use crate::{
actor::{
ActParameters, Actor, ActorExt, ActorType, CreateActor,
RenderParameters, ScoreType, ShotParameters, ShotProcessing,
SingleAnimationType,
},
level::{tiles::LevelTiles, BackgroundTileStrategy},
sound::SoundIndex,
Result, Sizes, ANIMATION_CAMERA_CENTER, ANIMATION_CAMERA_LEFT,
ANIMATION_CAMERA_RIGHT,
};
use sdl2::rect::{Point, Rect};
#[derive(Debug)]
pub(crate) struct Camera {
tile: usize,
position: Rect,
is_alive: bool,
}
impl CreateActor for Camera {
fn create(
pos: Point,
sizes: &dyn Sizes,
_tiles: &mut LevelTiles,
) -> Actor {
Actor::Camera(Self {
tile: ANIMATION_CAMERA_CENTER,
position: Rect::new(
pos.x,
pos.y,
sizes.width(),
sizes.height(),
),
is_alive: true,
})
}
}
impl ActorExt for Camera {
fn act(&mut self, p: ActParameters) {
let x = p.hero.position.geometry.x;
self.tile = if x - 1 > self.position.x {
ANIMATION_CAMERA_RIGHT
} else if x + 1 < self.position.x {
ANIMATION_CAMERA_LEFT
} else {
ANIMATION_CAMERA_CENTER
};
}
fn render(&mut self, p: RenderParameters) -> Result<()> {
p.renderer.place_tile(self.tile, self.position.top_left())?;
Ok(())
}
fn can_get_shot(&self) -> bool {
true
}
fn shot(&mut self, p: ShotParameters) -> ShotProcessing {
self.is_alive = false;
p.hero.score.add(100);
p.game_commands.add_actor(
ActorType::Score(ScoreType::Score100),
self.position.top_left(),
);
p.game_commands.add_actor(
ActorType::SingleAnimation(SingleAnimationType::Explosion),
self.position.top_left(),
);
p.game_commands.add_sound(SoundIndex::SMALLDEATH);
ShotProcessing::Absorb
}
fn position(&self) -> Rect {
self.position
}
fn is_in_foreground(&self) -> bool {
false
}
fn is_alive(&self) -> bool {
self.is_alive
}
fn background_tile_strategy(&self) -> BackgroundTileStrategy {
BackgroundTileStrategy::CopyFromBelow
}
}