Mercurial > touhou
annotate src/th06/enemy.rs @ 737:0977d479e37d
ecl_vm: Uncomment instruction 121 function 8.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sat, 28 Dec 2019 22:56:32 +0100 |
parents | b9928db975e1 |
children | 817c453b7223 |
rev | line source |
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1 //! Module providing an Enemy struct, to be changed by EclRunner. |
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2 |
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3 use crate::th06::anm0::Anm0; |
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4 use crate::th06::anm0_vm::{Sprite, AnmRunner}; |
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5 use crate::th06::ecl::Rank; |
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6 use crate::th06::interpolator::{Interpolator1, Interpolator2}; |
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7 use crate::util::prng::Prng; |
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8 use std::cell::RefCell; |
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9 use std::collections::HashMap; |
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10 use std::rc::{Rc, Weak}; |
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11 |
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12 /// The 2D position of an object in the game. |
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13 #[derive(Debug, Clone, Copy, Default, PartialEq)] |
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14 pub struct Position { |
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15 pub(crate) x: f32, |
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16 pub(crate) y: f32, |
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17 } |
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18 |
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19 /// An offset which can be added to a Position. |
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20 #[derive(Debug, Clone, Copy, Default, PartialEq)] |
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21 pub struct Offset { |
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22 pub(crate) dx: f32, |
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23 pub(crate) dy: f32, |
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24 } |
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25 |
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26 impl Position { |
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27 /// Create said position. |
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28 pub fn new(x: f32, y: f32) -> Position { |
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29 Position { x, y } |
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30 } |
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31 } |
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32 |
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33 impl Offset { |
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34 /// Create said offset. |
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35 pub fn new(dx: f32, dy: f32) -> Offset { |
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36 Offset { dx, dy } |
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37 } |
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38 } |
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39 |
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40 impl std::ops::Add<Offset> for Position { |
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41 type Output = Position; |
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42 fn add(self, offset: Offset) -> Position { |
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43 Position { |
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44 x: self.x + offset.dx, |
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45 y: self.y + offset.dy, |
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46 } |
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47 } |
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48 } |
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49 |
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50 impl std::ops::Sub<Position> for Position { |
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51 type Output = Offset; |
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52 fn sub(self, other: Position) -> Offset { |
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53 Offset { |
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54 dx: other.x - self.x, |
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55 dy: other.y - self.y, |
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56 } |
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57 } |
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58 } |
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59 |
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60 type Callback = i32; |
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61 |
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62 #[derive(Debug, Clone)] |
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63 /// XXX |
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64 pub struct Laser { |
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65 /// XXX |
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66 pub placeholder: u32 |
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67 } |
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68 |
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69 #[derive(Debug, Clone, Default)] |
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70 struct Process; |
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71 |
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72 /// Struct representing the player. |
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73 pub struct Player { |
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74 pos: Position, |
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75 } |
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76 |
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77 /// Struct representing an enemy bullet. |
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78 pub struct Bullet { |
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79 /// Current position of the bullet. |
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80 pub pos: Position, |
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81 |
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82 /// Current speed of the bullet. |
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83 pub speed: f32, |
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84 |
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85 /// Current XXX of the bullet. |
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86 pub dpos: [f32; 3], |
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87 |
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88 /// Current XXX of the bullet. |
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89 pub flags: u32, |
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90 |
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91 /// Current frame of the bullet. |
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92 pub frame: i32, |
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93 |
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94 /// Current attributes of the bullet. |
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95 pub attributes: [f32; 2], |
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96 |
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97 /// TODO: what are the values? |
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98 pub state: i8, |
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99 } |
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100 |
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101 /// God struct of our game. |
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102 pub struct Game { |
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103 enemies: Vec<Rc<RefCell<Enemy>>>, |
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104 anmrunners: Vec<Rc<RefCell<AnmRunner>>>, |
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105 pub(crate) bullets: Vec<Rc<RefCell<Bullet>>>, |
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106 player: Rc<RefCell<Player>>, |
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107 pub(crate) prng: Rc<RefCell<Prng>>, |
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108 rank: Rank, |
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109 difficulty: i32, |
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110 } |
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111 |
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112 impl Game { |
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113 /// Create said god struct. |
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114 pub fn new(prng: Rc<RefCell<Prng>>, rank: Rank) -> Game { |
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115 Game { |
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116 enemies: Vec::new(), |
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117 anmrunners: Vec::new(), |
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118 bullets: Vec::new(), |
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119 player: Rc::new(RefCell::new(Player { pos: Position { x: 192., y: 384. } })), |
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120 prng, |
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121 rank, |
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122 difficulty: 0, |
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123 } |
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124 } |
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125 |
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126 /// Run the simulation for a single frame. |
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127 pub fn run_frame(&mut self) { |
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128 /* |
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129 for eclrunner in self.eclrunners { |
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130 eclrunner.run_frame(); |
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131 } |
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132 */ |
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133 |
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134 for anmrunner in self.anmrunners.iter() { |
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135 let mut anmrunner = anmrunner.borrow_mut(); |
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136 anmrunner.run_frame(); |
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137 } |
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138 } |
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139 |
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140 /// Returns a list of all sprites currently being displayed on screen. |
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141 pub fn get_sprites(&self) -> Vec<(f32, f32, f32, Rc<RefCell<Sprite>>)> { |
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142 let mut sprites = vec![]; |
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143 for enemy in self.enemies.iter() { |
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144 let enemy = enemy.borrow(); |
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145 let anmrunner = enemy.anmrunner.upgrade().unwrap(); |
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146 let anmrunner = anmrunner.borrow(); |
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147 let sprite = anmrunner.get_sprite(); |
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148 sprites.push((enemy.pos.x, enemy.pos.y, enemy.z, sprite)); |
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149 } |
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150 sprites |
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151 } |
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152 |
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153 // TODO: Fix this function so we can stop making Game::bullets pub. |
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154 /* |
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155 /// Apply a function on all bullets. |
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156 pub fn iter_bullets(&mut self, mut f: impl FnMut(Bullet)) { |
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157 self.bullets.iter().map(|bullet| { |
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158 let mut bullet = bullet.borrow_mut(); |
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159 f(*bullet) |
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160 }); |
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161 } |
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162 */ |
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163 |
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164 pub(crate) fn get_player(&self) -> Rc<RefCell<Player>> { |
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165 self.player.clone() |
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166 } |
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167 } |
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168 |
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169 /// Common to all elements in game. |
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170 struct Element { |
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171 pos: Position, |
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172 removed: bool, |
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173 anmrunner: AnmRunner, |
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174 } |
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175 |
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176 #[derive(PartialEq)] |
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177 pub(crate) struct DifficultyCoeffs { |
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178 pub(crate) speed_a: f32, |
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179 pub(crate) speed_b: f32, |
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180 pub(crate) nb_a: i16, |
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181 pub(crate) nb_b: i16, |
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182 pub(crate) shots_a: i16, |
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183 pub(crate) shots_b: i16, |
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184 } |
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185 |
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186 impl Default for DifficultyCoeffs { |
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187 fn default() -> DifficultyCoeffs { |
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188 DifficultyCoeffs { |
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189 speed_a: -0.5, |
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190 speed_b: 0.5, |
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191 nb_a: 0, |
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192 nb_b: 0, |
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193 shots_a: 0, |
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194 shots_b: 0, |
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195 } |
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196 } |
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197 } |
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198 |
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199 #[derive(Debug, Clone, Default, PartialEq)] |
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200 pub(crate) struct BulletAttributes { |
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201 pub(crate) anim: i16, |
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202 pub(crate) sprite_index_offset: i16, |
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203 pub(crate) pos: Position, // Doesn’t have a z field. |
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204 pub(crate) launch_angle: f32, |
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205 pub(crate) angle: f32, |
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206 pub(crate) speed: f32, |
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207 pub(crate) speed2: f32, |
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208 pub(crate) extended_attributes: (i32, i32, i32, i32, f32, f32, f32, f32), |
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209 // unknown: x32, |
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210 pub(crate) bullets_per_shot: i16, |
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211 pub(crate) number_of_shots: i16, |
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212 pub(crate) bullet_type: i16, |
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213 // zero: x32, |
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214 pub(crate) flags: u32, |
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215 |
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216 /// Which sound to play when the bullet gets fired. |
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217 pub sound: Option<u8>, |
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218 } |
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219 |
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220 impl BulletAttributes { |
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221 /// Fire! |
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222 pub fn fire(&mut self) { |
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223 println!("PAN!"); |
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224 } |
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225 } |
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226 |
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227 #[derive(PartialEq)] |
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228 pub(crate) enum Direction { |
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229 Left, |
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230 Center, |
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231 Right, |
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232 } |
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233 |
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234 impl Default for Direction { |
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235 fn default() -> Direction { |
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236 Direction::Center |
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237 } |
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238 } |
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239 |
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240 /// The enemy struct, containing everything pertaining to an enemy. |
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241 #[derive(Default)] |
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242 pub struct Enemy { |
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243 // Common to all elements in game. |
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244 pub(crate) pos: Position, |
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245 pub(crate) removed: bool, |
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246 pub(crate) anmrunner: Weak<RefCell<AnmRunner>>, |
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247 |
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248 // Specific to enemy. |
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249 // Floats. |
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250 pub(crate) z: f32, |
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251 pub(crate) angle: f32, |
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252 pub(crate) speed: f32, |
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253 pub(crate) rotation_speed: f32, |
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254 pub(crate) acceleration: f32, |
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255 |
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256 // Ints. |
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257 pub(crate) type_: u32, |
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258 pub(crate) bonus_dropped: u32, |
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259 pub(crate) die_score: u32, |
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260 /// XXX |
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261 pub frame: u32, |
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262 pub(crate) life: u32, |
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263 pub(crate) death_flags: u32, |
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264 pub(crate) current_laser_id: u32, |
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265 pub(crate) low_life_trigger: Option<u32>, |
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266 pub(crate) timeout: Option<u32>, |
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267 pub(crate) remaining_lives: u32, |
688
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268 bullet_launch_interval: u32, |
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269 bullet_launch_timer: u32, |
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270 pub(crate) death_anim: i32, |
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271 pub(crate) direction: Direction, |
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272 pub(crate) update_mode: u32, |
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273 |
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274 // Bools. |
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275 pub(crate) visible: bool, |
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276 pub(crate) was_visible: bool, |
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277 pub(crate) touchable: bool, |
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278 pub(crate) collidable: bool, |
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279 pub(crate) damageable: bool, |
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280 pub(crate) boss: bool, |
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281 pub(crate) automatic_orientation: bool, |
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282 pub(crate) delay_attack: bool, |
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283 |
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284 // Tuples. |
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285 pub(crate) difficulty_coeffs: DifficultyCoeffs, |
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286 pub(crate) bullet_attributes: BulletAttributes, |
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287 pub(crate) bullet_offset: Offset, |
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288 pub(crate) movement_dependant_sprites: Option<(u8, u8, u8, u8)>, |
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289 pub(crate) screen_box: Option<(f32, f32, f32, f32)>, |
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290 |
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291 // Callbacks. |
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292 pub(crate) death_callback: Option<Callback>, |
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293 pub(crate) boss_callback: Option<Callback>, |
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294 pub(crate) low_life_callback: Option<Callback>, |
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295 pub(crate) timeout_callback: Option<Callback>, |
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296 |
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297 // Laser. |
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298 pub(crate) laser_by_id: HashMap<u32, Laser>, |
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299 |
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300 // Options. |
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301 // TODO: actually a 8 element array. |
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302 options: Vec<Element>, |
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303 |
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304 // Interpolators. |
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305 pub(crate) interpolator: Option<Interpolator2<f32>>, |
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306 pub(crate) speed_interpolator: Option<Interpolator1<f32>>, |
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307 |
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308 // Misc stuff, do we need them? |
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309 pub(crate) anm0: Weak<RefCell<Anm0>>, |
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310 process: Rc<RefCell<Process>>, |
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311 pub(crate) game: Weak<RefCell<Game>>, |
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312 pub(crate) prng: Weak<RefCell<Prng>>, |
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313 pub(crate) hitbox_half_size: [f32; 2], |
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314 } |
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315 |
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316 impl Enemy { |
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317 /// Create a new enemy. |
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318 pub fn new(pos: Position, life: i32, bonus_dropped: u32, die_score: u32, anm0: Weak<RefCell<Anm0>>, game: Weak<RefCell<Game>>) -> Rc<RefCell<Enemy>> { |
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319 let game_rc = game.upgrade().unwrap(); |
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320 let mut enemy = Enemy { |
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321 pos, |
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322 anm0, |
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323 game, |
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324 visible: true, |
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325 bonus_dropped, |
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326 die_score, |
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327 life: if life < 0 { 1 } else { life as u32 }, |
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328 touchable: true, |
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329 collidable: true, |
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330 damageable: true, |
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331 ..Default::default() |
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332 }; |
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333 let mut game = game_rc.borrow_mut(); |
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334 enemy.prng = Rc::downgrade(&game.prng); |
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335 let enemy = Rc::new(RefCell::new(enemy)); |
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336 game.enemies.push(enemy.clone()); |
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337 enemy |
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338 } |
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339 |
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340 /// Sets the animation to the one indexed by index in the current anm0. |
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341 pub fn set_anim(&mut self, index: u8) { |
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342 let anm0 = self.anm0.upgrade().unwrap(); |
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343 let game = self.game.upgrade().unwrap(); |
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344 let sprite = Rc::new(RefCell::new(Sprite::new())); |
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345 let anmrunner = AnmRunner::new(&*anm0.borrow(), index, sprite, self.prng.clone(), 0); |
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346 let anmrunner = Rc::new(RefCell::new(anmrunner)); |
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347 self.anmrunner = Rc::downgrade(&anmrunner); |
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348 (*game.borrow_mut()).anmrunners.push(anmrunner); |
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349 } |
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350 |
660
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351 /// Sets the current position of the enemy. |
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352 pub fn set_pos(&mut self, x: f32, y: f32, z: f32) { |
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353 self.pos.x = x; |
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354 self.pos.y = y; |
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355 self.z = z; |
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356 } |
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357 |
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358 /// Sets the hitbox around the enemy. |
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359 pub fn set_hitbox(&mut self, width: f32, height: f32) { |
668
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360 self.hitbox_half_size = [width / 2., height / 2.]; |
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361 } |
660
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362 |
686
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363 /// Defines the attributes for the next bullet fired, and fire it if delay_attack isn’t set! |
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364 pub fn set_bullet_attributes(&mut self, opcode: u16, anim: i16, sprite_index_offset: i16, |
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365 bullets_per_shot: i16, number_of_shots: i16, speed: f32, |
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366 speed2: f32, launch_angle: f32, angle: f32, flags: u32) { |
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367 // Get the coeffs for the current difficulty. |
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368 let difficulty = self.get_difficulty() as i16; |
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369 let coeff_nb = self.difficulty_coeffs.nb_a + (self.difficulty_coeffs.nb_b - self.difficulty_coeffs.nb_a) * difficulty / 32; |
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370 let coeff_shots = self.difficulty_coeffs.shots_a + (self.difficulty_coeffs.shots_b - self.difficulty_coeffs.shots_a) * difficulty / 32; |
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371 let coeff_speed = self.difficulty_coeffs.speed_a + (self.difficulty_coeffs.speed_b - self.difficulty_coeffs.speed_a) * difficulty as f32 / 32.; |
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372 |
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373 let opcode = 67; |
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374 let mut bullet = &mut self.bullet_attributes; |
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375 |
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376 bullet.anim = anim; |
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377 bullet.bullet_type = opcode - 67; |
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378 bullet.sprite_index_offset = sprite_index_offset; |
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379 |
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380 bullet.bullets_per_shot = bullets_per_shot + coeff_nb; |
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381 if bullet.bullets_per_shot < 1 { |
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382 bullet.bullets_per_shot = 1; |
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383 } |
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384 |
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385 bullet.number_of_shots = number_of_shots + coeff_shots; |
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386 if bullet.number_of_shots < 1 { |
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387 bullet.number_of_shots = 1; |
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388 } |
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389 |
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390 bullet.pos = self.pos + self.bullet_offset; |
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391 |
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392 bullet.speed = speed + coeff_speed; |
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393 if bullet.speed < 0.3 { |
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394 bullet.speed = 0.3; |
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395 } |
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396 |
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397 bullet.speed2 = speed2 + coeff_speed / 2.; |
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398 if bullet.speed2 < 0.3 { |
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399 bullet.speed2 = 0.3; |
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400 } |
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401 |
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402 bullet.launch_angle = launch_angle.atan2(0.); |
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403 bullet.angle = angle; |
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404 bullet.flags = flags; |
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405 |
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406 if !self.delay_attack { |
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407 bullet.fire(); |
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408 } |
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409 } |
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410 |
688
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411 /// Sets the bullet launch interval. |
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412 pub(crate) fn set_bullet_launch_interval(&mut self, rand_start: u32, interval: i32) { |
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413 let coeff_interval = interval / 5; |
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414 let difficulty_modifier = coeff_interval + (-coeff_interval * 2) * self.get_difficulty() / 32; |
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415 self.bullet_launch_interval = (interval + difficulty_modifier) as u32; |
689
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416 if self.bullet_launch_interval > 0 { |
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417 self.bullet_launch_timer = rand_start % self.bullet_launch_interval; |
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418 } |
688
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419 } |
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420 |
692
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421 /// Stubbed for now. |
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422 pub(crate) fn play_sound(&self, sound_index: i32) { |
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423 println!("Playing sound {}!", sound_index); |
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424 } |
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425 |
699
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426 /// Stubbed for now. |
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427 pub(crate) fn set_boss(&self, enable: bool) { |
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428 match enable { |
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429 true => println!("Enemy is now boss!"), |
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430 false => println!("Enemy is not boss anymore."), |
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431 } |
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432 } |
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433 |
662
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434 /// Run all interpolators and such, and update internal variables once per |
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435 /// frame. |
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changeset
|
436 pub fn update(&mut self) { |
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437 let Position { mut x, mut y } = self.pos; |
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|
438 |
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Implement Enemy::update(), which now renders the first fairy from stage 1 perfectly!
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|
439 let speed = if self.update_mode == 1 { |
667
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Implement update_mode 1 on enemy.
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|
440 let mut speed = 0.; |
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|
441 if let Some(interpolator) = &self.interpolator { |
709
6d4802abe134
Make interpolators use u32 instead of u16.
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|
442 let values = interpolator.values(self.frame); |
667
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|
443 x = values[0]; |
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Implement update_mode 1 on enemy.
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|
444 y = values[1]; |
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Implement update_mode 1 on enemy.
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445 } |
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Implement update_mode 1 on enemy.
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|
446 if let Some(interpolator) = &self.speed_interpolator { |
709
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Make interpolators use u32 instead of u16.
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|
447 let values = interpolator.values(self.frame); |
667
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Implement update_mode 1 on enemy.
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|
448 speed = values[0]; |
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Implement update_mode 1 on enemy.
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|
449 } |
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|
450 speed |
662
107bb5ca5cc8
Implement Enemy::update(), which now renders the first fairy from stage 1 perfectly!
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451 } else { |
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Implement Enemy::update(), which now renders the first fairy from stage 1 perfectly!
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|
452 let speed = self.speed; |
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|
453 self.speed += self.acceleration; |
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454 self.angle += self.rotation_speed; |
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455 speed |
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Implement Enemy::update(), which now renders the first fairy from stage 1 perfectly!
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456 }; |
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Implement Enemy::update(), which now renders the first fairy from stage 1 perfectly!
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|
457 |
107bb5ca5cc8
Implement Enemy::update(), which now renders the first fairy from stage 1 perfectly!
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458 let dx = self.angle.cos() * speed; |
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Implement Enemy::update(), which now renders the first fairy from stage 1 perfectly!
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459 let dy = self.angle.sin() * speed; |
107bb5ca5cc8
Implement Enemy::update(), which now renders the first fairy from stage 1 perfectly!
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460 if self.type_ & 2 != 0 { |
107bb5ca5cc8
Implement Enemy::update(), which now renders the first fairy from stage 1 perfectly!
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461 x -= dx; |
107bb5ca5cc8
Implement Enemy::update(), which now renders the first fairy from stage 1 perfectly!
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462 } else { |
107bb5ca5cc8
Implement Enemy::update(), which now renders the first fairy from stage 1 perfectly!
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463 x += dx; |
107bb5ca5cc8
Implement Enemy::update(), which now renders the first fairy from stage 1 perfectly!
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464 } |
107bb5ca5cc8
Implement Enemy::update(), which now renders the first fairy from stage 1 perfectly!
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465 y += dy; |
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Implement Enemy::update(), which now renders the first fairy from stage 1 perfectly!
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466 |
666
838d9402b12f
Implement ECL instruction 98, for directional sprites.
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467 if let Some((end_left, end_right, left, right)) = self.movement_dependant_sprites { |
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468 if x < self.pos.x && self.direction != Direction::Left { |
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469 self.set_anim(left); |
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470 self.direction = Direction::Left; |
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471 } else if x > self.pos.x && self.direction != Direction::Right { |
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472 self.set_anim(right); |
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473 self.direction = Direction::Right; |
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|
474 } else if x == self.pos.x && self.direction != Direction::Center { |
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|
475 let anim = if self.direction == Direction::Left { |
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|
476 end_left |
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477 } else { |
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478 end_right |
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|
479 }; |
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|
480 self.set_anim(anim); |
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481 self.direction = Direction::Center; |
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482 } |
838d9402b12f
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|
483 } |
838d9402b12f
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|
484 |
662
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485 self.pos = Position { x, y }; |
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486 |
688
1adecaddf442
ecl_vm: implement SetBulletInterval and SetBulletIntervalEx.
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487 if self.bullet_launch_interval != 0 { |
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488 if self.bullet_launch_timer == 0 { |
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489 self.bullet_attributes.fire(); |
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490 self.bullet_launch_timer = self.bullet_launch_interval; |
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491 } |
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ecl_vm: implement SetBulletInterval and SetBulletIntervalEx.
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492 self.bullet_launch_timer += 1; |
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ecl_vm: implement SetBulletInterval and SetBulletIntervalEx.
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493 self.bullet_launch_timer %= self.bullet_launch_interval; |
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ecl_vm: implement SetBulletInterval and SetBulletIntervalEx.
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parents:
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|
494 } |
1adecaddf442
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|
495 |
662
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|
496 self.frame += 1; |
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Implement Enemy::update(), which now renders the first fairy from stage 1 perfectly!
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497 } |
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|
498 |
664
f08e8e3c6196
Use bitflags for the rank, instead of an u16.
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|
499 pub(crate) fn get_rank(&self) -> Rank { |
660
31fc0d881105
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500 let game = self.game.upgrade().unwrap(); |
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501 let game = game.borrow(); |
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502 game.rank |
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503 } |
31fc0d881105
Make ecl_vm compile, and use it in eclrenderer (doesn’t render yet).
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diff
changeset
|
504 |
31fc0d881105
Make ecl_vm compile, and use it in eclrenderer (doesn’t render yet).
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|
505 pub(crate) fn get_difficulty(&self) -> i32 { |
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|
506 let game = self.game.upgrade().unwrap(); |
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|
507 let game = game.borrow(); |
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|
508 game.difficulty |
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|
509 } |
693
14fddc27e6f5
ecl_vm: implement TargetPlayer, and add a dummy Player to Game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
692
diff
changeset
|
510 |
14fddc27e6f5
ecl_vm: implement TargetPlayer, and add a dummy Player to Game.
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parents:
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diff
changeset
|
511 // TODO: use a trait for positionable entities. |
14fddc27e6f5
ecl_vm: implement TargetPlayer, and add a dummy Player to Game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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diff
changeset
|
512 pub(crate) fn get_angle_to(&self, player: Rc<RefCell<Player>>) -> f32 { |
14fddc27e6f5
ecl_vm: implement TargetPlayer, and add a dummy Player to Game.
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parents:
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diff
changeset
|
513 let player = player.borrow(); |
14fddc27e6f5
ecl_vm: implement TargetPlayer, and add a dummy Player to Game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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diff
changeset
|
514 let offset = self.pos - player.pos; |
14fddc27e6f5
ecl_vm: implement TargetPlayer, and add a dummy Player to Game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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diff
changeset
|
515 offset.dy.atan2(offset.dx) |
14fddc27e6f5
ecl_vm: implement TargetPlayer, and add a dummy Player to Game.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
692
diff
changeset
|
516 } |
735
b9928db975e1
ecl: Enable instruction 99.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
728
diff
changeset
|
517 |
b9928db975e1
ecl: Enable instruction 99.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
728
diff
changeset
|
518 pub(crate) fn set_aux_anm(&self, number: i32, script: i32) { |
b9928db975e1
ecl: Enable instruction 99.
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diff
changeset
|
519 println!("TODO: Spawn aux anm {} with script {}.", number, script); |
b9928db975e1
ecl: Enable instruction 99.
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parents:
728
diff
changeset
|
520 } |
657
ff7b6355cdf1
Port the Enemy struct from Python, for now without its methods.
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parents:
diff
changeset
|
521 } |
658
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
657
diff
changeset
|
522 |
661
598f3125cbac
Implement enough instructions to execute sub 0 from stage 1.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
660
diff
changeset
|
523 trait Renderable { |
598f3125cbac
Implement enough instructions to execute sub 0 from stage 1.
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parents:
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diff
changeset
|
524 fn get_sprites(&self) -> Vec<Rc<RefCell<Sprite>>>; |
598f3125cbac
Implement enough instructions to execute sub 0 from stage 1.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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660
diff
changeset
|
525 } |
598f3125cbac
Implement enough instructions to execute sub 0 from stage 1.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
660
diff
changeset
|
526 |
598f3125cbac
Implement enough instructions to execute sub 0 from stage 1.
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parents:
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diff
changeset
|
527 impl Renderable for Enemy { |
598f3125cbac
Implement enough instructions to execute sub 0 from stage 1.
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diff
changeset
|
528 fn get_sprites(&self) -> Vec<Rc<RefCell<Sprite>>> { |
598f3125cbac
Implement enough instructions to execute sub 0 from stage 1.
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parents:
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diff
changeset
|
529 let anmrunner = self.anmrunner.upgrade().unwrap(); |
598f3125cbac
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parents:
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diff
changeset
|
530 let anmrunner = anmrunner.borrow(); |
598f3125cbac
Implement enough instructions to execute sub 0 from stage 1.
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parents:
660
diff
changeset
|
531 vec![anmrunner.get_sprite()] |
598f3125cbac
Implement enough instructions to execute sub 0 from stage 1.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
660
diff
changeset
|
532 } |
598f3125cbac
Implement enough instructions to execute sub 0 from stage 1.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
660
diff
changeset
|
533 } |
598f3125cbac
Implement enough instructions to execute sub 0 from stage 1.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
660
diff
changeset
|
534 |
658
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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diff
changeset
|
535 #[cfg(test)] |
3a9d82a02c88
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diff
changeset
|
536 mod tests { |
3a9d82a02c88
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diff
changeset
|
537 use super::*; |
3a9d82a02c88
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diff
changeset
|
538 use std::io::{self, Read}; |
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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diff
changeset
|
539 use std::fs::File; |
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
657
diff
changeset
|
540 |
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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diff
changeset
|
541 #[test] |
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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diff
changeset
|
542 fn enemy() { |
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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diff
changeset
|
543 let file = File::open("EoSD/ST/stg1enm.anm").unwrap(); |
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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diff
changeset
|
544 let mut file = io::BufReader::new(file); |
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
657
diff
changeset
|
545 let mut buf = vec![]; |
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
657
diff
changeset
|
546 file.read_to_end(&mut buf).unwrap(); |
701
b6c351ca0a35
anm0: return the nom IResult and the list of Anm0s.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
699
diff
changeset
|
547 let (_, mut anms) = Anm0::from_slice(&buf).unwrap(); |
b6c351ca0a35
anm0: return the nom IResult and the list of Anm0s.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
699
diff
changeset
|
548 let anm0 = anms.pop().unwrap(); |
658
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
657
diff
changeset
|
549 let anm0 = Rc::new(RefCell::new(anm0)); |
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
657
diff
changeset
|
550 let prng = Rc::new(RefCell::new(Prng::new(0))); |
703
81232dac8136
ecl: simplify parsing with more combinators.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
701
diff
changeset
|
551 let game = Game::new(prng, Rank::EASY); |
658
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
657
diff
changeset
|
552 let game = Rc::new(RefCell::new(game)); |
665
965ecdbf0316
Make rank user-defined in eclrenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
664
diff
changeset
|
553 let enemy = Enemy::new(Position::new(0., 0.), 500, 0, 640, Rc::downgrade(&anm0), Rc::downgrade(&game)); |
965ecdbf0316
Make rank user-defined in eclrenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
664
diff
changeset
|
554 let mut enemy = enemy.borrow_mut(); |
658
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
657
diff
changeset
|
555 assert!(enemy.anmrunner.upgrade().is_none()); |
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
657
diff
changeset
|
556 enemy.set_anim(0); |
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
657
diff
changeset
|
557 assert!(enemy.anmrunner.upgrade().is_some()); |
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
657
diff
changeset
|
558 } |
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
657
diff
changeset
|
559 } |