mirror of
https://github.com/doukutsu-rs/doukutsu-rs
synced 2024-11-16 19:02:47 +00:00
139 lines
4.2 KiB
Rust
139 lines
4.2 KiB
Rust
use std::mem::MaybeUninit;
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use std::ops::Deref;
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use crate::common::{interpolate_fix9_scale, Direction};
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use crate::components::flash::Flash;
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use crate::entity::GameEntity;
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use crate::frame::Frame;
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use crate::framework::context::Context;
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use crate::framework::error::GameResult;
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use crate::npc::list::NPCList;
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use crate::npc::NPC;
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use crate::player::Player;
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use crate::shared_game_state::SharedGameState;
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use crate::stage::Stage;
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use crate::weapon::bullet::BulletManager;
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pub mod balfrog;
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pub mod ballos;
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pub mod core;
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pub mod heavy_press;
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pub mod ironhead;
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pub mod monster_x;
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pub mod omega;
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pub mod sisters;
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pub mod undead_core;
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pub struct BossNPC {
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pub boss_type: u16,
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pub parts: [NPC; 20],
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pub hurt_sound: [u8; 20],
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pub death_sound: [u8; 20],
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}
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impl BossNPC {
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pub fn new() -> BossNPC {
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let mut parts = unsafe {
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let mut parts_uninit: [NPC; 20] = MaybeUninit::uninit().assume_init();
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for part in &mut parts_uninit {
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*part = NPC::empty();
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part.cond.set_drs_boss(true);
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}
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parts_uninit
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};
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parts[0].cond.set_alive(true);
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for (i, part) in parts.iter_mut().enumerate() {
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part.rng.load_state(
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((i as u32)
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.wrapping_add(3271284409)
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.rotate_left(5)
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.wrapping_mul(3815776271)
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.rotate_right(9)
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.wrapping_sub(2626817629)
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& 0xffffffff) as u32,
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);
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}
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BossNPC { boss_type: 0, parts, hurt_sound: [0; 20], death_sound: [0; 20] }
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}
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}
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impl GameEntity<([&mut Player; 2], &NPCList, &mut Stage, &BulletManager, &mut Flash)> for BossNPC {
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fn tick(
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&mut self,
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state: &mut SharedGameState,
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(players, npc_list, stage, bullet_manager, flash): (
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[&mut Player; 2],
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&NPCList,
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&mut Stage,
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&BulletManager,
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&mut Flash,
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),
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) -> GameResult {
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if !self.parts[0].cond.alive() {
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return Ok(());
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}
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match self.boss_type {
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1 => self.tick_b01_omega(state, players, npc_list, bullet_manager, flash),
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2 => self.tick_b02_balfrog(state, players, npc_list),
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3 => self.tick_b03_monster_x(state, players, npc_list, flash),
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4 => self.tick_b04_core(state, players, npc_list, stage),
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5 => self.tick_b05_ironhead(state, players, npc_list),
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6 => self.tick_b06_sisters(state, players, npc_list, flash),
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7 => self.tick_b07_undead_core(state, npc_list, stage, flash),
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8 => self.tick_b08_heavy_press(state, npc_list, stage),
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9 => self.tick_b09_ballos(state, players, npc_list, flash),
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_ => {}
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}
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for part in &mut self.parts {
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if part.shock > 0 {
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part.shock -= 1;
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}
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part.popup.x = part.x;
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part.popup.y = part.y;
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part.popup.tick(state, ())?;
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}
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Ok(())
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}
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fn draw(&self, state: &mut SharedGameState, ctx: &mut Context, frame: &Frame) -> GameResult {
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let batch = state.texture_set.get_or_load_batch(
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ctx,
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&state.constants,
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&state.npc_table.stage_textures.deref().borrow().npc2,
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)?;
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for npc in self.parts.iter().rev() {
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if !npc.cond.alive() || npc.cond.hidden() {
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continue;
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}
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let off_x =
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if npc.direction == Direction::Left { npc.display_bounds.left } else { npc.display_bounds.right }
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as i32;
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let shock = if npc.shock > 0 { (2 * ((npc.shock as i32 / 2) & 1) - 1) as f32 } else { 0.0 };
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let (frame_x, frame_y) = frame.xy_interpolated(state.frame_time);
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batch.add_rect(
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interpolate_fix9_scale(npc.prev_x - off_x, npc.x - off_x, state.frame_time) + shock - frame_x,
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interpolate_fix9_scale(
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npc.prev_y - npc.display_bounds.top as i32,
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npc.y - npc.display_bounds.top as i32,
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state.frame_time,
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) - frame_y,
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&npc.anim_rect,
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);
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}
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batch.draw(ctx)?;
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Ok(())
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}
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}
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