use crate::{
actor::{
ActParameters, Actor, ActorExt, ActorMessageType, CreateActor,
ReceiveMessageParameters, RenderParameters,
},
level::{tiles::LevelTiles, BackgroundTileStrategy},
sound::SoundIndex,
Hero, RangedIterator, Result, Sizes, OBJECT_ELECTRIC_ARC,
OBJECT_ELECTRIC_ARC_HURTING,
};
use sdl2::rect::{Point, Rect};
#[derive(Debug)]
pub(crate) struct ElectricArc {
tile: usize,
frame: RangedIterator,
position: Rect,
is_alive: bool,
}
impl CreateActor for ElectricArc {
fn create(
pos: Point,
sizes: &dyn Sizes,
_tiles: &mut LevelTiles,
) -> Actor {
Actor::ElectricArc(Self {
tile: OBJECT_ELECTRIC_ARC,
frame: RangedIterator::new(4),
position: Rect::new(
pos.x,
pos.y,
sizes.width(),
sizes.height(),
),
is_alive: true,
})
}
}
impl ActorExt for ElectricArc {
fn act(&mut self, p: ActParameters) {
self.frame.next();
p.game_commands.add_sound(SoundIndex::FORCEFIELD);
self.tile =
if p.hero.position.geometry.has_intersection(self.position) {
OBJECT_ELECTRIC_ARC_HURTING
} else {
OBJECT_ELECTRIC_ARC
}
}
fn render(&mut self, p: RenderParameters) -> Result<()> {
p.renderer.place_tile(
self.tile + self.frame.current(),
self.position.top_left(),
)?;
Ok(())
}
fn can_receive_message(&self, message: ActorMessageType) -> bool {
message == ActorMessageType::RemoveElectricArc
}
fn receive_message(&mut self, _p: ReceiveMessageParameters) {
self.is_alive = false;
}
fn position(&self) -> Rect {
self.position
}
fn is_in_foreground(&self) -> bool {
true
}
fn hurts_hero(&self, hero: &Hero) -> bool {
self.position.has_intersection(hero.position.geometry)
}
fn is_alive(&self) -> bool {
self.is_alive
}
fn background_tile_strategy(&self) -> BackgroundTileStrategy {
BackgroundTileStrategy::CopyFromAbove
}
}