use crate::{
actor::{
ActParameters, Actor, ActorExt, ActorMessageType, ActorType,
CreateActor, HeroInteractStartParameters, RenderParameters,
},
hero::InventoryItem,
level::tiles::LevelTiles,
sound::SoundIndex,
Hero, HorizontalDirection, RangedIterator, Result, Sizes,
OBJECT_GLOVE_SLOT,
};
use sdl2::rect::{Point, Rect};
#[derive(Debug)]
enum State {
Idle,
Shooting,
Expanded,
}
#[derive(Debug)]
pub(crate) struct GloveSlot {
tile: usize,
frame: RangedIterator,
state: State,
countdown: usize,
position: Rect,
}
impl CreateActor for GloveSlot {
fn create(
pos: Point,
sizes: &dyn Sizes,
_tiles: &mut LevelTiles,
) -> Actor {
Actor::GloveSlot(Self {
tile: OBJECT_GLOVE_SLOT,
frame: RangedIterator::new(4),
state: State::Idle,
countdown: 0,
position: Rect::new(
pos.x,
pos.y,
sizes.width(),
sizes.height(),
),
})
}
}
impl ActorExt for GloveSlot {
fn hero_can_interact(&self, _hero: &Hero) -> bool {
true
}
fn hero_interact_start(&mut self, p: HeroInteractStartParameters) {
match self.state {
State::Idle => {
if p.hero.inventory.is_set(InventoryItem::Glove) {
p.actor_message_queue
.push_back(ActorMessageType::ExpandFloor);
p.game_commands.add_sound(SoundIndex::BRIDGEXTEND);
self.state = State::Expanded;
} else {
self.state = State::Shooting;
self.countdown = 20;
}
}
State::Shooting => {}
State::Expanded => {}
}
}
fn act(&mut self, p: ActParameters) {
match self.state {
State::Idle => {
self.frame.next();
}
State::Shooting => {
self.frame.next();
self.countdown -= 1;
if self.countdown % 4 == 0 {
p.game_commands.add_actor(
ActorType::HostileShot(HorizontalDirection::Right),
self.position.top_left(),
);
p.game_commands.add_sound(SoundIndex::ENEMYSHOT);
} else if self.countdown % 4 == 2 {
p.game_commands.add_actor(
ActorType::HostileShot(HorizontalDirection::Left),
self.position.top_left(),
);
p.game_commands.add_sound(SoundIndex::ENEMYSHOT);
}
if self.countdown == 0 {
self.state = State::Idle;
}
}
State::Expanded => {}
}
}
fn render(&mut self, p: RenderParameters) -> Result<()> {
let adder = if self.frame.is_first() { 0 } else { 1 };
let mut pos = self.position.top_left();
p.renderer.place_tile(self.tile + adder, pos)?;
pos.x -= p.sizes.width() as i32;
p.renderer.place_tile(self.tile + 2, pos)?;
pos.x += 2 * p.sizes.width() as i32;
p.renderer.place_tile(self.tile + 3, pos)?;
Ok(())
}
fn position(&self) -> Rect {
self.position
}
fn is_in_foreground(&self) -> bool {
false
}
}