use crate::{
actor::{
ActParameters, Actor, ActorExt, ActorType, CreateActor,
RenderParameters, ShotParameters, ShotProcessing,
SingleAnimationType,
},
level::{tiles::LevelTiles, BackgroundTileStrategy},
sound::SoundIndex,
Result, Sizes, BACKGROUND_LIGHT_GREY, SOLID_SHOOTABLE_WALL_BRICKS,
};
use sdl2::rect::{Point, Rect};
#[derive(Debug)]
pub(crate) struct ShootableWall {
position: Rect,
is_alive: bool,
}
impl CreateActor for ShootableWall {
fn create(
pos: Point,
sizes: &dyn Sizes,
_tiles: &mut LevelTiles,
) -> Actor {
Actor::ShootableWall(Self {
position: Rect::new(
pos.x,
pos.y,
sizes.width(),
sizes.height(),
),
is_alive: true,
})
}
}
impl ActorExt for ShootableWall {
fn act(&mut self, _p: ActParameters) {}
fn can_get_shot(&self) -> bool {
true
}
fn shot(&mut self, p: ShotParameters) -> ShotProcessing {
p.hero.score.add(10);
p.game_commands.add_actor(
ActorType::SingleAnimation(SingleAnimationType::Explosion),
self.position.top_left(),
);
p.game_commands.add_sound(SoundIndex::HITABREAKER);
self.is_alive = false;
if let Ok(ref mut t) = p.tiles.get_mut(
self.position.x() / p.sizes.width() as i32,
self.position.y() / p.sizes.height() as i32,
) {
t.solid = false;
}
ShotProcessing::Absorb
}
fn render(&mut self, p: RenderParameters) -> Result<()> {
p.renderer
.place_tile(BACKGROUND_LIGHT_GREY, self.position.top_left())?;
p.renderer.place_tile(
SOLID_SHOOTABLE_WALL_BRICKS,
self.position.top_left(),
)?;
Ok(())
}
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::SetTile(0x17e0 / 0x20)
}
}