use crate::{
actor::{
ActParameters, ActorCreateInterface, ActorData, ActorInterface,
ActorType, RenderParameters, ShotParameters, ShotProcessing,
},
level::{solids::LevelSolids, tiles::LevelTiles},
Result, BACKGROUND_LIGHT_GREY, SOLID_SHOOTABLE_WALL_BRICKS,
TILE_HEIGHT, TILE_WIDTH,
};
#[derive(Debug)]
pub(crate) 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 act(&mut self, _p: ActParameters) {}
fn can_get_shot(&self, _general: &ActorData) -> bool {
true
}
fn shot(&mut self, p: ShotParameters) -> ShotProcessing {
p.hero_data.score.add(10);
p.actor_adder.add_actor(
ActorType::Explosion,
p.general.position.top_left(),
);
p.general.is_alive = false;
p.solids.set(
p.general.position.x() as u32 / TILE_WIDTH,
p.general.position.y() as u32 / TILE_HEIGHT,
false,
);
ShotProcessing::Absorb
}
fn render(&mut self, p: RenderParameters) -> Result<()> {
p.renderer.place_tile(
BACKGROUND_LIGHT_GREY,
p.general.position.top_left(),
)?;
p.renderer.place_tile(
SOLID_SHOOTABLE_WALL_BRICKS,
p.general.position.top_left(),
)?;
Ok(())
}
}