use crate::{
actor::{
ActParameters, Actor, ActorExt, ActorType, CreateActorWithDetails,
RenderParameters, ShotParameters, ShotProcessing,
SingleAnimationType,
},
level::{tiles::LevelTiles, BackgroundTileStrategy},
sound::SoundIndex,
Hero, HorizontalDirection, RangedIterator, Result, Sizes,
VerticalDirection, ANIMATION_WALLCRAWLERBOT_LEFT,
ANIMATION_WALLCRAWLERBOT_RIGHT,
};
use sdl2::rect::{Point, Rect};
#[derive(Debug)]
pub(crate) struct WallCrawler {
direction: VerticalDirection,
orientation: HorizontalDirection,
tile: usize,
frame: RangedIterator,
is_alive: bool,
position: Rect,
}
impl CreateActorWithDetails for WallCrawler {
type Details = HorizontalDirection;
fn create_with_details(
orientation: HorizontalDirection,
pos: Point,
sizes: &dyn Sizes,
_tiles: &mut LevelTiles,
) -> Actor {
let tile = match orientation {
HorizontalDirection::Left => ANIMATION_WALLCRAWLERBOT_LEFT,
HorizontalDirection::Right => ANIMATION_WALLCRAWLERBOT_RIGHT,
};
Actor::WallCrawler(Self {
direction: VerticalDirection::Up,
orientation,
tile,
frame: RangedIterator::new(4),
is_alive: true,
position: Rect::new(
pos.x,
pos.y,
sizes.width(),
sizes.height(),
),
})
}
}
impl ActorExt for WallCrawler {
fn act(&mut self, p: ActParameters) {
let orientation = self.orientation.as_factor_i32();
match self.direction {
VerticalDirection::Up => {
self.frame.next();
let solid_above = p
.tiles
.get(
self.position.x / p.sizes.width() as i32,
(self.position.top() - 1)
/ p.sizes.height() as i32,
)
.map(|t| t.solid)
.unwrap_or(true);
let solid_above_wall = p
.tiles
.get(
(self.position.x / p.sizes.width() as i32)
+ orientation,
(self.position.top() - 1)
/ p.sizes.height() as i32,
)
.map(|t| t.solid)
.unwrap_or(true);
if solid_above || !solid_above_wall {
self.position.y += 1;
self.direction = VerticalDirection::Down;
} else {
self.position.y -= 1;
}
}
VerticalDirection::Down => {
self.frame.rewind();
let solid_below = p
.tiles
.get(
self.position.x / p.sizes.width() as i32,
(self.position.bottom() + 1)
/ p.sizes.height() as i32,
)
.map(|t| t.solid)
.unwrap_or(true);
let solid_below_wall = p
.tiles
.get(
(self.position.x / p.sizes.width() as i32)
+ orientation,
(self.position.bottom() + 1)
/ p.sizes.height() as i32,
)
.map(|t| t.solid)
.unwrap_or(true);
if solid_below || !solid_below_wall {
self.position.y -= 1;
self.direction = VerticalDirection::Up;
} else {
self.position.y += 1;
}
}
}
}
fn render(&mut self, p: RenderParameters) -> Result<()> {
p.renderer.place_tile(
self.tile + self.frame.current(),
self.position.top_left(),
)?;
Ok(())
}
fn can_get_shot(&self) -> bool {
true
}
fn shot(&mut self, p: ShotParameters) -> ShotProcessing {
self.is_alive = false;
p.hero.score.add(100);
p.game_commands.add_actor(
ActorType::SingleAnimation(SingleAnimationType::Steam),
self.position.top_left(),
);
p.game_commands.add_actor(
ActorType::SingleAnimation(SingleAnimationType::Explosion),
self.position.top_left(),
);
p.game_commands.add_sound(SoundIndex::SMALLDEATH);
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.is_alive
}
fn background_tile_strategy(&self) -> BackgroundTileStrategy {
match self.orientation {
HorizontalDirection::Left => {
BackgroundTileStrategy::CopyFromRight
}
HorizontalDirection::Right => {
BackgroundTileStrategy::CopyFromLeft
}
}
}
}