use crate::{
actor::{
ActParameters, ActorCreateInterface, ActorData, ActorInterface,
ActorType, HeroTouchEndParameters, HeroTouchStartParameters,
RenderParameters, ShotParameters, ShotProcessing,
},
level::{solids::LevelSolids, tiles::LevelTiles},
HorizontalDirection, Result, VerticalDirection,
ANIMATION_WALLCRAWLERBOT_LEFT, ANIMATION_WALLCRAWLERBOT_RIGHT,
LEVEL_WIDTH, TILE_HEIGHT, TILE_WIDTH,
};
#[derive(Debug)]
pub(crate) struct Specific {
direction: VerticalDirection,
orientation: HorizontalDirection,
tile: usize,
current_frame: usize,
num_frames: usize,
was_shot: bool,
touching_hero: bool,
}
impl ActorCreateInterface for Specific {
fn create(
general: &mut ActorData,
_solids: &mut LevelSolids,
tiles: &mut LevelTiles,
) -> Specific {
general.position.set_width(TILE_WIDTH);
general.position.set_height(TILE_HEIGHT);
general.is_in_foreground = true;
let x = general.position.x() as u32 / TILE_WIDTH;
let y = general.position.y() as u32 / TILE_HEIGHT;
let (tile, orientation) = match general.actor_type {
ActorType::WallCrawlerBotLeft => {
if x < LEVEL_WIDTH + 1 {
tiles.copy_from_to(x + 1, y, x, y);
}
(ANIMATION_WALLCRAWLERBOT_LEFT, HorizontalDirection::Left)
}
ActorType::WallCrawlerBotRight => {
if x > 0 {
tiles.copy_from_to(x - 1, y, x, y);
}
(
ANIMATION_WALLCRAWLERBOT_RIGHT,
HorizontalDirection::Right,
)
}
_ => unreachable!(),
};
Specific {
direction: VerticalDirection::Up,
orientation,
tile,
current_frame: 0,
num_frames: 4,
was_shot: false,
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) {
let orientation = self.orientation.as_factor_i32();
match self.direction {
VerticalDirection::Up => {
self.current_frame += 1;
self.current_frame %= self.num_frames;
if
p.solids.get(
p.general.position.x as u32 / TILE_WIDTH,
(p.general.position.y as u32 - 1) / TILE_WIDTH) ||
!p.solids.get(
(
p.general.position.x +
orientation *
TILE_WIDTH as i32
) as u32 / TILE_WIDTH,
(p.general.position.y - 1) as u32 / TILE_HEIGHT)
{
p.general.position.y += 1;
self.direction = VerticalDirection::Down;
} else {
p.general.position.y -= 1;
}
}
VerticalDirection::Down => {
if self.current_frame == 0 {
self.current_frame = self.num_frames;
}
self.current_frame -= 1;
if
p.solids.get(
p.general.position.x as u32 / TILE_WIDTH,
(
p.general.position.y as u32 + TILE_HEIGHT
) / TILE_HEIGHT) ||
!p.solids.get(
(
p.general.position.x +
orientation *
TILE_WIDTH as i32) as u32 /
TILE_WIDTH,
(p.general.position.y as u32 + TILE_HEIGHT) / TILE_HEIGHT)
{
p.general.position.y -= 1;
self.direction = VerticalDirection::Up;
} else {
p.general.position.y += 1;
}
}
}
}
fn render(&mut self, p: RenderParameters) -> Result<()> {
p.renderer.place_tile(
self.tile + self.current_frame,
p.general.position.top_left(),
)?;
Ok(())
}
fn can_get_shot(&self, _general: &ActorData) -> bool {
true
}
fn shot(&mut self, p: ShotParameters) -> ShotProcessing {
if !self.was_shot {
if self.touching_hero {
p.general.hurts_hero = false;
self.touching_hero = false;
self.current_frame = 0;
}
p.general.is_alive = false;
p.hero_data.score.add(100);
p.actor_adder.add_actor(
ActorType::Steam,
p.general.position.top_left(),
);
p.actor_adder.add_actor(
ActorType::Explosion,
p.general.position.top_left(),
);
}
ShotProcessing::Absorb
}
}