mirror of
https://github.com/doukutsu-rs/doukutsu-rs
synced 2024-11-08 07:14:19 +00:00
193 lines
7 KiB
Rust
193 lines
7 KiB
Rust
use crate::caret::CaretType;
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use crate::common::Direction;
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use crate::player::{Player, TargetPlayer};
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use crate::shared_game_state::SharedGameState;
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use crate::weapon::bullet::{Bullet, BulletManager};
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use crate::weapon::{Weapon, WeaponLevel};
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impl Weapon {
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pub(in crate::weapon) fn tick_super_missile_launcher(
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&mut self,
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player: &mut Player,
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player_id: TargetPlayer,
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bullet_manager: &mut BulletManager,
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state: &mut SharedGameState,
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) {
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const BULLETS: [u16; 6] = [28, 29, 30, 31, 32, 33];
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if !player.controller.trigger_shoot() {
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return;
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}
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let btype = match self.level {
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WeaponLevel::Level1 => 28,
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WeaponLevel::Level2 => 29,
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WeaponLevel::Level3 => 30,
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WeaponLevel::None => unreachable!(),
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};
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match self.level {
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WeaponLevel::Level1 if bullet_manager.count_bullets_multi(&BULLETS, player_id) > 0 => {
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return;
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}
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WeaponLevel::Level2 if bullet_manager.count_bullets_multi(&BULLETS, player_id) > 1 => {
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return;
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}
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WeaponLevel::Level3 if bullet_manager.count_bullets_multi(&BULLETS, player_id) > 3 => {
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return;
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}
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_ => {}
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}
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if !self.consume_ammo(1) {
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self.draw_empty(state, player.x, player.y);
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return;
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}
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fn increment(weapon: &mut Weapon, bullet: &mut Bullet) {
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weapon.counter2 = (weapon.counter2 + 1) % 3;
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bullet.counter2 = weapon.counter2;
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}
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match player.direction {
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Direction::Left if player.up => {
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let mut bullet =
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Bullet::new(player.x - 0x200, player.y - 0x1000, btype, player_id, Direction::Up, &state.constants);
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increment(self, &mut bullet);
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bullet_manager.push_bullet(bullet.clone());
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state.create_caret(player.x - 0x200, player.y - 0x1000, CaretType::Shoot, Direction::Left);
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if self.level == WeaponLevel::Level3 {
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bullet.x = player.x - 0x600;
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bullet.y = player.y;
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increment(self, &mut bullet);
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bullet_manager.push_bullet(bullet.clone());
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bullet.x = player.x + 0x600;
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increment(self, &mut bullet);
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bullet_manager.push_bullet(bullet);
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}
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}
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Direction::Right if player.up => {
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let mut bullet =
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Bullet::new(player.x + 0x200, player.y - 0x1000, btype, player_id, Direction::Up, &state.constants);
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increment(self, &mut bullet);
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bullet_manager.push_bullet(bullet.clone());
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state.create_caret(player.x + 0x200, player.y - 0x1000, CaretType::Shoot, Direction::Left);
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if self.level == WeaponLevel::Level3 {
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bullet.x = player.x - 0x600;
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bullet.y = player.y;
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increment(self, &mut bullet);
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bullet_manager.push_bullet(bullet.clone());
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bullet.x = player.x + 0x600;
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increment(self, &mut bullet);
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bullet_manager.push_bullet(bullet);
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}
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}
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Direction::Left if player.down => {
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let mut bullet = Bullet::new(
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player.x - 0x200,
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player.y + 0x1000,
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btype,
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player_id,
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Direction::Bottom,
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&state.constants,
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);
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increment(self, &mut bullet);
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bullet_manager.push_bullet(bullet.clone());
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state.create_caret(player.x - 0x200, player.y + 0x1000, CaretType::Shoot, Direction::Left);
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if self.level == WeaponLevel::Level3 {
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bullet.x = player.x - 0x600;
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bullet.y = player.y;
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increment(self, &mut bullet);
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bullet_manager.push_bullet(bullet.clone());
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bullet.x = player.x + 0x600;
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increment(self, &mut bullet);
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bullet_manager.push_bullet(bullet);
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}
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}
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Direction::Right if player.down => {
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let mut bullet = Bullet::new(
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player.x + 0x200,
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player.y + 0x1000,
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btype,
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player_id,
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Direction::Bottom,
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&state.constants,
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);
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increment(self, &mut bullet);
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bullet_manager.push_bullet(bullet.clone());
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state.create_caret(player.x + 0x200, player.y + 0x1000, CaretType::Shoot, Direction::Left);
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if self.level == WeaponLevel::Level3 {
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bullet.x = player.x - 0x600;
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bullet.y = player.y;
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increment(self, &mut bullet);
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bullet_manager.push_bullet(bullet.clone());
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bullet.x = player.x + 0x600;
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increment(self, &mut bullet);
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bullet_manager.push_bullet(bullet);
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}
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}
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Direction::Left => {
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let mut bullet =
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Bullet::new(player.x - 0xc00, player.y, btype, player_id, Direction::Left, &state.constants);
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increment(self, &mut bullet);
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bullet_manager.push_bullet(bullet.clone());
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state.create_caret(player.x - 0x1800, player.y, CaretType::Shoot, Direction::Left);
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if self.level == WeaponLevel::Level3 {
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bullet.x = player.x;
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bullet.y = player.y - 0x1000;
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increment(self, &mut bullet);
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bullet_manager.push_bullet(bullet.clone());
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bullet.x = player.x - 0x800;
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bullet.y = player.y - 0x200;
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increment(self, &mut bullet);
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bullet_manager.push_bullet(bullet);
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}
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}
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Direction::Right => {
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let mut bullet =
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Bullet::new(player.x + 0xc00, player.y, btype, player_id, Direction::Right, &state.constants);
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increment(self, &mut bullet);
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bullet_manager.push_bullet(bullet.clone());
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state.create_caret(player.x + 0x1800, player.y, CaretType::Shoot, Direction::Left);
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if self.level == WeaponLevel::Level3 {
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bullet.x = player.x;
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bullet.y = player.y - 0x1000;
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increment(self, &mut bullet);
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bullet_manager.push_bullet(bullet.clone());
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bullet.x = player.x + 0x800;
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bullet.y = player.y - 0x200;
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increment(self, &mut bullet);
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bullet_manager.push_bullet(bullet);
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}
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}
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_ => {}
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}
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state.sound_manager.play_sfx(32)
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}
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}
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