Mercurial > touhou
annotate src/th06/enemy.rs @ 662:107bb5ca5cc8
Implement Enemy::update(), which now renders the first fairy from stage 1 perfectly!
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sun, 11 Aug 2019 18:14:01 +0200 |
parents | 598f3125cbac |
children | f08e8e3c6196 |
rev | line source |
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657
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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::interpolator::{Interpolator1, Interpolator2}; |
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6 use crate::util::prng::Prng; |
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7 use std::cell::RefCell; |
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8 use std::collections::HashMap; |
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9 use std::rc::{Rc, Weak}; |
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10 |
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11 /// The 2D position of an object in the game. |
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12 #[derive(Debug, Clone, Copy, Default)] |
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13 pub struct Position { |
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14 pub(crate) x: f32, |
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15 pub(crate) y: f32, |
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16 } |
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17 |
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18 /// An offset which can be added to a Position. |
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19 #[derive(Debug, Clone, Copy, Default)] |
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20 pub struct Offset { |
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21 dx: f32, |
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22 dy: f32, |
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23 } |
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24 |
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25 impl Position { |
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26 /// Create said position. |
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27 pub fn new(x: f32, y: f32) -> Position { |
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28 Position { x, y } |
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29 } |
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30 } |
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31 |
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32 impl Offset { |
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33 /// Create said offset. |
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34 pub fn new(dx: f32, dy: f32) -> Offset { |
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35 Offset { dx, dy } |
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36 } |
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37 } |
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38 |
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39 impl std::ops::Add<Offset> for Position { |
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40 type Output = Position; |
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41 fn add(self, offset: Offset) -> Position { |
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42 Position { |
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43 x: self.x + offset.dx, |
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44 y: self.y + offset.dy, |
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45 } |
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46 } |
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47 } |
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48 |
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49 #[derive(Debug, Clone)] |
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50 struct Callback; |
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51 |
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52 #[derive(Debug, Clone)] |
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53 struct Laser; |
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54 |
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55 #[derive(Debug, Clone, Default)] |
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56 struct Process; |
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57 |
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58 /// God struct of our game. |
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59 pub struct Game { |
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60 enemies: Vec<Rc<RefCell<Enemy>>>, |
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61 anmrunners: Vec<Rc<RefCell<AnmRunner>>>, |
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62 prng: Rc<RefCell<Prng>>, |
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63 rank: i32, |
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64 difficulty: i32, |
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65 } |
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66 |
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67 impl Game { |
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68 /// Create said god struct. |
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69 pub fn new(prng: Rc<RefCell<Prng>>) -> Game { |
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70 Game { |
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71 enemies: Vec::new(), |
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72 anmrunners: Vec::new(), |
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73 prng, |
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74 rank: 0, |
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75 difficulty: 0, |
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76 } |
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77 } |
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78 |
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79 /// Run the simulation for a single frame. |
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80 pub fn run_frame(&mut self) { |
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81 /* |
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82 for eclrunner in self.eclrunners { |
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83 eclrunner.run_frame(); |
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84 } |
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85 */ |
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86 |
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87 for anmrunner in self.anmrunners.iter() { |
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88 let mut anmrunner = anmrunner.borrow_mut(); |
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89 anmrunner.run_frame(); |
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90 } |
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91 } |
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92 |
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93 /// Returns a list of all sprites currently being displayed on screen. |
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94 pub fn get_sprites(&self) -> Vec<(f32, f32, f32, Rc<RefCell<Sprite>>)> { |
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95 let mut sprites = vec![]; |
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96 for enemy in self.enemies.iter() { |
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97 let enemy = enemy.borrow(); |
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98 let anmrunner = enemy.anmrunner.upgrade().unwrap(); |
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99 let anmrunner = anmrunner.borrow(); |
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100 let sprite = anmrunner.get_sprite(); |
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101 sprites.push((enemy.pos.x, enemy.pos.y, enemy.z, sprite)); |
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102 } |
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103 sprites |
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104 } |
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105 } |
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106 |
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107 /// Common to all elements in game. |
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108 struct Element { |
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109 pos: Position, |
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110 removed: bool, |
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111 anmrunner: AnmRunner, |
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112 } |
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113 |
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114 /// The enemy struct, containing everything pertaining to an enemy. |
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115 #[derive(Default)] |
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116 pub struct Enemy { |
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117 // Common to all elements in game. |
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118 pub(crate) pos: Position, |
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119 pub(crate) removed: bool, |
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120 pub(crate) anmrunner: Weak<RefCell<AnmRunner>>, |
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121 |
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122 // Specific to enemy. |
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123 // Floats. |
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124 pub(crate) z: f32, |
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125 pub(crate) angle: f32, |
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126 pub(crate) speed: f32, |
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127 pub(crate) rotation_speed: f32, |
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128 pub(crate) acceleration: f32, |
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129 |
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130 // Ints. |
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131 pub(crate) type_: u32, |
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132 pub(crate) bonus_dropped: u32, |
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133 pub(crate) die_score: u32, |
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134 /// XXX |
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135 pub frame: u32, |
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136 pub(crate) life: u32, |
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137 pub(crate) death_flags: u32, |
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138 pub(crate) current_laser_id: u32, |
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139 pub(crate) low_life_trigger: Option<u32>, |
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140 pub(crate) timeout: Option<u32>, |
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141 pub(crate) remaining_lives: u32, |
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142 pub(crate) bullet_launch_interval: u32, |
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143 pub(crate) bullet_launch_timer: u32, |
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144 pub(crate) death_anim: i32, |
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145 pub(crate) direction: u32, |
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146 pub(crate) update_mode: u32, |
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147 |
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148 // Bools. |
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149 pub(crate) visible: bool, |
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150 pub(crate) was_visible: bool, |
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151 pub(crate) touchable: bool, |
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152 pub(crate) collidable: bool, |
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153 pub(crate) damageable: bool, |
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154 pub(crate) boss: bool, |
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155 pub(crate) automatic_orientation: bool, |
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156 pub(crate) delay_attack: bool, |
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157 |
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158 // Tuples. |
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159 pub(crate) difficulty_coeffs: (f32, f32, u32, u32, u32, u32), |
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160 pub(crate) extended_bullet_attributes: Option<(u32, u32, u32, u32, f32, f32, f32, f32)>, |
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161 pub(crate) bullet_attributes: Option<(i16, i16, u32, u32, u32, f32, f32, f32, f32, u32)>, |
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162 pub(crate) bullet_launch_offset: Offset, |
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163 pub(crate) movement_dependant_sprites: Option<(f32, f32, f32, f32)>, |
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164 pub(crate) screen_box: Option<(f32, f32, f32, f32)>, |
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165 |
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166 // Callbacks. |
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167 death_callback: Option<Callback>, |
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168 boss_callback: Option<Callback>, |
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169 low_life_callback: Option<Callback>, |
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170 timeout_callback: Option<Callback>, |
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171 |
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172 // Laser. |
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173 laser_by_id: HashMap<u32, Laser>, |
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174 |
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175 // Options. |
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176 // TODO: actually a 8 element array. |
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177 options: Vec<Element>, |
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178 |
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179 // Interpolators. |
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180 pub(crate) interpolator: Option<Interpolator2<f32>>, |
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181 pub(crate) speed_interpolator: Option<Interpolator1<f32>>, |
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182 |
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183 // Misc stuff, do we need them? |
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184 pub(crate) anm0: Weak<RefCell<Anm0>>, |
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185 process: Rc<RefCell<Process>>, |
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186 pub(crate) game: Weak<RefCell<Game>>, |
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187 pub(crate) prng: Weak<RefCell<Prng>>, |
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188 pub(crate) hitbox_half_size: [f32; 2], |
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189 } |
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190 |
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191 impl Enemy { |
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192 /// Create a new enemy. |
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193 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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194 let game_rc = game.upgrade().unwrap(); |
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195 let enemy = Enemy { |
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196 pos, |
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197 anm0, |
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198 game, |
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199 visible: true, |
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200 bonus_dropped, |
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201 die_score, |
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202 life: if life < 0 { 1 } else { life as u32 }, |
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203 touchable: true, |
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204 collidable: true, |
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205 damageable: true, |
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206 difficulty_coeffs: (-0.5, 0.5, 0, 0, 0, 0), |
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207 ..Default::default() |
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208 }; |
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209 let enemy = Rc::new(RefCell::new(enemy)); |
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210 game_rc.borrow_mut().enemies.push(enemy.clone()); |
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211 enemy |
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212 } |
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213 |
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214 /// Sets the animation to the one indexed by index in the current anm0. |
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215 pub fn set_anim(&mut self, index: u8) { |
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216 let anm0 = self.anm0.upgrade().unwrap(); |
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217 let game = self.game.upgrade().unwrap(); |
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218 let sprite = Rc::new(RefCell::new(Sprite::new())); |
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219 let anmrunner = AnmRunner::new(&*anm0.borrow(), index, sprite, self.prng.clone(), 0); |
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220 let anmrunner = Rc::new(RefCell::new(anmrunner)); |
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221 self.anmrunner = Rc::downgrade(&anmrunner); |
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222 (*game.borrow_mut()).anmrunners.push(anmrunner); |
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223 } |
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224 |
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225 /// Sets the current position of the enemy. |
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226 pub fn set_pos(&mut self, x: f32, y: f32, z: f32) { |
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227 self.pos.x = x; |
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228 self.pos.y = y; |
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229 self.z = z; |
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230 } |
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231 |
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232 /// Sets the hitbox around the enemy. |
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233 pub fn set_hitbox(&mut self, width: f32, height: f32) { |
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234 self.hitbox_half_size = [width, height]; |
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235 } |
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236 |
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237 /// Run all interpolators and such, and update internal variables once per |
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238 /// frame. |
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239 pub fn update(&mut self) { |
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240 let Position { mut x, mut y } = self.pos; |
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241 |
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242 let speed = if self.update_mode == 1 { |
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243 0. |
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244 } else { |
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245 let speed = self.speed; |
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246 self.speed += self.acceleration; |
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247 self.angle += self.rotation_speed; |
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248 speed |
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249 }; |
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250 |
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251 let dx = self.angle.cos() * speed; |
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252 let dy = self.angle.sin() * speed; |
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253 if self.type_ & 2 != 0 { |
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254 x -= dx; |
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255 } else { |
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256 x += dx; |
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257 } |
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258 y += dy; |
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259 |
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260 self.pos = Position { x, y }; |
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261 |
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262 self.frame += 1; |
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263 } |
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264 |
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265 pub(crate) fn get_rank(&self) -> i32 { |
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266 let game = self.game.upgrade().unwrap(); |
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267 let game = game.borrow(); |
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268 game.rank |
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269 } |
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270 |
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271 pub(crate) fn get_difficulty(&self) -> i32 { |
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272 let game = self.game.upgrade().unwrap(); |
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273 let game = game.borrow(); |
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274 game.difficulty |
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275 } |
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276 } |
658
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277 |
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278 trait Renderable { |
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279 fn get_sprites(&self) -> Vec<Rc<RefCell<Sprite>>>; |
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280 } |
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281 |
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282 impl Renderable for Enemy { |
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283 fn get_sprites(&self) -> Vec<Rc<RefCell<Sprite>>> { |
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284 let anmrunner = self.anmrunner.upgrade().unwrap(); |
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285 let anmrunner = anmrunner.borrow(); |
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286 vec![anmrunner.get_sprite()] |
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287 } |
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288 } |
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289 |
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290 #[cfg(test)] |
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291 mod tests { |
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292 use super::*; |
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293 use std::io::{self, Read}; |
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294 use std::fs::File; |
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295 |
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296 #[test] |
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297 fn enemy() { |
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298 let file = File::open("EoSD/ST/stg1enm.anm").unwrap(); |
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299 let mut file = io::BufReader::new(file); |
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300 let mut buf = vec![]; |
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301 file.read_to_end(&mut buf).unwrap(); |
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302 let anm0 = Anm0::from_slice(&buf).unwrap(); |
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303 let anm0 = Rc::new(RefCell::new(anm0)); |
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304 let prng = Rc::new(RefCell::new(Prng::new(0))); |
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305 let game = Game::new(prng); |
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306 let game = Rc::new(RefCell::new(game)); |
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307 let mut enemy = Enemy::new(Position::new(0., 0.), 500, 0, 640, Rc::downgrade(&anm0), Rc::downgrade(&game)); |
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308 assert!(enemy.anmrunner.upgrade().is_none()); |
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309 enemy.set_anim(0); |
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310 assert!(enemy.anmrunner.upgrade().is_some()); |
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311 } |
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312 } |