use crate::{
actor::{
ActParameters, Actor, ActorExt, ActorType, CreateActor,
RenderParameters, SingleAnimationType,
},
level::{tiles::LevelTiles, BackgroundTileStrategy},
Result, Sizes, ANIMATION_MINE,
};
use sdl2::rect::{Point, Rect};
#[derive(Debug)]
pub(crate) struct MineLying {
tile: usize,
position: Rect,
is_alive: bool,
}
impl CreateActor for MineLying {
fn create(
pos: Point,
sizes: &dyn Sizes,
_tiles: &mut LevelTiles,
) -> Actor {
Actor::MineLying(Self {
tile: ANIMATION_MINE,
position: Rect::new(
pos.x,
pos.y,
sizes.width(),
sizes.height(),
),
is_alive: true,
})
}
}
impl ActorExt for MineLying {
fn act(&mut self, p: ActParameters) {
if p.tiles
.get(
self.position.x() / p.sizes.width() as i32,
self.position.y() / p.sizes.height() as i32 + 1,
)
.map(|t| !t.solid)
.unwrap_or(false)
{
self.position.offset(0, p.sizes.half_height() as i32);
}
if p.hero.position.geometry.has_intersection(self.position) {
self.is_alive = false;
p.game_commands.add_actor(
ActorType::SingleAnimation(SingleAnimationType::BombFire),
self.position.top_left(),
);
}
}
fn render(&mut self, p: RenderParameters) -> Result<()> {
p.renderer.place_tile(self.tile, self.position.top_left())?;
Ok(())
}
fn position(&self) -> Rect {
self.position
}
fn is_in_foreground(&self) -> bool {
true
}
fn is_alive(&self) -> bool {
self.is_alive
}
fn background_tile_strategy(&self) -> BackgroundTileStrategy {
BackgroundTileStrategy::CopyFromAbove
}
}