doukutsu-rs/src/weapon/snake.rs

71 lines
3.5 KiB
Rust

use crate::caret::CaretType;
use crate::common::Direction;
use crate::player::{Player, TargetPlayer};
use crate::shared_game_state::SharedGameState;
use crate::weapon::bullet::{Bullet, BulletManager};
use crate::weapon::{Weapon, WeaponLevel};
impl Weapon {
pub(in crate::weapon) fn tick_snake(&mut self, player: &Player, player_id: TargetPlayer, bullet_manager: &mut BulletManager, state: &mut SharedGameState) {
if !player.controller.trigger_shoot() || bullet_manager.count_bullets_multi(&[1, 2, 3], player_id) > 3 {
return;
}
let btype = match self.level {
WeaponLevel::Level1 => 1,
WeaponLevel::Level2 => 2,
WeaponLevel::Level3 => 3,
WeaponLevel::None => unreachable!(),
};
if !self.consume_ammo(1) {
// todo switch to first weapon
return;
}
self.counter1 = self.counter1.wrapping_add(1);
match player.direction {
Direction::Left if player.up => {
let mut bullet = Bullet::new(player.x - 0x600, player.y - 10 * 0x200, btype, player_id, Direction::Up, &state.constants);
bullet.target_x = self.counter1 as i32;
bullet_manager.push_bullet(bullet);
state.create_caret(player.x - 0x600, player.y - 10 * 0x200, CaretType::Shoot, Direction::Left);
}
Direction::Right if player.up => {
let mut bullet = Bullet::new(player.x + 0x600, player.y - 10 * 0x200, btype, player_id, Direction::Up, &state.constants);
bullet.target_x = self.counter1 as i32;
bullet_manager.push_bullet(bullet);
state.create_caret(player.x + 0x600, player.y - 10 * 0x200, CaretType::Shoot, Direction::Left);
}
Direction::Left if player.down => {
let mut bullet = Bullet::new(player.x - 0x600, player.y + 10 * 0x200, btype, player_id, Direction::Bottom, &state.constants);
bullet.target_x = self.counter1 as i32;
bullet_manager.push_bullet(bullet);
state.create_caret(player.x - 0x600, player.y + 10 * 0x200, CaretType::Shoot, Direction::Left);
}
Direction::Right if player.down => {
let mut bullet = Bullet::new(player.x + 0x600, player.y + 10 * 0x200, btype, player_id, Direction::Bottom, &state.constants);
bullet.target_x = self.counter1 as i32;
bullet_manager.push_bullet(bullet);
state.create_caret(player.x + 0x600, player.y + 10 * 0x200, CaretType::Shoot, Direction::Left);
}
Direction::Left => {
let mut bullet = Bullet::new(player.x - 0xc00, player.y + 0x400, btype, player_id, Direction::Left, &state.constants);
bullet.target_x = self.counter1 as i32;
bullet_manager.push_bullet(bullet);
state.create_caret(player.x - 0x1800, player.y + 0x400, CaretType::Shoot, Direction::Left);
}
Direction::Right => {
let mut bullet = Bullet::new(player.x + 0xc00, player.y + 0x400, btype, player_id, Direction::Right, &state.constants);
bullet.target_x = self.counter1 as i32;
bullet_manager.push_bullet(bullet);
state.create_caret(player.x + 0x1800, player.y + 0x400, CaretType::Shoot, Direction::Right);
}
_ => {}
}
state.sound_manager.play_sfx(33);
}
}