use crate::{
actor::{
ActParameters, ActorCreateInterface, ActorData, ActorInterface,
ActorType, HeroTouchEndParameters, HeroTouchStartParameters,
RenderParameters, ShotParameters, ShotProcessing,
},
level::{solids::LevelSolids, tiles::LevelTiles},
HorizontalDirection, Result, ANIMATION_FIREWHEEL_OFF,
ANIMATION_FIREWHEEL_ON, HALFTILE_HEIGHT, HALFTILE_WIDTH, TILE_HEIGHT,
TILE_WIDTH,
};
#[derive(Debug)]
pub(crate) struct Specific {
direction: HorizontalDirection,
tile: usize,
current_frame: usize,
num_frames: usize,
was_shot: usize,
fire_is_on: bool,
counter: usize,
touching_hero: bool,
}
impl ActorCreateInterface for Specific {
fn create(
general: &mut ActorData,
_solids: &mut LevelSolids,
_tiles: &mut LevelTiles,
) -> Specific {
general.position.resize(TILE_WIDTH, TILE_HEIGHT);
Specific {
direction: HorizontalDirection::Left,
tile: ANIMATION_FIREWHEEL_OFF,
counter: 0,
touching_hero: false,
current_frame: 0,
num_frames: 4,
was_shot: 0,
fire_is_on: false,
}
}
}
impl ActorInterface for Specific {
fn hero_touch_start(&mut self, p: HeroTouchStartParameters) {
if self.was_shot < 2 {
self.touching_hero = true;
p.general.hurts_hero = true;
}
}
fn hero_touch_end(&mut self, p: HeroTouchEndParameters) {
self.touching_hero = false;
p.general.hurts_hero = false;
}
fn act(&mut self, p: ActParameters) {
if self.was_shot == 2 {
p.general.is_alive = false;
p.actor_adder.add_actor(
ActorType::Explosion,
p.general
.position
.top_left()
.offset(HALFTILE_WIDTH as i32, 0),
);
p.actor_adder
.add_particle_firework(p.general.position.top_left(), 8);
p.hero_data.score.add(2500);
} else {
self.counter += 1;
if self.counter % 2 == 1 {
self.current_frame += 1;
self.current_frame %= self.num_frames;
}
if self.counter == 50 {
self.counter = 0;
self.fire_is_on = !self.fire_is_on;
if self.fire_is_on {
self.tile = ANIMATION_FIREWHEEL_ON;
} else {
self.tile = ANIMATION_FIREWHEEL_OFF;
}
}
let direction = self.direction.as_factor_i32();
if !p.solids.push_rect_standing_on_ground(
&mut p.general.position,
direction * HALFTILE_WIDTH as i32 / 2,
HALFTILE_HEIGHT as u8,
) {
self.direction.reverse();
}
if self.was_shot == 1 {
if self.current_frame == 0 {
p.actor_adder.add_actor(
ActorType::Steam,
p.general.position.top_left().offset(
HALFTILE_WIDTH as i32,
-(TILE_HEIGHT as i32),
),
);
}
}
}
}
fn render(&mut self, p: RenderParameters) -> Result<()> {
let r = p.general.position;
let mut pos = r.top_left();
pos.x = pos.x + r.width() as i32 / 2 - TILE_WIDTH as i32;
pos.y -= TILE_HEIGHT as i32;
p.renderer
.place_tile(self.tile + self.current_frame * 4, pos)?;
pos.x += TILE_WIDTH as i32;
p.renderer
.place_tile(self.tile + self.current_frame * 4 + 1, pos)?;
pos.x -= TILE_WIDTH as i32;
pos.y += TILE_HEIGHT as i32;
p.renderer
.place_tile(self.tile + self.current_frame * 4 + 2, pos)?;
pos.x += TILE_WIDTH as i32;
p.renderer
.place_tile(self.tile + self.current_frame * 4 + 3, pos)?;
Ok(())
}
fn can_get_shot(&self, _general: &ActorData) -> bool {
true
}
fn shot(&mut self, p: ShotParameters) -> ShotProcessing {
if !self.fire_is_on {
if self.was_shot == 1 && self.touching_hero {
p.general.hurts_hero = false;
self.touching_hero = false;
}
if self.was_shot != 2 {
self.was_shot += 1;
}
}
ShotProcessing::Absorb
}
}