use crate::{
actor::{
ActParameters, Actor, ActorExt, ActorMessageType, ActorType,
CreateActor, RenderParameters, ScoreType, ShotParameters,
ShotProcessing,
},
level::{tiles::LevelTiles, BackgroundTileStrategy},
sound::SoundIndex,
RangedIterator, Result, Sizes, OBJECT_ROTATINGCYLINDER,
};
use sdl2::rect::{Point, Rect};
#[derive(Debug)]
pub(crate) struct Mill {
tile: usize,
frame: RangedIterator,
lives: usize,
position: Rect,
}
impl CreateActor for Mill {
fn create(
pos: Point,
sizes: &dyn Sizes,
tiles: &mut LevelTiles,
) -> Actor {
let mut position =
Rect::new(pos.x, pos.y, sizes.width(), sizes.height());
while position.y > 0
&& tiles
.get(
position.x() / sizes.width() as i32,
position.y() / sizes.height() as i32 - 1,
)
.map(|t| !t.solid)
.unwrap_or(true)
{
position.offset(0, -(sizes.height() as i32));
position.set_height(position.height() + sizes.height());
}
Actor::Mill(Self {
tile: OBJECT_ROTATINGCYLINDER,
frame: RangedIterator::new(5),
lives: 10,
position,
})
}
}
impl ActorExt for Mill {
fn act(&mut self, p: ActParameters) {
if self.lives > 0 {
if self.frame.is_first() {
p.game_commands.add_sound(SoundIndex::REACTORSND);
}
self.frame.next();
if self.position.has_intersection(p.hero.position.geometry) {
p.hero.health.kill();
}
}
}
fn render(&mut self, p: RenderParameters) -> Result<()> {
let mut pos = self.position.top_left();
for _ in 0..self.position.height() / p.sizes.width() {
p.renderer
.place_tile(self.tile + self.frame.current(), pos)?;
pos.y += p.sizes.height() as i32;
}
Ok(())
}
fn can_get_shot(&self) -> bool {
true
}
fn shot(&mut self, p: ShotParameters) -> ShotProcessing {
self.lives -= 1;
if self.lives > 0 {
p.game_commands
.add_particle_firework(self.position.center(), 4);
} else {
p.game_commands.add_sound(SoundIndex::HITREACTOR);
p.actor_message_queue
.push_back(ActorMessageType::RemoveElectricArc);
p.hero.score.add(20000);
p.game_commands
.add_particle_firework(self.position.center(), 20);
p.game_commands.add_actor(
ActorType::Score(ScoreType::Score10000),
self.position.top_left().offset(
0,
(self.position.height() / 2 - p.sizes.height()) as i32,
),
);
p.game_commands.add_actor(
ActorType::Score(ScoreType::Score10000),
self.position
.top_left()
.offset(0, self.position.height() as i32 / 2),
);
}
ShotProcessing::Absorb
}
fn position(&self) -> Rect {
self.position
}
fn is_in_foreground(&self) -> bool {
false
}
fn is_alive(&self) -> bool {
self.lives > 0
}
fn background_tile_strategy(&self) -> BackgroundTileStrategy {
BackgroundTileStrategy::CopyFromLeft
}
fn acts_while_invisible(&self) -> bool {
false
}
}