use crate::{
actor::{
ActParameters, ActorCreateInterface, ActorData, ActorInterface,
ActorType, RenderParameters,
},
level::{solids::LevelSolids, tiles::LevelTiles},
Result, SOLID_START, TILE_HEIGHT, TILE_WIDTH,
};
#[derive(Debug)]
pub(crate) struct Specific {
tile: usize,
touch_count: usize,
touching_hero: bool,
floor_length: u32,
}
impl ActorCreateInterface for Specific {
fn create(
general: &mut ActorData,
solids: &mut LevelSolids,
_tiles: &mut LevelTiles,
) -> Specific {
let mut floor_length = 0;
while !solids.get(
general.position.x() as u32 / TILE_WIDTH + floor_length,
general.position.y() as u32 / TILE_HEIGHT,
) {
solids.set(
general.position.x() as u32 / TILE_WIDTH + floor_length,
general.position.y() as u32 / TILE_HEIGHT,
true,
);
floor_length += 1;
}
general
.position
.resize(TILE_WIDTH * floor_length, TILE_HEIGHT);
Specific {
tile: SOLID_START + 77,
touch_count: 0,
touching_hero: false,
floor_length,
}
}
}
impl ActorInterface for Specific {
fn act(&mut self, p: ActParameters) {
let hero_geometry = p.hero_data.position.geometry;
let hero_center = hero_geometry.x() + (hero_geometry.w as i32) / 2;
let stands_upon = hero_center >= p.general.position.left()
&& hero_center <= p.general.position.right()
&& hero_geometry.bottom() == p.general.position.top();
if stands_upon {
if !self.touching_hero {
self.touching_hero = true;
self.touch_count += 1;
}
} else {
self.touching_hero = false;
}
if self.touch_count >= 2 {
let mut r = p.general.position;
for _ in 0..self.floor_length {
p.solids.set(
r.x() as u32 / TILE_WIDTH,
r.y() as u32 / TILE_HEIGHT,
false,
);
p.actor_adder
.add_actor(ActorType::Explosion, r.top_left());
p.actor_adder.add_particle_firework(r.center(), 4);
r.offset(TILE_WIDTH as i32, 0);
}
p.general.is_alive = false;
}
}
fn render(&mut self, p: RenderParameters) -> Result<()> {
let mut pos = p.general.position.top_left();
for _ in 0..self.floor_length {
p.renderer.place_tile(self.tile, pos)?;
pos.x += TILE_WIDTH as i32;
}
Ok(())
}
}