Mercurial > touhou
annotate src/th06/enemy.rs @ 658:3a9d82a02c88
Add a contructor for enemy, and a new example.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sat, 10 Aug 2019 12:48:01 +0200 |
parents | ff7b6355cdf1 |
children | 31fc0d881105 |
rev | line source |
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657
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Port the Enemy struct from Python, for now without its methods.
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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 x: f32, |
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15 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 } |
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64 |
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65 impl Game { |
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66 /// Create said god struct. |
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67 pub fn new(prng: Rc<RefCell<Prng>>) -> Game { |
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68 Game { |
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69 enemies: Vec::new(), |
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70 anmrunners: Vec::new(), |
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71 prng, |
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72 } |
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73 } |
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74 |
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75 /// Run the simulation for a single frame. |
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76 pub fn run_frame(&mut self) { |
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77 /* |
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78 for eclrunner in self.eclrunners { |
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79 eclrunner.run_frame(); |
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80 } |
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81 */ |
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82 |
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83 for anmrunner in self.anmrunners.iter() { |
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84 let mut anmrunner = anmrunner.borrow_mut(); |
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85 anmrunner.run_frame(); |
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86 } |
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87 } |
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88 |
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89 /// Returns a list of all sprites currently being displayed on screen. |
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90 pub fn get_sprites(&self) -> Vec<Rc<RefCell<Sprite>>> { |
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91 let mut sprites = vec![]; |
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92 for anmrunner in self.anmrunners.iter() { |
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93 let anmrunner = anmrunner.borrow(); |
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94 let sprite = anmrunner.get_sprite(); |
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95 sprites.push(sprite); |
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96 } |
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97 sprites |
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98 } |
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99 } |
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100 |
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101 /// Common to all elements in game. |
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102 struct Element { |
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103 pos: Position, |
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104 removed: bool, |
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105 anmrunner: AnmRunner, |
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106 } |
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107 |
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108 /// The enemy struct, containing everything pertaining to an enemy. |
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109 #[derive(Default)] |
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110 pub struct Enemy { |
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111 // Common to all elements in game. |
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112 pos: Position, |
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113 removed: bool, |
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114 anmrunner: Weak<RefCell<AnmRunner>>, |
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115 |
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116 // Specific to enemy. |
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117 // Floats. |
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118 z: f32, |
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119 angle: f32, |
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120 speed: f32, |
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121 rotation_speed: f32, |
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122 acceleration: f32, |
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123 |
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124 // Ints. |
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125 type_: u32, |
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126 bonus_dropped: u32, |
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127 die_score: u32, |
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128 frame: u32, |
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129 life: u32, |
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130 death_flags: u32, |
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131 current_laser_id: u32, |
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132 low_life_trigger: Option<u32>, |
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133 timeout: Option<u32>, |
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134 remaining_lives: u32, |
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135 bullet_launch_interval: u32, |
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136 bullet_launch_timer: u32, |
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137 death_anim: u32, |
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138 direction: u32, |
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139 update_mode: u32, |
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140 |
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141 // Bools. |
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142 visible: bool, |
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143 was_visible: bool, |
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144 touchable: bool, |
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145 collidable: bool, |
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146 damageable: bool, |
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147 boss: bool, |
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148 automatic_orientation: bool, |
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149 delay_attack: bool, |
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150 |
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151 // Tuples. |
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152 difficulty_coeffs: (f32, f32, u32, u32, u32, u32), |
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153 extended_bullet_attributes: Option<(u32, u32, u32, u32, f32, f32, f32, f32)>, |
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154 bullet_attributes: Option<(i16, i16, u32, u32, u32, f32, f32, f32, f32, u32)>, |
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155 bullet_launch_offset: Offset, |
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156 movement_dependant_sprites: Option<(f32, f32, f32, f32)>, |
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157 screen_box: Option<(f32, f32, f32, f32)>, |
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158 |
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159 // Callbacks. |
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160 death_callback: Option<Callback>, |
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161 boss_callback: Option<Callback>, |
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162 low_life_callback: Option<Callback>, |
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163 timeout_callback: Option<Callback>, |
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164 |
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165 // Laser. |
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166 laser_by_id: HashMap<u32, Laser>, |
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167 |
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168 // Options. |
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169 // TODO: actually a 8 element array. |
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170 options: Vec<Element>, |
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171 |
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172 // Interpolators. |
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173 interpolator: Option<Interpolator2<f32>>, |
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174 speed_interpolator: Option<Interpolator1<f32>>, |
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175 |
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176 // Misc stuff, do we need them? |
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177 anm0: Weak<RefCell<Anm0>>, |
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178 process: Rc<RefCell<Process>>, |
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179 game: Weak<RefCell<Game>>, |
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180 prng: Weak<RefCell<Prng>>, |
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181 hitbox_half_size: [f32; 2], |
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182 } |
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183 |
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184 impl Enemy { |
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185 /// Create a new enemy. |
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186 pub fn new(pos: Position, life: i32, bonus_dropped: u32, die_score: u32, anm0: Weak<RefCell<Anm0>>, game: Weak<RefCell<Game>>) -> Enemy { |
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187 Enemy { |
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188 pos, |
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189 anm0, |
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190 game, |
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191 visible: true, |
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192 bonus_dropped, |
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193 die_score, |
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194 life: if life < 0 { 1 } else { life as u32 }, |
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195 touchable: true, |
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196 collidable: true, |
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197 damageable: true, |
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198 difficulty_coeffs: (-0.5, 0.5, 0, 0, 0, 0), |
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199 ..Default::default() |
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200 } |
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201 } |
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202 |
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203 /// Sets the animation to the one indexed by index in the current anm0. |
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204 pub fn set_anim(&mut self, index: u8) { |
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205 let anm0 = self.anm0.upgrade().unwrap(); |
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206 let game = self.game.upgrade().unwrap(); |
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207 let sprite = Rc::new(RefCell::new(Sprite::new())); |
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208 let anmrunner = AnmRunner::new(&*anm0.borrow(), index, sprite, self.prng.clone(), 0); |
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209 let anmrunner = Rc::new(RefCell::new(anmrunner)); |
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210 self.anmrunner = Rc::downgrade(&anmrunner); |
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211 (*game.borrow_mut()).anmrunners.push(anmrunner); |
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212 } |
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213 |
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214 /// Sets the hitbox around the enemy. |
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215 pub fn set_hitbox(&mut self, width: f32, height: f32) { |
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216 self.hitbox_half_size = [width, height]; |
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217 } |
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218 } |
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219 |
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220 #[cfg(test)] |
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221 mod tests { |
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222 use super::*; |
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223 use std::io::{self, Read}; |
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224 use std::fs::File; |
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225 |
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226 #[test] |
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227 fn enemy() { |
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228 let file = File::open("EoSD/ST/stg1enm.anm").unwrap(); |
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parents:
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229 let mut file = io::BufReader::new(file); |
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Add a contructor for enemy, and a new example.
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parents:
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230 let mut buf = vec![]; |
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Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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231 file.read_to_end(&mut buf).unwrap(); |
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Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
657
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232 let anm0 = Anm0::from_slice(&buf).unwrap(); |
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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233 let anm0 = Rc::new(RefCell::new(anm0)); |
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Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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234 let prng = Rc::new(RefCell::new(Prng::new(0))); |
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parents:
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235 let game = Game::new(prng); |
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Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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236 let game = Rc::new(RefCell::new(game)); |
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
657
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237 let mut enemy = Enemy::new(Position::new(0., 0.), 500, 0, 640, Rc::downgrade(&anm0), Rc::downgrade(&game)); |
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parents:
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238 assert!(enemy.anmrunner.upgrade().is_none()); |
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parents:
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239 enemy.set_anim(0); |
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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240 assert!(enemy.anmrunner.upgrade().is_some()); |
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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241 } |
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parents:
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242 } |