annotate src/th06/enemy.rs @ 669:1bb8b34dbd32

Don’t allocate a Vec while reading a String in ECL.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Mon, 12 Aug 2019 15:10:19 +0200
parents 140ee7de6d90
children 082c39d7d1c3
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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)]
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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)]
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21 pub struct Offset {
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22 dx: f32,
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23 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 #[derive(Debug, Clone)]
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51 struct Callback;
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52
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53 #[derive(Debug, Clone)]
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54 struct Laser;
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55
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56 #[derive(Debug, Clone, Default)]
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57 struct Process;
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58
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59 /// God struct of our game.
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60 pub struct Game {
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61 enemies: Vec<Rc<RefCell<Enemy>>>,
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62 anmrunners: Vec<Rc<RefCell<AnmRunner>>>,
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63 prng: Rc<RefCell<Prng>>,
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64 rank: Rank,
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65 difficulty: i32,
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66 }
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67
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68 impl Game {
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69 /// Create said god struct.
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70 pub fn new(prng: Rc<RefCell<Prng>>, rank: Rank) -> Game {
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71 Game {
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72 enemies: Vec::new(),
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73 anmrunners: Vec::new(),
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74 prng,
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75 rank,
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76 difficulty: 0,
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77 }
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78 }
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79
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80 /// Run the simulation for a single frame.
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81 pub fn run_frame(&mut self) {
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82 /*
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83 for eclrunner in self.eclrunners {
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84 eclrunner.run_frame();
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85 }
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86 */
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87
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88 for anmrunner in self.anmrunners.iter() {
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89 let mut anmrunner = anmrunner.borrow_mut();
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90 anmrunner.run_frame();
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91 }
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92 }
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93
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94 /// Returns a list of all sprites currently being displayed on screen.
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95 pub fn get_sprites(&self) -> Vec<(f32, f32, f32, Rc<RefCell<Sprite>>)> {
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96 let mut sprites = vec![];
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97 for enemy in self.enemies.iter() {
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98 let enemy = enemy.borrow();
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99 let anmrunner = enemy.anmrunner.upgrade().unwrap();
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100 let anmrunner = anmrunner.borrow();
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101 let sprite = anmrunner.get_sprite();
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102 sprites.push((enemy.pos.x, enemy.pos.y, enemy.z, sprite));
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103 }
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104 sprites
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105 }
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106 }
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107
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108 /// Common to all elements in game.
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109 struct Element {
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110 pos: Position,
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111 removed: bool,
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112 anmrunner: AnmRunner,
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113 }
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114
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115 #[derive(PartialEq)]
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116 pub(crate) enum Direction {
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117 Left,
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118 Center,
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119 Right,
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120 }
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121
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122 impl Default for Direction {
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123 fn default() -> Direction {
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124 Direction::Center
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125 }
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126 }
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127
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128 /// The enemy struct, containing everything pertaining to an enemy.
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129 #[derive(Default)]
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130 pub struct Enemy {
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131 // Common to all elements in game.
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132 pub(crate) pos: Position,
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133 pub(crate) removed: bool,
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134 pub(crate) anmrunner: Weak<RefCell<AnmRunner>>,
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135
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136 // Specific to enemy.
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137 // Floats.
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138 pub(crate) z: f32,
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139 pub(crate) angle: f32,
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140 pub(crate) speed: f32,
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141 pub(crate) rotation_speed: f32,
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142 pub(crate) acceleration: f32,
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143
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144 // Ints.
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145 pub(crate) type_: u32,
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146 pub(crate) bonus_dropped: u32,
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147 pub(crate) die_score: u32,
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148 /// XXX
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149 pub frame: u32,
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150 pub(crate) life: u32,
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151 pub(crate) death_flags: u32,
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152 pub(crate) current_laser_id: u32,
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153 pub(crate) low_life_trigger: Option<u32>,
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154 pub(crate) timeout: Option<u32>,
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155 pub(crate) remaining_lives: u32,
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156 pub(crate) bullet_launch_interval: u32,
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157 pub(crate) bullet_launch_timer: u32,
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158 pub(crate) death_anim: i32,
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159 pub(crate) direction: Direction,
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160 pub(crate) update_mode: u32,
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161
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162 // Bools.
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163 pub(crate) visible: bool,
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164 pub(crate) was_visible: bool,
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165 pub(crate) touchable: bool,
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166 pub(crate) collidable: bool,
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167 pub(crate) damageable: bool,
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168 pub(crate) boss: bool,
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169 pub(crate) automatic_orientation: bool,
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170 pub(crate) delay_attack: bool,
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171
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172 // Tuples.
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173 pub(crate) difficulty_coeffs: (f32, f32, u32, u32, u32, u32),
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174 pub(crate) extended_bullet_attributes: Option<(u32, u32, u32, u32, f32, f32, f32, f32)>,
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175 pub(crate) bullet_attributes: Option<(i16, i16, u32, u32, u32, f32, f32, f32, f32, u32)>,
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176 pub(crate) bullet_launch_offset: Offset,
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177 pub(crate) movement_dependant_sprites: Option<(u8, u8, u8, u8)>,
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178 pub(crate) screen_box: Option<(f32, f32, f32, f32)>,
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179
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180 // Callbacks.
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181 death_callback: Option<Callback>,
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182 boss_callback: Option<Callback>,
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183 low_life_callback: Option<Callback>,
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184 timeout_callback: Option<Callback>,
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185
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186 // Laser.
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187 laser_by_id: HashMap<u32, Laser>,
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188
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189 // Options.
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190 // TODO: actually a 8 element array.
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191 options: Vec<Element>,
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192
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193 // Interpolators.
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194 pub(crate) interpolator: Option<Interpolator2<f32>>,
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195 pub(crate) speed_interpolator: Option<Interpolator1<f32>>,
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196
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197 // Misc stuff, do we need them?
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198 pub(crate) anm0: Weak<RefCell<Anm0>>,
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199 process: Rc<RefCell<Process>>,
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200 pub(crate) game: Weak<RefCell<Game>>,
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201 pub(crate) prng: Weak<RefCell<Prng>>,
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202 pub(crate) hitbox_half_size: [f32; 2],
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203 }
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204
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205 impl Enemy {
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206 /// Create a new enemy.
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207 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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208 let game_rc = game.upgrade().unwrap();
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209 let enemy = Enemy {
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210 pos,
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211 anm0,
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212 game,
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213 visible: true,
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214 bonus_dropped,
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215 die_score,
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216 life: if life < 0 { 1 } else { life as u32 },
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217 touchable: true,
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218 collidable: true,
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219 damageable: true,
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220 difficulty_coeffs: (-0.5, 0.5, 0, 0, 0, 0),
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221 ..Default::default()
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222 };
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223 let enemy = Rc::new(RefCell::new(enemy));
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224 game_rc.borrow_mut().enemies.push(enemy.clone());
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225 enemy
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226 }
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227
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228 /// Sets the animation to the one indexed by index in the current anm0.
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229 pub fn set_anim(&mut self, index: u8) {
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230 let anm0 = self.anm0.upgrade().unwrap();
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231 let game = self.game.upgrade().unwrap();
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232 let sprite = Rc::new(RefCell::new(Sprite::new()));
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233 let anmrunner = AnmRunner::new(&*anm0.borrow(), index, sprite, self.prng.clone(), 0);
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234 let anmrunner = Rc::new(RefCell::new(anmrunner));
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235 self.anmrunner = Rc::downgrade(&anmrunner);
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236 (*game.borrow_mut()).anmrunners.push(anmrunner);
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237 }
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238
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239 /// Sets the current position of the enemy.
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240 pub fn set_pos(&mut self, x: f32, y: f32, z: f32) {
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241 self.pos.x = x;
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242 self.pos.y = y;
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243 self.z = z;
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244 }
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245
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246 /// Sets the hitbox around the enemy.
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247 pub fn set_hitbox(&mut self, width: f32, height: f32) {
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248 self.hitbox_half_size = [width / 2., height / 2.];
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249 }
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250
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251 /// Run all interpolators and such, and update internal variables once per
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252 /// frame.
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253 pub fn update(&mut self) {
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254 let Position { mut x, mut y } = self.pos;
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255
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256 let speed = if self.update_mode == 1 {
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257 let mut speed = 0.;
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258 if let Some(interpolator) = &self.interpolator {
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259 let values = interpolator.values(self.frame as u16);
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260 x = values[0];
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261 y = values[1];
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262 }
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263 if let Some(interpolator) = &self.speed_interpolator {
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264 let values = interpolator.values(self.frame as u16);
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265 speed = values[0];
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266 }
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267 speed
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268 } else {
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269 let speed = self.speed;
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270 self.speed += self.acceleration;
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271 self.angle += self.rotation_speed;
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272 speed
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273 };
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274
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275 let dx = self.angle.cos() * speed;
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276 let dy = self.angle.sin() * speed;
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277 if self.type_ & 2 != 0 {
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278 x -= dx;
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279 } else {
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280 x += dx;
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281 }
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282 y += dy;
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283
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284 if let Some((end_left, end_right, left, right)) = self.movement_dependant_sprites {
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285 if x < self.pos.x && self.direction != Direction::Left {
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286 self.set_anim(left);
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287 self.direction = Direction::Left;
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288 } else if x > self.pos.x && self.direction != Direction::Right {
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289 self.set_anim(right);
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290 self.direction = Direction::Right;
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291 } else if x == self.pos.x && self.direction != Direction::Center {
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292 let anim = if self.direction == Direction::Left {
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293 end_left
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294 } else {
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295 end_right
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296 };
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297 self.set_anim(anim);
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298 self.direction = Direction::Center;
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299 }
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300 }
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301
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302 self.pos = Position { x, y };
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303
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304 self.frame += 1;
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305 }
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306
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307 pub(crate) fn get_rank(&self) -> Rank {
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308 let game = self.game.upgrade().unwrap();
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309 let game = game.borrow();
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310 game.rank
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311 }
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312
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313 pub(crate) fn get_difficulty(&self) -> i32 {
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314 let game = self.game.upgrade().unwrap();
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315 let game = game.borrow();
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316 game.difficulty
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317 }
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318 }
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319
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320 trait Renderable {
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321 fn get_sprites(&self) -> Vec<Rc<RefCell<Sprite>>>;
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322 }
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323
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324 impl Renderable for Enemy {
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325 fn get_sprites(&self) -> Vec<Rc<RefCell<Sprite>>> {
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326 let anmrunner = self.anmrunner.upgrade().unwrap();
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327 let anmrunner = anmrunner.borrow();
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328 vec![anmrunner.get_sprite()]
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329 }
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330 }
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331
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332 #[cfg(test)]
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333 mod tests {
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334 use super::*;
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335 use std::io::{self, Read};
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336 use std::fs::File;
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337
3a9d82a02c88 Add a contructor for enemy, and a new example.
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338 #[test]
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339 fn enemy() {
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340 let file = File::open("EoSD/ST/stg1enm.anm").unwrap();
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341 let mut file = io::BufReader::new(file);
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342 let mut buf = vec![];
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343 file.read_to_end(&mut buf).unwrap();
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344 let anm0 = Anm0::from_slice(&buf).unwrap();
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345 let anm0 = Rc::new(RefCell::new(anm0));
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346 let prng = Rc::new(RefCell::new(Prng::new(0)));
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347 let game = Game::new(prng, Rank::Easy);
658
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348 let game = Rc::new(RefCell::new(game));
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349 let enemy = Enemy::new(Position::new(0., 0.), 500, 0, 640, Rc::downgrade(&anm0), Rc::downgrade(&game));
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350 let mut enemy = enemy.borrow_mut();
658
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351 assert!(enemy.anmrunner.upgrade().is_none());
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352 enemy.set_anim(0);
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diff changeset
353 assert!(enemy.anmrunner.upgrade().is_some());
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354 }
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355 }