use crate::{
actor::{
ActParameters, ActorCreateInterface, ActorData, ActorInterface,
ActorType, HeroTouchStartParameters, RenderParameters,
},
hero::InventoryItem,
level::{solids::LevelSolids, tiles::LevelTiles},
Result, OBJECT_KEY_BLUE, OBJECT_KEY_GREEN, OBJECT_KEY_PINK,
OBJECT_KEY_RED, TILE_HEIGHT, TILE_WIDTH,
};
#[derive(Debug)]
pub struct Specific {}
impl ActorCreateInterface for Specific {
fn create(
general: &mut ActorData,
_solids: &mut LevelSolids,
_tiles: &mut LevelTiles,
) -> Specific {
general.position.resize(TILE_WIDTH, TILE_HEIGHT);
general.is_in_foreground = false;
Specific {}
}
}
impl ActorInterface for Specific {
fn hero_touch_start(&mut self, p: HeroTouchStartParameters) {
let item = match p.general.actor_type {
ActorType::KeyRed => InventoryItem::KeyRed,
ActorType::KeyBlue => InventoryItem::KeyBlue,
ActorType::KeyPink => InventoryItem::KeyPink,
ActorType::KeyGreen => InventoryItem::KeyGreen,
_ => unreachable!(),
};
p.hero_data.inventory.set(item);
p.hero_data.score.add(1000);
p.actor_adder.add_actor(
ActorType::Score1000,
p.general.position.top_left(),
);
p.general.is_alive = false;
}
fn act(&mut self, _p: ActParameters) {}
fn render(&mut self, p: RenderParameters) -> Result<()> {
let tile = match p.general.actor_type {
ActorType::KeyRed => OBJECT_KEY_RED,
ActorType::KeyBlue => OBJECT_KEY_BLUE,
ActorType::KeyPink => OBJECT_KEY_PINK,
ActorType::KeyGreen => OBJECT_KEY_GREEN,
_ => unreachable!(),
};
p.renderer.place_tile(tile, p.general.position.top_left())?;
Ok(())
}
}