
let dx = d.cos() * -5.0;
let dy = d.sin() * -5.0;
let m = 1.0 - ((ahalf - i as f32).abs() / ahalf);
let mut x = px;
let mut y = py;
let mut r = br;
let mut g = bg;
let mut b = bb;
for i in 0..40 {
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).wrapping_div(ti).wrapping_add(*ox);
let by = (y as i32).wrapping_div(ti).wrapping_add(*oy);
let tile = self.stage.map.attrib[self.stage.tile_at(bx as usize, by as usize) as usize];
let bxmth = (bx * ti - tih) as f32;
let bxpth = (bx * ti + tih) as f32;
let bymth = (by * ti - tih) as f32;
let bypth = (by * ti + tih) as f32;
if ((tile == 0x62 || tile == 0x41 || tile == 0x43 || tile == 0x46)
&& x >= bxmth
&& x <= bxpth
&& y >= bymth
&& y <= bypth)
|| ((tile == 0x50 || tile == 0x70)
&& x >= bxmth
&& x <= bxpth
&& y <= ((by as f32 * tf) - (x - bx as f32 * tf) / 2.0 + tfq)
&& y >= bymth)
|| ((tile == 0x51 || tile == 0x71)
&& x >= bxmth
&& x <= bxpth
&& y <= ((by as f32 * tf) - (x - bx as f32 * tf) / 2.0 - tfq)
&& y >= bymth)
|| ((tile == 0x52 || tile == 0x72)
&& x >= bxmth
&& x <= bxpth
&& y <= ((by as f32 * tf) + (x - bx as f32 * tf) / 2.0 - tfq)
&& y >= bymth)
|| ((tile == 0x53 || tile == 0x73)
&& x >= bxmth
&& x <= bxpth
&& y <= ((by as f32 * tf) + (x - bx as f32 * tf) / 2.0 + tfq)
&& y >= bymth)
|| ((tile == 0x54 || tile == 0x74)
&& x >= bxmth
&& x <= bxpth
&& y >= ((by as f32 * tf) + (x - bx as f32 * tf) / 2.0 - tfq)
&& y <= bypth)
|| ((tile == 0x55 || tile == 0x75)
&& x >= bxmth
&& x <= bxpth
&& y >= ((by as f32 * tf) + (x - bx as f32 * tf) / 2.0 + tfq)
&& y <= bypth)
|| ((tile == 0x56 || tile == 0x76)
&& x >= bxmth
&& x <= bxpth
&& y >= ((by as f32 * tf) - (x - bx as f32 * tf) / 2.0 + tfq)
&& y <= bypth)
|| ((tile == 0x57 || tile == 0x77)
&& x >= bxmth
&& x <= bxpth
&& y >= ((by as f32 * tf) - (x - bx as f32 * tf) / 2.0 - tfq)
&& y <= bypth)
{
continue 'ray;
}
}
r *= att;
g *= att;
b *= att;
if r <= 1.0 && g <= 1.0 && b <= 1.0 {
continue 'ray;
}
self.draw_light(
x - fx2,
y - fy2,
0.15 + i as f32 / 75.0,
((r * m) as u8, (g * m) as u8, (b * m) as u8),
batch,
);
}
}
}
fn draw_light_map(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
{
let maybe_canvas = state.lightmap_canvas.as_ref();
if maybe_canvas.is_some() {
graphics::set_render_target(ctx, maybe_canvas)?;
} else {
return Ok(());
}
}
graphics::set_blend_mode(ctx, BlendMode::Add)?;
graphics::clear(ctx, Color::from_rgb(100, 100, 110));
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_lightmap(state, ctx, &self.frame)?;
}
{
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "builtin/lightmap/spot")?;
'cc: 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() {
if state.settings.light_cone {
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,
_ => continue 'cc,
};
let (color, att) = match inv.get_current_weapon() {
Some(Weapon { wtype: WeaponType::Fireball, .. }) => ((170u8, 80u8, 0u8), 0.92),
Some(Weapon { wtype: WeaponType::PolarStar, .. }) => ((150u8, 150u8, 160u8), 0.92),
Some(Weapon { wtype: WeaponType::Spur, .. }) => ((170u8, 170u8, 200u8), 0.92),
Some(Weapon { wtype: WeaponType::Blade, .. }) => continue 'cc,
_ => ((150u8, 150u8, 150u8), 0.92),
};
let (_, gun_off_y) = player.skin.get_gun_offset();
self.draw_light_raycast(
state.tile_size,
player.x + player.direction.vector_x() * 0x800,
player.y + gun_off_y * 0x200 + 0x400,
color,
att,
range,
batch,
);
} else {
self.draw_light(
interpolate_fix9_scale(
player.prev_x - self.frame.prev_x,
player.x - self.frame.x,
state.frame_time,
),
interpolate_fix9_scale(
player.prev_y - self.frame.prev_y,
player.y - self.frame.y,
state.frame_time,
),
5.0,
(150, 150, 150),
batch,
);
}
}
}
for bullet in self.bullet_manager.bullets.iter() {
self.draw_light(
interpolate_fix9_scale(
bullet.prev_x - self.frame.prev_x,
bullet.x - self.frame.x,
state.frame_time,
),
interpolate_fix9_scale(
bullet.prev_y - self.frame.prev_y,
bullet.y - self.frame.y,
state.frame_time,
),
0.3,
(200, 200, 200),
batch,
);
}
for caret in state.carets.iter() {
match caret.ctype {
CaretType::ProjectileDissipation | CaretType::Shoot => {
self.draw_light(
interpolate_fix9_scale(
caret.prev_x - self.frame.prev_x,
caret.x - self.frame.x,
state.frame_time,
),
interpolate_fix9_scale(
caret.prev_y - self.frame.prev_y,
caret.y - self.frame.y,
state.frame_time,
),
0.5,
(150, 150, 150),
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;
}
// NPC lighting
match npc.npc_type {
1 => {
self.draw_light(
interpolate_fix9_scale(
npc.prev_x - self.frame.prev_x,
npc.x - self.frame.x,
state.frame_time,
),
interpolate_fix9_scale(
npc.prev_y - self.frame.prev_y,
npc.y - self.frame.y,
state.frame_time,
),
0.33,
(255, 255, 50),
batch,
);
}
4 if npc.direction == Direction::Up => self.draw_light(
interpolate_fix9_scale(npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time),
interpolate_fix9_scale(npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time),
1.0,
(200, 100, 0),
batch,
),
7 => self.draw_light(
interpolate_fix9_scale(npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time),
interpolate_fix9_scale(npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time),
1.0,
(100, 100, 100),
batch,
),
17 if npc.anim_num == 0 => {
self.draw_light(
interpolate_fix9_scale(
npc.prev_x - self.frame.prev_x,
npc.x - self.frame.x,
state.frame_time,
),
interpolate_fix9_scale(
npc.prev_y - self.frame.prev_y,
npc.y - self.frame.y,
state.frame_time,
),
1.25,
(100, 0, 0),
batch,
);
self.draw_light(
interpolate_fix9_scale(
npc.prev_x - self.frame.prev_x,
npc.x - self.frame.x,
state.frame_time,
),
interpolate_fix9_scale(
npc.prev_y - self.frame.prev_y,
npc.y - self.frame.y,
state.frame_time,
),
0.5,
(255, 10, 10),
batch,
);
}
20 if npc.direction == Direction::Right => {
self.draw_light(
interpolate_fix9_scale(
npc.prev_x - self.frame.prev_x,
npc.x - self.frame.x,
state.frame_time,
),
interpolate_fix9_scale(
npc.prev_y - self.frame.prev_y,
npc.y - self.frame.y,
state.frame_time,
),
1.5,
(30, 30, 130),
batch,
);
if npc.anim_num < 2 {
self.draw_light(
interpolate_fix9_scale(
npc.prev_x - self.frame.prev_x,
npc.x - self.frame.x,
state.frame_time,
),
interpolate_fix9_scale(
npc.prev_y - self.frame.prev_y,
npc.y - self.frame.y,
state.frame_time,
),
1.0,
(0, 0, 20),
batch,
);
}
}
22 if npc.action_num == 1 && npc.anim_num == 1 => self.draw_light(
interpolate_fix9_scale(npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time),
interpolate_fix9_scale(npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time),
3.0,
(0, 0, 255),
batch,
),
32 | 87 => {
self.draw_light(
interpolate_fix9_scale(
npc.prev_x - self.frame.prev_x,
npc.x - self.frame.x,
state.frame_time,
),
interpolate_fix9_scale(
npc.prev_y - self.frame.prev_y,
npc.y - self.frame.y,
state.frame_time,
),
0.75,
(255, 30, 30),
batch,
);
}
211 => {
self.draw_light(
interpolate_fix9_scale(
npc.prev_x - self.frame.prev_x,
npc.x - self.frame.x,
state.frame_time,
),
interpolate_fix9_scale(
npc.prev_y - self.frame.prev_y,
npc.y - self.frame.y,
state.frame_time,
),
1.0,
(90, 0, 0),
batch,
);
}
27 => {
self.draw_light(
interpolate_fix9_scale(
npc.prev_x - self.frame.prev_x,
npc.x - self.frame.x,
state.frame_time,
) + 0.5,
interpolate_fix9_scale(
npc.prev_y - self.frame.prev_y,
npc.y - self.frame.y,
state.frame_time,
),
3.0,
(96, 0, 0),
batch,
);
}
38 => {
let flicker = ((npc.anim_num.wrapping_add(npc.id) ^ 5) & 3) as u8 * 24;
self.draw_light(
interpolate_fix9_scale(
npc.prev_x - self.frame.prev_x,
npc.x - self.frame.x,
state.frame_time,
),
interpolate_fix9_scale(
npc.prev_y - self.frame.prev_y,
npc.y - self.frame.y,
state.frame_time,
),
3.5,
(150 + flicker, 60 + flicker, 0),
batch,
);
}
69 | 81 => {
self.draw_light(
interpolate_fix9_scale(
npc.prev_x - self.frame.prev_x,
npc.x - self.frame.x,
state.frame_time,
),
interpolate_fix9_scale(
npc.prev_y - self.frame.prev_y,
npc.y - self.frame.y,
state.frame_time,
),
if npc.npc_type == 69 { 0.5 } else { 1.0 },
(200, 200, 200),
batch,
);
}
70 => {
let flicker = 50 + npc.anim_num as u8 * 15;
self.draw_light(
interpolate_fix9_scale(
npc.prev_x - self.frame.prev_x,
npc.x - self.frame.x,
state.frame_time,
),
interpolate_fix9_scale(
npc.prev_y - self.frame.prev_y,
npc.y - self.frame.y,
state.frame_time,
),
2.0,
(flicker, flicker, flicker),
batch,
);
}
85 if npc.action_num == 1 => {
let (color, color2) = if npc.direction == Direction::Left {
if state.constants.is_cs_plus {
((20, 100, 20), (20, 50, 20))
} else {
((20, 20, 100), (20, 20, 50))
}
} else {
((150, 0, 0), (50, 0, 0))
};
self.draw_light(
interpolate_fix9_scale(
npc.prev_x - self.frame.prev_x,
npc.x - self.frame.x,
state.frame_time,
),
interpolate_fix9_scale(
npc.prev_y - self.frame.prev_y,
npc.y - self.frame.y,
state.frame_time,
),
0.75,
color,
batch,
);
if npc.anim_num < 2 && npc.direction == Direction::Right {
self.draw_light(
interpolate_fix9_scale(
npc.prev_x - self.frame.prev_x,
npc.x - self.frame.x,
state.frame_time,
),
interpolate_fix9_scale(
npc.prev_y - self.frame.prev_y,
npc.y - self.frame.y,
state.frame_time,
) - 8.0,
2.1,
color2,
batch,
);
}
}
101 | 102 => self.draw_light(
interpolate_fix9_scale(npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time),
interpolate_fix9_scale(npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time),
1.0,
(100, 100, 200),
batch,
),
175 if npc.action_num < 10 => {
self.draw_light(
interpolate_fix9_scale(
npc.prev_x - self.frame.prev_x,
npc.x - self.frame.x,
state.frame_time,
),
interpolate_fix9_scale(
npc.prev_y - self.frame.prev_y,
npc.y - self.frame.y,
state.frame_time,
),
1.0,
(128, 175, 200),
batch,
);
}
189 => self.draw_light(
interpolate_fix9_scale(npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time),
interpolate_fix9_scale(npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time),
1.0,
(10, 50, 255),
batch,
),
270 => self.draw_light(
interpolate_fix9_scale(npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time),
interpolate_fix9_scale(npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time),
0.4,
(192, 0, 0),
batch,
),
285 | 287 => self.draw_light(
interpolate_fix9_scale(npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time),
interpolate_fix9_scale(npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time),
1.0,
(150, 90, 0),
batch,
),
293 => self.draw_light(
interpolate_fix9_scale(npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time),
interpolate_fix9_scale(npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time),
4.0,
(255, 255, 255),
batch,
),
311 => {
let size = if npc.anim_num % 7 == 2 || npc.anim_num % 7 == 5 { 1.0 } else { 0.0 };
self.draw_light(
interpolate_fix9_scale(
npc.prev_x - self.frame.prev_x,
npc.x - self.frame.x,
state.frame_time,
),
interpolate_fix9_scale(
npc.prev_y - self.frame.prev_y,
npc.y - self.frame.y,
state.frame_time,
),
size,
(255, 255, 255),
batch,
)
}
312 => self.draw_light(
interpolate_fix9_scale(npc.prev_x - self.frame.prev_x, npc.x - self.frame.x, state.frame_time),
interpolate_fix9_scale(npc.prev_y - self.frame.prev_y, npc.y - self.frame.y, state.frame_time),
0.5,
(255, 255, 255),
batch,
),
319 => {
let color = if npc.anim_num == 2 { (255, 29, 0) } else { (234, 157, 68) };
self.draw_light(
interpolate_fix9_scale(
npc.prev_x - self.frame.prev_x,
npc.x - self.frame.x,
state.frame_time,
),
interpolate_fix9_scale(
npc.prev_y - self.frame.prev_y,
npc.y - self.frame.y,
state.frame_time,
),
1.0,
color,
batch,
)
}
180 => {
// Curly's looking upward frames
let range = if [5, 6, 7, 8, 9].contains(&(npc.anim_num % 11)) {
60..120
} else if npc.action_num == 40 || npc.action_num == 41 {
0..0
} else if npc.direction() == Direction::Left {
-30..30
} else if npc.direction() == Direction::Right {
150..210
} else {
0..0
};
self.draw_light_raycast(
state.tile_size,
npc.x + npc.direction.opposite().vector_x() * 0x800,
npc.y + 2 * 0x200,
(19u8, 34u8, 117u8),
0.95,
range,
batch,
);
}
320 => {
let range = match npc.direction() {
Direction::Up => 60..120,
Direction::Bottom => 240..300,
Direction::Left => -30..30,
Direction::Right => 150..210,
_ => 0..0,
};
self.draw_light_raycast(
state.tile_size,
npc.x + npc.direction.opposite().vector_x() * 0x800,
npc.y + 2 * 0x200,
(19u8, 34u8, 117u8),
0.95,
range,
batch,
);
}
322 => {
let scale = 0.004 * (npc.action_counter as f32);
self.draw_light_raycast(state.tile_size, npc.x, npc.y, (255, 0, 0), scale, 0..360, batch)
}
325 => {
let size = 0.5 * (npc.anim_num as f32 + 1.0);
self.draw_light(
interpolate_fix9_scale(
npc.prev_x - self.frame.prev_x,
npc.x - self.frame.x,
state.frame_time,
),
interpolate_fix9_scale(
npc.prev_y - self.frame.prev_y,
npc.y - self.frame.y,
state.frame_time,
),
size,
(255, 255, 255),
batch,
)
}
_ => {}
}
}
batch.draw_filtered(FilterMode::Linear, ctx)?;
}
graphics::set_blend_mode(ctx, BlendMode::Multiply)?;
graphics::set_render_target(ctx, None)?;
{
let canvas = state.lightmap_canvas.as_mut().unwrap();
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_render_target(ctx, Some(canvas))?;
graphics::draw_rect(
ctx,
Rect {
left: 0,
top: 0,
right: (state.screen_size.0 + 1.0) as isize,
bottom: (state.screen_size.1 + 1.0) as isize,
},
Color { r: 0.15, g: 0.12, b: 0.12, a: 1.0 },
)?;
graphics::set_render_target(ctx, None)?;
graphics::set_blend_mode(ctx, BlendMode::Add)?;
canvas.draw()?;
graphics::set_blend_mode(ctx, BlendMode::Alpha)?;
}
Ok(())
}
fn tick_npc_splash(&mut self, state: &mut SharedGameState) {
for npc in self.npc_list.iter_alive() {
// Water Droplet
if npc.npc_type == 73 {
continue;
}
if !npc.splash && npc.flags.in_water() {
let vertical_splash = !npc.flags.hit_bottom_wall() && npc.vel_y > 0x100;
let horizontal_splash = npc.vel_x > 0x200 || npc.vel_x < -0x200;
if vertical_splash || horizontal_splash {
let mut droplet = NPC::create(73, &state.npc_table);
droplet.cond.set_alive(true);
droplet.y = npc.y;
droplet.direction =
if npc.flags.water_splash_facing_right() { Direction::Right } else { Direction::Left };
for _ in 0..7 {
droplet.x = npc.x + (npc.rng.range(-8..8) * 0x200) as i32;
droplet.vel_x = npc.vel_x + npc.rng.range(-0x200..0x200);
droplet.vel_y = match () {
_ if vertical_splash => npc.rng.range(-0x200..0x80) - (npc.vel_y / 2),
_ if horizontal_splash => npc.rng.range(-0x200..0x80),
_ => 0,
};
let _ = self.npc_list.spawn(0x100, droplet.clone());
}
state.sound_manager.play_sfx(56);
}
npc.splash = true;
}
if !npc.flags.in_water() {
npc.splash = false;
}
}
}
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() {
npc.popup.add_value(-bullet.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() {
npc.popup.add_value(-bullet.damage);
}
}
} else if !bullet.weapon_flags.no_proj_dissipation()
&& 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, !npc.cond.drs_novanish(), 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.npc_flags.show_damage() {
npc.popup.add_value(-bullet.damage);
}
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(i) };
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.no_proj_dissipation() {
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.nikumaru.tick(state, &self.player1)?;
self.background.tick()?;
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)?;
state.textscript_vm.reset_invicibility = false;
self.whimsical_star.tick(state, (&self.player1, &mut self.bullet_manager))?;
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,
&mut self.bullet_manager,
&mut self.flash,
&mut self.boss,
),
)?;
}
self.boss.tick(
state,
(
[&mut self.player1, &mut self.player2],
&self.npc_list,
&mut self.stage,
&self.bullet_manager,
&mut self.flash,
),
)?;
//decides if the player is tangible or not
if !state.settings.noclip {
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);
}
}
if !self.water_params.entries.is_empty() {
self.tick_npc_splash(state);
}
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.player1.control_mode != ControlMode::IronHead
{
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;
}
if self.player2.cond.alive() && !self.player2.cond.hidden() {
if self.player2.x + 0x1000 < self.frame.x
|| self.player2.x - 0x1000 > self.frame.x + state.canvas_size.0 as i32 * 0x200
|| self.player2.y + 0x1000 < self.frame.y
|| self.player2.y - 0x1000 > self.frame.y + state.canvas_size.1 as i32 * 0x200
{
self.player2.update_teleport_counter(state);
if self.player2.teleport_counter == 0 {
self.player2.x = self.player1.x;
self.player2.y = self.player1.y;
let mut npc = NPC::create(4, &state.npc_table);
npc.x = self.player2.x;
npc.y = self.player2.y;
npc.cond.set_alive(true);
let _ = self.npc_list.spawn(0x100, npc);
}
} else {
self.player2.teleport_counter = 0;
}
}
}
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.tilemap.tick()?;
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 state.textscript_vm.state == TextScriptExecutionState::Ended {
if self.player1.controller.trigger_inventory() {
self.inventory_player1.current_item = 0;
state.textscript_vm.set_mode(ScriptMode::Inventory);
self.player1.cond.set_interacted(false);
} else if self.player1.controller.trigger_map() && self.inventory_player1.has_item(2) {
state.textscript_vm.state = TextScriptExecutionState::MapSystem;
}
}
}
if state.constants.is_switch {
self.player1.has_dog = self.inventory_player1.has_item(14);
self.player2.has_dog = self.inventory_player2.has_item(14);
}
self.water_renderer.tick(state, (&[&self.player1, &self.player2], &self.npc_list))?;
if self.map_name_counter > 0 {
self.map_name_counter -= 1;
}
Ok(())
}
fn draw_debug_object(
&self,
entity: &dyn PhysicalEntity,
state: &mut SharedGameState,
ctx: &mut Context,
) -> GameResult {
if entity.x() < (self.frame.x - 128 - entity.display_bounds().width() as i32 * 0x200)
|| entity.x()
> (self.frame.x + 128 + (state.canvas_size.0 as i32 + entity.display_bounds().width() as i32) * 0x200)
&& entity.y() < (self.frame.y - 128 - entity.display_bounds().height() as i32 * 0x200)
|| entity.y()
> (self.frame.y + 128 + (state.canvas_size.1 as i32 + entity.display_bounds().height() as i32) * 0x200)
{
return Ok(());
}
{
let hit_rect_size = entity.hit_rect_size().clamp(1, 4);
let hit_rect_size = if state.tile_size == TileSize::Tile8x8 {
4 * hit_rect_size * hit_rect_size
} else {
hit_rect_size * hit_rect_size
};
let tile_size = state.tile_size.as_int() * 0x200;
let x = (entity.x() + entity.offset_x()) / tile_size;
let y = (entity.y() + entity.offset_y()) / tile_size;
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "Caret")?;
const CARET_RECT: Rect<u16> = Rect { left: 2, top: 74, right: 6, bottom: 78 };
const CARET2_RECT: Rect<u16> = Rect { left: 65, top: 9, right: 71, bottom: 15 };
for (idx, &(ox, oy)) in OFFSETS.iter().enumerate() {
if idx == hit_rect_size {
break;
}
batch.add_rect(
((x + ox) * tile_size - self.frame.x) as f32 / 512.0 - 2.0,
((y + oy) * tile_size - self.frame.y) as f32 / 512.0 - 2.0,
&CARET_RECT,
);
}
batch.add_rect(
(entity.x() - self.frame.x) as f32 / 512.0 - 3.0,
(entity.y() - self.frame.y) as f32 / 512.0 - 3.0,
&CARET2_RECT,
);
batch.draw(ctx)?;
}
Ok(())
}
fn draw_debug_npc(&self, npc: &NPC, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
self.draw_debug_object(npc, state, ctx)?;
let text = format!("{}:{}:{}", npc.id, npc.npc_type, npc.action_num);
state.font.draw_colored_text_with_shadow_scaled(
text.chars(),
((npc.x - self.frame.x) / 0x200) as f32,
((npc.y - self.frame.y) / 0x200) as f32,
0.5,
(255, 255, 0, 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)?;
}
self.draw_debug_object(&self.player1, state, ctx)?;
Ok(())
}
}
impl Scene for GameScene {
fn init(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
if state.mod_path.is_some() && state.replay_state == ReplayState::Recording {
self.replay.initialize_recording(state);
}
if state.player_count == PlayerCount::Two {
self.add_player2(state);
} else {
self.drop_player2();
}
if state.mod_path.is_some() && state.replay_state == ReplayState::Playback {
self.replay.initialize_playback(state, ctx)?;
}
self.npc_list.set_rng_seed(state.game_rng.next());
self.boss.init_rng(state.game_rng.next());
state.textscript_vm.set_scene_script(self.stage.load_text_script(
&state.constants.base_paths,
&state.constants,
ctx,
)?);
state.textscript_vm.suspend = false;
state.tile_size = self.stage.map.tile_size;
#[cfg(feature = "scripting-lua")]
state.lua.set_game_scene(self as *mut _);
self.player1.controller = state.settings.create_player1_controller();
self.player2.controller = state.settings.create_player2_controller();
let npcs = self.stage.load_npcs(&state.constants.base_paths, 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, state.tile_size);
if npc.npc_flags.appear_when_flag_set() {
if state.get_flag(npc_data.flag_num as _) {
npc.cond.set_alive(true);
}
} else if npc.npc_flags.hide_unless_flag_set() {
if !state.get_flag(npc_data.flag_num as _) {
npc.cond.set_alive(true);
}
} else {
npc.cond.set_alive(true);
}
self.npc_list.spawn_at_slot(npc_data.id, npc)?;
}
state.npc_table.stage_textures = self.stage_textures.clone();
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.player1.camera_target_x = 0;
self.player1.camera_target_y = 0;
self.player2.target_x = self.player2.x;
self.player2.target_y = self.player2.y;
self.player2.camera_target_x = 0;
self.player2.camera_target_y = 0;
self.frame.target_x = self.player1.x;
self.frame.target_y = self.player1.y;
self.frame.immediate_update(state, &self.stage);
// I'd personally set it to something higher but left it as is for accuracy.
state.water_level = 0x1e0000;
state.carets.clear();
self.lighting_mode = match () {
_ if self.intro_mode => LightingMode::None,
_ if !state.constants.is_switch
&& (self.stage.data.background_type == BackgroundType::Black
|| self.stage.data.background.name() == "bkBlack") =>
{
LightingMode::Ambient
}
_ if state.constants.is_switch
&& (self.stage.data.background_type == BackgroundType::Black
|| self.stage.data.background.name() == "bkBlack") =>
{
LightingMode::None
}
_ if self.stage.data.background.name() == "bkFall" => LightingMode::None,
_ if 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" =>
{
LightingMode::BackgroundOnly
}
_ => LightingMode::None,
};
self.pause_menu.init(state, ctx)?;
self.whimsical_star.init(&self.player1);
Ok(())
}
fn tick(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
if !self.pause_menu.is_paused() && state.replay_state == ReplayState::Playback {
self.replay.tick(state, (ctx, &mut self.player1))?;
}
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() && !self.pause_menu.is_paused() {
TouchControlType::Controls
} else {
TouchControlType::None
};
if state.settings.touch_controls {
state.touch_controls.interact_icon = false;
}
if self.intro_mode {
state.touch_controls.control_type = TouchControlType::Dialog;
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()));
}
}
if self.player1.controller.trigger_menu_pause() {
self.pause_menu.pause(state);
}
if self.pause_menu.is_paused() {
self.pause_menu.tick(state, ctx)?;
return Ok(());
}
if state.replay_state == ReplayState::Recording {
self.replay.tick(state, (ctx, &mut self.player1))?;
}
match state.textscript_vm.state {
TextScriptExecutionState::Running(_, _)
| TextScriptExecutionState::WaitTicks(_, _, _)
| TextScriptExecutionState::WaitInput(_, _, _)
| TextScriptExecutionState::Msg(_, _, _, _)
| TextScriptExecutionState::MsgNewLine(_, _, _, _, _)
| TextScriptExecutionState::FallingIsland(_, _, _, _, _, _)
if !state.control_flags.control_enabled() && !state.textscript_vm.flags.cutscene_skip() =>
{
state.touch_controls.control_type = TouchControlType::Dialog;
if self.player1.controller.skip() {
self.skip_counter += 1;
if self.skip_counter >= CUTSCENE_SKIP_WAIT {
state.textscript_vm.flags.set_cutscene_skip(true);
state.tutorial_counter = 0;
}
} else if self.skip_counter > 0 {
self.skip_counter -= 1;
}
}
_ => {
self.skip_counter = 0;
}
}
self.map_system.tick(state, ctx, &self.stage, [&self.player1, &self.player2])?;
match state.textscript_vm.mode {
ScriptMode::Map => {
TextScriptVM::run(state, self, ctx)?;
match state.textscript_vm.state {
TextScriptExecutionState::FallingIsland(_, _, _, _, _, _) => (),
TextScriptExecutionState::MapSystem => (),
_ => {
if state.control_flags.tick_world() {
self.tick_world(state)?;
}
}
}
}
ScriptMode::StageSelect => {
self.stage_select.tick(state, (ctx, &self.player1, &self.player2))?;
TextScriptVM::run(state, self, ctx)?;
}
ScriptMode::Inventory => {
self.inventory_ui
.tick(state, (ctx, &mut self.player1, &mut self.inventory_player1, &mut self.hud_player1))?;
TextScriptVM::run(state, self, ctx)?;
}
}
if state.control_flags.credits_running() {
self.skip_counter = 0;
CreditScriptVM::run(state, ctx)?;
}
self.fade.tick(state, ())?;
self.flash.tick(state, ())?;
self.text_boxes.tick(state, ())?;
#[cfg(feature = "scripting-lua")]
state.lua.scene_tick();
if state.control_flags.tick_world() {
self.tick = self.tick.wrapping_add(1);
}
if state.tutorial_counter > 0 {
state.tutorial_counter = state.tutorial_counter.saturating_sub(1);
if state.control_flags.control_enabled() {
state.tutorial_counter = 0;
}
}
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.player1.popup.prev_x = self.player1.popup.x;
self.player1.popup.prev_y = self.player1.popup.y;
self.player2.prev_x = self.player2.x;
self.player2.prev_y = self.player2.y;
self.player2.popup.prev_x = self.player2.popup.x;
self.player2.popup.prev_y = self.player2.popup.y;
for npc in self.npc_list.iter_alive() {
npc.prev_x = npc.x;
npc.prev_y = npc.y;
npc.popup.prev_x = npc.prev_x;
npc.popup.prev_y = npc.prev_y;
}
for npc in self.boss.parts.iter_mut() {
if npc.cond.alive() {
npc.prev_x = npc.x;
npc.prev_y = npc.y;
npc.popup.prev_x = npc.prev_x;
npc.popup.prev_y = npc.prev_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;
}
}
self.whimsical_star.set_prev();
self.tilemap.set_prev()?;
self.inventory_dim += 0.1
* if state.textscript_vm.mode == ScriptMode::Inventory
|| state.textscript_vm.state == TextScriptExecutionState::MapSystem
|| self.pause_menu.is_paused()
{
state.frame_time as f32
} else {
-(state.frame_time as f32)
};
self.inventory_dim = self.inventory_dim.clamp(0.0, 1.0);
self.background.draw_tick()?;
self.credits.draw_tick(state);
Ok(())
}
fn draw(&self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
//graphics::set_canvas(ctx, Some(&state.game_canvas));
if self.player1.control_mode == ControlMode::IronHead {
self.set_ironhead_clip(state, ctx)?;
}
let stage_textures_ref = &*self.stage_textures.deref().borrow();
self.background.draw(state, ctx, &self.frame, stage_textures_ref, &self.stage)?;
self.tilemap.draw(state, ctx, &self.frame, TileLayer::Background, stage_textures_ref, &self.stage)?;
self.draw_npc_layer(state, ctx, NPCLayer::Background)?;
self.tilemap.draw(state, ctx, &self.frame, TileLayer::Middleground, stage_textures_ref, &self.stage)?;
if state.settings.shader_effects && self.lighting_mode == LightingMode::BackgroundOnly {
self.draw_light_map(state, ctx)?;
}
self.boss.draw(state, ctx, &self.frame)?;
self.draw_npc_layer(state, ctx, NPCLayer::Middleground)?;
self.draw_bullets(state, ctx)?;
self.player2.draw(state, ctx, &self.frame)?;
self.player1.draw(state, ctx, &self.frame)?;
if !self.player1.cond.hidden() {
self.whimsical_star.draw(state, ctx, &self.frame)?;
}
self.water_renderer.draw(state, ctx, &self.frame, WaterLayer::Back)?;
self.tilemap.draw(state, ctx, &self.frame, TileLayer::Foreground, stage_textures_ref, &self.stage)?;
self.tilemap.draw(state, ctx, &self.frame, TileLayer::Snack, stage_textures_ref, &self.stage)?;
self.water_renderer.draw(state, ctx, &self.frame, WaterLayer::Front)?;
self.draw_carets(state, ctx)?;
self.player1.popup.draw(state, ctx, &self.frame)?;
self.player2.popup.draw(state, ctx, &self.frame)?;
self.draw_npc_popup(state, ctx)?;
self.draw_boss_popup(state, ctx)?;
if !state.control_flags.credits_running()
&& state.settings.shader_effects
&& self.lighting_mode == LightingMode::Ambient
{
self.draw_light_map(state, ctx)?;
}
self.flash.draw(state, ctx, &self.frame)?;
self.draw_black_bars(state, ctx)?;
if self.player1.control_mode == ControlMode::IronHead {
graphics::set_clip_rect(ctx, None)?;
}
if self.inventory_dim > 0.0 {
let rect = Rect::new(0, 0, state.screen_size.0 as isize + 1, state.screen_size.1 as isize + 1);
let mut dim_color = state.constants.inventory_dim_color;
dim_color.a *= self.inventory_dim;
graphics::draw_rect(ctx, rect, dim_color)?;
}
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() {
if self.player2.teleport_counter < state.settings.timing_mode.get_tps() as u16 * 3
|| self.player2.teleport_counter % 5 != 0
{
if self.player2.y + 0x1000 < self.frame.y {
let scale = 1.0 + (self.frame.y as f32 / self.player2.y as f32 / 2.0 - 0.5).clamp(0.0, 2.0);
let x = interpolate_fix9_scale(
self.player2.prev_x - self.frame.prev_x,
self.player2.x - self.frame.x,
state.frame_time,
);
let x = x.clamp(
8.0,
state.canvas_size.0 - 8.0 * scale - state.font.line_height(&state.constants),
);
state.font.draw_colored_text_scaled(
P2_OFFSCREEN_TEXT.chars(),
x + 1.0,
9.0,
scale,
(0, 0, 130, 255),
&state.constants,
&mut state.texture_set,
ctx,
)?;
state.font.draw_colored_text_scaled(
P2_OFFSCREEN_TEXT.chars(),
x,
8.0,
scale,
(96, 96, 255, 255),
&state.constants,
&mut state.texture_set,
ctx,
)?;
} else if self.player2.y - 0x1000 > self.frame.y + state.canvas_size.1 as i32 * 0x200 {
let scale = 1.0
+ (self.player2.y as f32 / (self.frame.y as f32 + state.canvas_size.1 * 0x200 as f32)
- 0.5)
.clamp(0.0, 2.0);
let x = interpolate_fix9_scale(
self.player2.prev_x - self.frame.prev_x,
self.player2.x - self.frame.x,
state.frame_time,
);
let x = x.clamp(
8.0,
state.canvas_size.0 - 8.0 * scale - state.font.line_height(&state.constants),
);
state.font.draw_colored_text_scaled(
P2_OFFSCREEN_TEXT.chars(),
x + 1.0,
state.canvas_size.1 - 8.0 * scale - state.font.line_height(&state.constants),
scale,
(0, 0, 130, 255),
&state.constants,
&mut state.texture_set,
ctx,
)?;
state.font.draw_colored_text_scaled(
P2_OFFSCREEN_TEXT.chars(),
x,
state.canvas_size.1 - 8.0 * scale - state.font.line_height(&state.constants) - 1.0,
scale,
(96, 96, 255, 255),
&state.constants,
&mut state.texture_set,
ctx,
)?;
} else if self.player2.x + 0x1000 < self.frame.x {
let scale = 1.0 + (self.frame.x as f32 / self.player2.x as f32 / 2.0 - 0.5).clamp(0.0, 2.0);
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 * scale - state.font.line_height(&state.constants),
);
state.font.draw_colored_text_scaled(
P2_OFFSCREEN_TEXT.chars(),
9.0,
y + 1.0,
scale,
(0, 0, 130, 255),
&state.constants,
&mut state.texture_set,
ctx,
)?;
state.font.draw_colored_text_scaled(
P2_OFFSCREEN_TEXT.chars(),
8.0,
y,
scale,
(96, 96, 255, 255),
&state.constants,
&mut state.texture_set,
ctx,
)?;
} else if self.player2.x - 0x1000 > self.frame.x + state.canvas_size.0 as i32 * 0x200 {
let scale = 1.0
+ (self.player2.x as f32 / (self.frame.x as f32 + state.canvas_size.0 * 0x200 as f32)
- 0.5)
.clamp(0.0, 2.0);
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 * scale - state.font.line_height(&state.constants),
);
let width = state.font.text_width(P2_OFFSCREEN_TEXT.chars(), &state.constants);
state.font.draw_colored_text_scaled(
P2_OFFSCREEN_TEXT.chars(),
state.canvas_size.0 - width - 8.0 * scale + 1.0,
y + 1.0,
scale,
(0, 0, 130, 255),
&state.constants,
&mut state.texture_set,
ctx,
)?;
state.font.draw_colored_text_scaled(
P2_OFFSCREEN_TEXT.chars(),
state.canvas_size.0 - width - 8.0 * scale,
y,
scale,
(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.map_system.draw(state, ctx, &self.stage, [&self.player1, &self.player2])?;
self.fade.draw(state, ctx, &self.frame)?;
if state.textscript_vm.mode == ScriptMode::Map {
self.nikumaru.draw(state, ctx, &self.frame)?;
}
if state.textscript_vm.mode == ScriptMode::Map
&& state.textscript_vm.state != TextScriptExecutionState::MapSystem
&& self.map_name_counter > 0
{
let map_name = if self.stage.data.name == "u" {
state.constants.title.intro_text.chars()
} else {
if state.settings.locale == Language::Japanese {
self.stage.data.name_jp.chars()
} else {
self.stage.data.name.chars()
}
};
let width = state.font.text_width(map_name.clone(), &state.constants);
state.font.draw_text_with_shadow(
map_name,
((state.canvas_size.0 - width) / 2.0).floor(),
80.0,
&state.constants,
&mut state.texture_set,
ctx,
)?;
}
if state.control_flags.credits_running() {
self.credits.draw(state, ctx, &self.frame)?;
}
self.falling_island.draw(state, ctx, &self.frame)?;
self.text_boxes.draw(state, ctx, &self.frame)?;
if self.skip_counter > 1 || state.tutorial_counter > 0 {
let text = state.tt(
"game.cutscene_skip",
HashMap::from(if !state.settings.touch_controls {
[("key".to_owned(), format!("{:?}", state.settings.player1_key_map.inventory))]
} else {
[("key".to_owned(), ">>".to_owned())]
}),
);
let width = state.font.text_width(text.chars(), &state.constants);
let pos_x = state.canvas_size.0 - width - 20.0;
let pos_y = 0.0;
let line_height = state.font.line_height(&state.constants);
let w = (self.skip_counter as f32 / CUTSCENE_SKIP_WAIT as f32) * (width + 20.0) / 2.0;
let mut rect = Rect::new_size(
(pos_x * state.scale) as isize,
(pos_y * state.scale) as isize,
((20.0 + width) * state.scale) as isize,
((10.0 + line_height) * state.scale) as isize,
);
draw_rect(ctx, rect, Color::from_rgb(0, 0, 32))?;
rect.right = rect.left + (w * state.scale) as isize;
draw_rect(ctx, rect, Color::from_rgb(128, 128, 160))?;
rect.left = ((state.canvas_size.0 - w) * state.scale) as isize;
rect.right = rect.left + (w * state.scale).ceil() as isize;
draw_rect(ctx, rect, Color::from_rgb(128, 128, 160))?;
state.font.draw_text_with_shadow(
text.chars(),
pos_x + 10.0,
pos_y + 5.0,
&state.constants,
&mut state.texture_set,
ctx,
)?;
}
if state.settings.debug_outlines {
self.draw_debug_outlines(state, ctx)?;
}
if state.settings.god_mode {
let debug_name = "GOD";
state.font.draw_text_with_shadow(
debug_name.chars(),
state.canvas_size.0 - state.font.text_width(debug_name.chars(), &state.constants) - 10.0,
20.0,
&state.constants,
&mut state.texture_set,
ctx,
)?;
}
if state.settings.infinite_booster {
let debug_name = "INF.B";
state.font.draw_text_with_shadow(
debug_name.chars(),
state.canvas_size.0 - state.font.text_width(debug_name.chars(), &state.constants) - 10.0,
32.0,
&state.constants,
&mut state.texture_set,
ctx,
)?;
}
if state.settings.speed != 1.0 {
let tick_spd_mod = format!("{:.1}x SPD", state.settings.speed);
state.font.draw_text_with_shadow(
tick_spd_mod.chars(),
state.canvas_size.0 - state.font.text_width(tick_spd_mod.chars(), &state.constants) - 10.0,
44.0,
&state.constants,
&mut state.texture_set,
ctx,
)?;
}
if state.settings.noclip {
let debug_name = "NOCLIP";
state.font.draw_text_with_shadow(
debug_name.chars(),
state.canvas_size.0 - state.font.text_width(debug_name.chars(), &state.constants) - 10.0,
56.0,
&state.constants,
&mut state.texture_set,
ctx,
)?;
}
self.replay.draw(state, ctx, &self.frame)?;
self.pause_menu.draw(state, ctx)?;
//draw_number(state.canvas_size.0 - 8.0, 8.0, timer::fps(ctx) as usize, Alignment::Right, state, ctx)?;
Ok(())
}
fn imgui_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(())
}
}