use crate::{
actor::{
ActParameters, Actor, ActorExt, ActorType, CreateActor,
RenderParameters, ScoreType, ShotParameters, ShotProcessing,
SingleAnimationType,
},
level::{
tiles::{LevelTiles, Tile},
BackgroundTileStrategy,
},
sound::SoundIndex,
Hero, Result, Sizes, OBJECT_FALLINGBLOCK,
};
use sdl2::rect::{Point, Rect};
#[derive(Debug)]
pub(crate) struct Acme {
tile: usize,
counter: usize,
position: Rect,
is_alive: bool,
}
impl CreateActor for Acme {
fn create(
pos: Point,
sizes: &dyn Sizes,
_tiles: &mut LevelTiles,
) -> Actor {
Actor::Acme(Self {
tile: OBJECT_FALLINGBLOCK,
counter: 0,
position: Rect::new(
pos.x,
pos.y,
sizes.width() * 2,
sizes.height(),
),
is_alive: true,
})
}
}
impl ActorExt for Acme {
fn act(&mut self, p: ActParameters) {
let hero_geometry = p.hero.position.geometry;
match self.counter {
0 => {
let xl = self.position.left();
let xr = self.position.right();
let y = self.position.y();
let hxl = hero_geometry.left();
let hxr = hero_geometry.right();
let hy = hero_geometry.y();
if y < hy && xl < hxr && xr > hxl {
let mut solid_between = false;
for i in (y / p.sizes.height() as i32) + 1
..hy / p.sizes.height() as i32
{
let x = xl / p.sizes.width() as i32;
if let Ok(t) = p.tiles.get(x, i) {
if t.solid {
solid_between = true;
break;
}
}
if let Ok(t) = p.tiles.get(x + 1, i) {
if t.solid {
solid_between = true;
break;
}
}
}
if !solid_between {
self.counter += 1;
}
}
}
c if c <= 10 && c % 2 == 0 => {
self.position.y -= 1;
self.counter += 1;
if c == 10 {
p.game_commands.add_sound(SoundIndex::DANDERSIGN);
}
}
c if c <= 10 && c % 2 == 1 => {
self.position.y += 1;
self.counter += 1;
}
_ => {
if let Ok(Tile { solid: true, .. }) = p.tiles.get(
self.position.x() / p.sizes.width() as i32,
self.position.y() / p.sizes.height() as i32 + 1,
) {
p.game_commands.add_actor(
ActorType::SingleAnimation(
SingleAnimationType::Steam,
),
self.position.top_left(),
);
p.game_commands.add_particle_firework(
self.position.top_left(),
4,
);
self.is_alive = false;
} else {
self.position.offset(0, p.sizes.height() as i32);
}
}
}
}
fn render(&mut self, p: RenderParameters) -> Result<()> {
let mut pos = self.position.top_left();
p.renderer.place_tile(self.tile, pos)?;
pos.x += p.sizes.width() as i32;
p.renderer.place_tile(self.tile + 1, pos)?;
Ok(())
}
fn can_get_shot(&self) -> bool {
true
}
fn shot(&mut self, p: ShotParameters) -> ShotProcessing {
if self.counter > 0 {
p.hero.score.add(500);
p.game_commands.add_actor(
ActorType::Score(ScoreType::Score500),
self.position.top_left(),
);
p.game_commands
.add_particle_firework(self.position.top_left(), 4);
self.is_alive = false;
}
ShotProcessing::Absorb
}
fn position(&self) -> Rect {
self.position
}
fn is_in_foreground(&self) -> bool {
true
}
fn hurts_hero(&self, hero: &Hero) -> bool {
self.counter > 10
&& self.position.has_intersection(hero.position.geometry)
}
fn is_alive(&self) -> bool {
self.is_alive
}
fn background_tile_strategy(&self) -> BackgroundTileStrategy {
BackgroundTileStrategy::CopyFromLeft
}
}