use crate::{
actor::{
ActParameters, Actor, ActorExt, ActorType, CreateActor,
RenderParameters, ShotParameters, ShotProcessing,
SingleAnimationType,
},
level::tiles::LevelTiles,
sound::SoundIndex,
Hero, HorizontalDirection, RangedIterator, Result, Sizes,
ANIMATION_CARBOT,
};
use sdl2::rect::{Point, Rect};
#[derive(Debug, PartialEq, Eq, Copy, Clone)]
enum State {
Healthy,
Hurt,
Dead,
}
#[derive(Debug)]
pub(crate) struct TankBot {
orientation: HorizontalDirection,
tile: usize,
frame: RangedIterator,
state: State,
position: Rect,
}
impl CreateActor for TankBot {
fn create(
pos: Point,
sizes: &dyn Sizes,
_tiles: &mut LevelTiles,
) -> Actor {
Actor::TankBot(Self {
orientation: HorizontalDirection::Left,
tile: ANIMATION_CARBOT,
frame: RangedIterator::new(4),
state: State::Healthy,
position: Rect::new(
pos.x,
pos.y,
sizes.width() * 2,
sizes.height(),
),
})
}
}
impl ActorExt for TankBot {
fn act(&mut self, p: ActParameters) {
self.frame.next();
let solid_below = 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(true);
if !solid_below {
self.position.offset(0, p.sizes.half_height() as i32);
} else {
let mut direction = match self.orientation {
HorizontalDirection::Left => -1,
HorizontalDirection::Right => 4,
};
let next_place_is_solid = p
.tiles
.get(
(self.position.x()
+ direction * p.sizes.half_width() as i32)
/ p.sizes.width() as i32,
self.position.y() / p.sizes.height() as i32,
)
.map(|t| t.solid)
.unwrap_or(true);
let next_place_is_solid_below = p
.tiles
.get(
(self.position.x()
+ direction * p.sizes.half_width() as i32)
/ p.sizes.width() as i32,
(self.position.y() + p.sizes.height() as i32)
/ p.sizes.height() as i32,
)
.map(|t| t.solid)
.unwrap_or(true);
if !next_place_is_solid && next_place_is_solid_below {
if direction > 0 {
direction = 1;
}
self.position.offset(
(direction as f64 * p.sizes.half_width() as f64 * 0.7)
as i32,
0,
);
} else {
self.orientation.reverse();
if direction > 0 {
direction = 1;
}
direction *= -1;
self.position
.offset(direction * p.sizes.half_width() as i32, 0);
self.tile = (self.tile as i32 + 4 * direction) as usize;
p.game_commands.add_actor(
ActorType::HostileShot(self.orientation),
self.position.top_left().offset(0, -6),
);
p.game_commands.add_sound(SoundIndex::ENEMYSHOT);
}
}
if self.state == State::Hurt {
if self.frame.is_first() {
p.game_commands.add_actor(
ActorType::SingleAnimation(SingleAnimationType::Steam),
self.position.top_left().offset(
p.sizes.half_width() as i32,
-(p.sizes.height() as i32),
),
);
}
}
}
fn render(&mut self, p: RenderParameters) -> Result<()> {
let mut pos = self.position.top_left();
let tile = self.tile + (self.frame.current() / 2) * 2;
p.renderer.place_tile(tile, pos)?;
let tile = self.tile + (self.frame.current() / 2) * 2 + 1;
pos = pos.offset(p.sizes.width() as i32, 0);
p.renderer.place_tile(tile, pos)?;
Ok(())
}
fn can_get_shot(&self) -> bool {
true
}
fn shot(&mut self, p: ShotParameters) -> ShotProcessing {
self.state = match self.state {
State::Healthy => State::Hurt,
State::Hurt => {
p.game_commands.add_actor(
ActorType::SingleAnimation(
SingleAnimationType::Explosion,
),
self.position
.top_left()
.offset(p.sizes.half_width() as i32, 0),
);
p.game_commands
.add_particle_firework(self.position.top_left(), 4);
p.hero.score.add(2500);
p.game_commands.add_sound(SoundIndex::SMALLDEATH);
State::Dead
}
State::Dead => State::Dead,
};
ShotProcessing::Absorb
}
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.state != State::Dead
}
}