use crate::{
actor::{
ActParameters, ActorCreateInterface, ActorData, ActorInterface,
ActorType, HeroTouchEndParameters, HeroTouchStartParameters,
RenderParameters, ShotParameters, ShotProcessing,
},
level::{solids::LevelSolids, tiles::LevelTiles},
HorizontalDirection, Result, ANIMATION_CARBOT, HALFTILE_HEIGHT,
HALFTILE_WIDTH, TILE_HEIGHT, TILE_WIDTH,
};
#[derive(Debug)]
pub(crate) struct Specific {
orientation: HorizontalDirection,
tile: usize,
current_frame: usize,
num_frames: usize,
was_shot: 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 * 2, TILE_HEIGHT);
general.is_in_foreground = true;
Specific {
orientation: HorizontalDirection::Left,
tile: ANIMATION_CARBOT,
current_frame: 0,
num_frames: 4,
was_shot: 0,
touching_hero: false,
}
}
}
impl ActorInterface for Specific {
fn hero_touch_start(&mut self, p: HeroTouchStartParameters) {
p.general.hurts_hero = true;
self.touching_hero = true;
}
fn hero_touch_end(&mut self, p: HeroTouchEndParameters) {
p.general.hurts_hero = false;
self.touching_hero = false;
}
fn act(&mut self, p: ActParameters) {
self.current_frame += 1;
self.current_frame %= self.num_frames;
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(), 4);
p.hero_data.score.add(2500);
} else if p.solids.get(
p.general.position.x() as u32 / TILE_WIDTH,
p.general.position.y() as u32 / TILE_HEIGHT + 1,
) && !p.solids.get(
p.general.position.x() as u32 / TILE_WIDTH + 1,
p.general.position.y() as u32 / TILE_HEIGHT + 1,
) {
p.general.position.offset(0, HALFTILE_HEIGHT as i32);
} else {
let mut direction = match self.orientation {
HorizontalDirection::Left => -1,
HorizontalDirection::Right => 4,
};
if !p.solids.get(
(p.general.position.x()
+ direction * HALFTILE_WIDTH as i32)
as u32
/ TILE_WIDTH,
p.general.position.y() as u32 / TILE_HEIGHT,
) && p.solids.get(
(p.general.position.x() as i32
+ direction * HALFTILE_WIDTH as i32)
as u32
/ TILE_WIDTH,
(p.general.position.y() as u32 + TILE_HEIGHT)
/ TILE_HEIGHT,
) {
if direction > 0 {
direction = 1;
}
p.general.position.offset(
(direction as f64 * HALFTILE_WIDTH as f64 * 0.7)
as i32,
0,
);
} else {
self.orientation.reverse();
if direction > 0 {
direction = 1;
}
direction *= -1;
p.general
.position
.offset(direction * HALFTILE_WIDTH as i32, 0);
self.tile = (self.tile as i32 + 4 * direction) as usize;
if direction > 0 {
p.actor_adder.add_actor(
ActorType::HostileShotRight,
p.general.position.top_left().offset(0, -6),
);
} else {
p.actor_adder.add_actor(
ActorType::HostileShotLeft,
p.general.position.top_left().offset(0, -6),
);
}
}
}
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 mut pos = p.general.position.top_left();
let tile = self.tile + (self.current_frame / 2) * 2;
p.renderer.place_tile(tile, pos)?;
let tile = self.tile + (self.current_frame / 2) * 2 + 1;
pos = pos.offset(TILE_WIDTH as i32, 0);
p.renderer.place_tile(tile, pos)?;
Ok(())
}
fn can_get_shot(&self, _gerenal: &ActorData) -> bool {
true
}
fn shot(&mut self, p: ShotParameters) -> ShotProcessing {
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
}
}