use crate::{
actor::{
ActParameters, ActorCreateInterface, ActorData, ActorInterface,
HeroInteractEndParameters, HeroInteractStartParameters,
RenderParameters,
},
geometry::RectExt,
level::{solids::LevelSolids, tiles::LevelTiles},
Result, HALFTILE_HEIGHT, OBJECT_ELEVATOR_TOP, SOLID_ELEVATOR,
TILE_HEIGHT, TILE_WIDTH,
};
#[derive(PartialEq, Eq, Debug)]
enum State {
Idle,
Ascending,
Descending,
}
#[derive(Debug)]
pub(crate) struct Specific {
state: State,
}
impl ActorCreateInterface for Specific {
fn create(
general: &mut ActorData,
_solids: &mut LevelSolids,
_tiles: &mut LevelTiles,
) -> Specific {
general.position.resize(TILE_WIDTH * 2, TILE_HEIGHT);
general.is_in_foreground = true;
general.acts_while_invisible = true;
Specific { state: State::Idle }
}
}
impl ActorInterface for Specific {
fn act(&mut self, p: ActParameters) {
let hero_geometry = p.hero_data.position.geometry;
if self.state == State::Ascending
|| self.state == State::Idle
&& p.general.position.height() as u32 > TILE_HEIGHT
{
if !hero_geometry.touches(p.general.position)
|| p.general.position.x != hero_geometry.x
{
self.state = State::Descending;
}
}
match self.state {
State::Ascending => {
if p.solids.get(
p.general.position.x() as u32 / TILE_WIDTH,
p.general.position.y() as u32 / TILE_HEIGHT - 3,
) {
self.state = State::Idle;
} else {
let offset = p
.hero_data
.position
.push_vertically(&p.solids, -(TILE_HEIGHT as i32));
if -offset < TILE_HEIGHT as i32 {
p.hero_data
.position
.push_vertically(&p.solids, -offset);
self.state = State::Idle;
} else {
p.general.position.offset(0, offset);
p.general.position.set_height(
p.general.position.height() + (-offset) as u32,
);
p.solids.set(
p.general.position.x() as u32 / TILE_WIDTH,
p.general.position.y() as u32 / TILE_HEIGHT,
true,
);
}
}
}
State::Descending => {
for _ in 0..2 {
if p.general.position.height() as u32 > TILE_HEIGHT {
p.solids.set(
p.general.position.x() as u32 / TILE_WIDTH,
p.general.position.y() as u32 / TILE_HEIGHT,
false,
);
p.general.position.offset(0, TILE_HEIGHT as i32);
p.general.position.set_height(
p.general.position.height() - TILE_HEIGHT,
);
} else {
self.state = State::Idle;
}
}
}
State::Idle => {}
}
}
fn hero_can_interact(&self) -> bool {
true
}
fn hero_interact_start(&mut self, p: HeroInteractStartParameters) {
if p.hero_data.position.geometry.touches(p.general.position)
&& p.hero_data.position.geometry.bottom()
== p.general.position.top()
{
self.state = State::Ascending;
}
}
fn hero_interact_end(&mut self, p: HeroInteractEndParameters) {
if p.hero_data.position.geometry.touches(p.general.position)
&& p.hero_data.position.geometry.x == p.general.position.x
{
self.state = State::Idle;
} else {
self.state = State::Descending;
}
}
fn render(&mut self, p: RenderParameters) -> Result<()> {
let tile = SOLID_ELEVATOR;
let mut pos = p.general.position.top_left();
for _ in 0..(p.general.position.height() / TILE_HEIGHT - 1) * 2 {
pos.y += HALFTILE_HEIGHT as i32;
p.renderer.place_tile(tile, pos)?;
}
pos = p.general.position.top_left();
let tile = OBJECT_ELEVATOR_TOP;
p.renderer.place_tile(tile, pos)?;
Ok(())
}
}