Mercurial > touhou
annotate src/th06/enemy.rs @ 711:464c1b02a996
ecl_vm: Fix SetPosition.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sun, 08 Sep 2019 18:09:43 +0200 |
parents | 6d4802abe134 |
children | c187e0a6b751 |
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 /// God struct of our game. |
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78 pub struct Game { |
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79 enemies: Vec<Rc<RefCell<Enemy>>>, |
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80 anmrunners: Vec<Rc<RefCell<AnmRunner>>>, |
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81 player: Rc<RefCell<Player>>, |
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82 prng: Rc<RefCell<Prng>>, |
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83 rank: Rank, |
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84 difficulty: i32, |
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85 } |
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86 |
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87 impl Game { |
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88 /// Create said god struct. |
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89 pub fn new(prng: Rc<RefCell<Prng>>, rank: Rank) -> Game { |
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90 Game { |
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91 enemies: Vec::new(), |
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92 anmrunners: Vec::new(), |
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93 player: Rc::new(RefCell::new(Player { pos: Position { x: 192., y: 384. } })), |
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94 prng, |
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95 rank, |
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96 difficulty: 0, |
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97 } |
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98 } |
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99 |
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100 /// Run the simulation for a single frame. |
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101 pub fn run_frame(&mut self) { |
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102 /* |
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103 for eclrunner in self.eclrunners { |
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104 eclrunner.run_frame(); |
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105 } |
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106 */ |
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107 |
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108 for anmrunner in self.anmrunners.iter() { |
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109 let mut anmrunner = anmrunner.borrow_mut(); |
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110 anmrunner.run_frame(); |
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111 } |
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112 } |
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113 |
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114 /// Returns a list of all sprites currently being displayed on screen. |
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115 pub fn get_sprites(&self) -> Vec<(f32, f32, f32, Rc<RefCell<Sprite>>)> { |
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116 let mut sprites = vec![]; |
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117 for enemy in self.enemies.iter() { |
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118 let enemy = enemy.borrow(); |
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119 let anmrunner = enemy.anmrunner.upgrade().unwrap(); |
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120 let anmrunner = anmrunner.borrow(); |
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121 let sprite = anmrunner.get_sprite(); |
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122 sprites.push((enemy.pos.x, enemy.pos.y, enemy.z, sprite)); |
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123 } |
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124 sprites |
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125 } |
693
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126 |
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127 pub(crate) fn get_player(&self) -> Rc<RefCell<Player>> { |
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128 self.player.clone() |
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129 } |
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130 } |
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131 |
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132 /// Common to all elements in game. |
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133 struct Element { |
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134 pos: Position, |
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135 removed: bool, |
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136 anmrunner: AnmRunner, |
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137 } |
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138 |
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139 #[derive(PartialEq)] |
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140 pub(crate) struct DifficultyCoeffs { |
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141 pub(crate) speed_a: f32, |
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142 pub(crate) speed_b: f32, |
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143 pub(crate) nb_a: i16, |
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144 pub(crate) nb_b: i16, |
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145 pub(crate) shots_a: i16, |
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146 pub(crate) shots_b: i16, |
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147 } |
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148 |
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149 impl Default for DifficultyCoeffs { |
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150 fn default() -> DifficultyCoeffs { |
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151 DifficultyCoeffs { |
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152 speed_a: -0.5, |
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153 speed_b: 0.5, |
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154 nb_a: 0, |
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155 nb_b: 0, |
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156 shots_a: 0, |
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157 shots_b: 0, |
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158 } |
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159 } |
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160 } |
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161 |
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162 #[derive(Debug, Clone, Default, PartialEq)] |
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163 pub(crate) struct BulletAttributes { |
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164 pub(crate) anim: i16, |
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165 pub(crate) sprite_index_offset: i16, |
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166 pub(crate) pos: Position, // Doesn’t have a z field. |
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167 pub(crate) launch_angle: f32, |
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168 pub(crate) angle: f32, |
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169 pub(crate) speed: f32, |
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170 pub(crate) speed2: f32, |
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171 pub(crate) extended_attributes: (i32, i32, i32, i32, f32, f32, f32, f32), |
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172 // unknown: x32, |
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173 pub(crate) bullets_per_shot: i16, |
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174 pub(crate) number_of_shots: i16, |
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175 pub(crate) bullet_type: i16, |
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176 // zero: x32, |
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177 pub(crate) flags: u32, |
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178 pub(crate) ins84_param: i32, |
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179 } |
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180 |
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181 impl BulletAttributes { |
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182 /// Fire! |
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183 pub fn fire(&mut self) { |
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184 println!("PAN!"); |
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185 } |
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186 } |
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187 |
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188 #[derive(PartialEq)] |
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189 pub(crate) enum Direction { |
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190 Left, |
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191 Center, |
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192 Right, |
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193 } |
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194 |
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195 impl Default for Direction { |
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196 fn default() -> Direction { |
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197 Direction::Center |
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198 } |
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199 } |
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200 |
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201 /// The enemy struct, containing everything pertaining to an enemy. |
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202 #[derive(Default)] |
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203 pub struct Enemy { |
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204 // Common to all elements in game. |
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205 pub(crate) pos: Position, |
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206 pub(crate) removed: bool, |
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207 pub(crate) anmrunner: Weak<RefCell<AnmRunner>>, |
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208 |
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209 // Specific to enemy. |
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210 // Floats. |
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211 pub(crate) z: f32, |
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212 pub(crate) angle: f32, |
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213 pub(crate) speed: f32, |
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214 pub(crate) rotation_speed: f32, |
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215 pub(crate) acceleration: f32, |
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216 |
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217 // Ints. |
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218 pub(crate) type_: u32, |
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219 pub(crate) bonus_dropped: u32, |
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220 pub(crate) die_score: u32, |
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221 /// XXX |
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222 pub frame: u32, |
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223 pub(crate) life: u32, |
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224 pub(crate) death_flags: u32, |
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225 pub(crate) current_laser_id: u32, |
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226 pub(crate) low_life_trigger: Option<u32>, |
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227 pub(crate) timeout: Option<u32>, |
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228 pub(crate) remaining_lives: u32, |
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229 bullet_launch_interval: u32, |
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230 bullet_launch_timer: u32, |
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231 pub(crate) death_anim: i32, |
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232 pub(crate) direction: Direction, |
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233 pub(crate) update_mode: u32, |
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234 |
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235 // Bools. |
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236 pub(crate) visible: bool, |
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237 pub(crate) was_visible: bool, |
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238 pub(crate) touchable: bool, |
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239 pub(crate) collidable: bool, |
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240 pub(crate) damageable: bool, |
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241 pub(crate) boss: bool, |
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242 pub(crate) automatic_orientation: bool, |
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243 pub(crate) delay_attack: bool, |
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244 |
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245 // Tuples. |
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246 pub(crate) difficulty_coeffs: DifficultyCoeffs, |
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247 pub(crate) bullet_attributes: BulletAttributes, |
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248 pub(crate) bullet_offset: Offset, |
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249 pub(crate) movement_dependant_sprites: Option<(u8, u8, u8, u8)>, |
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250 pub(crate) screen_box: Option<(f32, f32, f32, f32)>, |
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251 |
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252 // Callbacks. |
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253 pub(crate) death_callback: Option<Callback>, |
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254 pub(crate) boss_callback: Option<Callback>, |
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255 pub(crate) low_life_callback: Option<Callback>, |
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256 pub(crate) timeout_callback: Option<Callback>, |
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257 |
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258 // Laser. |
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259 pub(crate) laser_by_id: HashMap<u32, Laser>, |
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260 |
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261 // Options. |
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262 // TODO: actually a 8 element array. |
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263 options: Vec<Element>, |
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264 |
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265 // Interpolators. |
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266 pub(crate) interpolator: Option<Interpolator2<f32>>, |
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267 pub(crate) speed_interpolator: Option<Interpolator1<f32>>, |
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268 |
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269 // Misc stuff, do we need them? |
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270 pub(crate) anm0: Weak<RefCell<Anm0>>, |
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271 process: Rc<RefCell<Process>>, |
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272 pub(crate) game: Weak<RefCell<Game>>, |
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273 pub(crate) prng: Weak<RefCell<Prng>>, |
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274 pub(crate) hitbox_half_size: [f32; 2], |
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275 } |
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276 |
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277 impl Enemy { |
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278 /// Create a new enemy. |
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279 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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280 let game_rc = game.upgrade().unwrap(); |
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281 let mut enemy = Enemy { |
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282 pos, |
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283 anm0, |
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284 game, |
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285 visible: true, |
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286 bonus_dropped, |
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287 die_score, |
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288 life: if life < 0 { 1 } else { life as u32 }, |
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289 touchable: true, |
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290 collidable: true, |
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291 damageable: true, |
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292 ..Default::default() |
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293 }; |
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294 let mut game = game_rc.borrow_mut(); |
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295 enemy.prng = Rc::downgrade(&game.prng); |
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296 let enemy = Rc::new(RefCell::new(enemy)); |
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297 game.enemies.push(enemy.clone()); |
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298 enemy |
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299 } |
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300 |
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301 /// Sets the animation to the one indexed by index in the current anm0. |
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302 pub fn set_anim(&mut self, index: u8) { |
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303 let anm0 = self.anm0.upgrade().unwrap(); |
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304 let game = self.game.upgrade().unwrap(); |
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305 let sprite = Rc::new(RefCell::new(Sprite::new())); |
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306 let anmrunner = AnmRunner::new(&*anm0.borrow(), index, sprite, self.prng.clone(), 0); |
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307 let anmrunner = Rc::new(RefCell::new(anmrunner)); |
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308 self.anmrunner = Rc::downgrade(&anmrunner); |
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309 (*game.borrow_mut()).anmrunners.push(anmrunner); |
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310 } |
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311 |
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312 /// Sets the current position of the enemy. |
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313 pub fn set_pos(&mut self, x: f32, y: f32, z: f32) { |
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314 self.pos.x = x; |
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315 self.pos.y = y; |
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316 self.z = z; |
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317 } |
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318 |
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319 /// Sets the hitbox around the enemy. |
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320 pub fn set_hitbox(&mut self, width: f32, height: f32) { |
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321 self.hitbox_half_size = [width / 2., height / 2.]; |
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322 } |
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323 |
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324 /// Defines the attributes for the next bullet fired, and fire it if delay_attack isn’t set! |
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325 pub fn set_bullet_attributes(&mut self, opcode: u16, anim: i16, sprite_index_offset: i16, |
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326 bullets_per_shot: i16, number_of_shots: i16, speed: f32, |
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327 speed2: f32, launch_angle: f32, angle: f32, flags: u32) { |
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328 // Get the coeffs for the current difficulty. |
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329 let difficulty = self.get_difficulty() as i16; |
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330 let coeff_nb = self.difficulty_coeffs.nb_a + (self.difficulty_coeffs.nb_b - self.difficulty_coeffs.nb_a) * difficulty / 32; |
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331 let coeff_shots = self.difficulty_coeffs.shots_a + (self.difficulty_coeffs.shots_b - self.difficulty_coeffs.shots_a) * difficulty / 32; |
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332 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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333 |
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334 let opcode = 67; |
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335 let mut bullet = &mut self.bullet_attributes; |
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336 |
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337 bullet.anim = anim; |
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338 bullet.bullet_type = opcode - 67; |
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339 bullet.sprite_index_offset = sprite_index_offset; |
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340 |
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341 bullet.bullets_per_shot = bullets_per_shot + coeff_nb; |
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342 if bullet.bullets_per_shot < 1 { |
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343 bullet.bullets_per_shot = 1; |
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344 } |
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345 |
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346 bullet.number_of_shots = number_of_shots + coeff_shots; |
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347 if bullet.number_of_shots < 1 { |
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348 bullet.number_of_shots = 1; |
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349 } |
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350 |
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351 bullet.pos = self.pos + self.bullet_offset; |
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352 |
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353 bullet.speed = speed + coeff_speed; |
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354 if bullet.speed < 0.3 { |
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355 bullet.speed = 0.3; |
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356 } |
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357 |
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358 bullet.speed2 = speed2 + coeff_speed / 2.; |
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359 if bullet.speed2 < 0.3 { |
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360 bullet.speed2 = 0.3; |
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361 } |
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362 |
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363 bullet.launch_angle = launch_angle.atan2(0.); |
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364 bullet.angle = angle; |
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365 bullet.flags = flags; |
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366 |
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367 if !self.delay_attack { |
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368 bullet.fire(); |
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369 } |
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370 } |
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371 |
688
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372 /// Sets the bullet launch interval. |
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373 pub(crate) fn set_bullet_launch_interval(&mut self, rand_start: u32, interval: i32) { |
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374 let coeff_interval = interval / 5; |
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375 let difficulty_modifier = coeff_interval + (-coeff_interval * 2) * self.get_difficulty() / 32; |
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376 self.bullet_launch_interval = (interval + difficulty_modifier) as u32; |
689
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377 if self.bullet_launch_interval > 0 { |
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378 self.bullet_launch_timer = rand_start % self.bullet_launch_interval; |
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379 } |
688
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380 } |
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381 |
692
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382 /// Stubbed for now. |
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383 pub(crate) fn play_sound(&self, sound_index: i32) { |
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384 println!("Playing sound {}!", sound_index); |
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385 } |
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386 |
699
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387 /// Stubbed for now. |
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388 pub(crate) fn set_boss(&self, enable: bool) { |
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389 match enable { |
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390 true => println!("Enemy is now boss!"), |
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391 false => println!("Enemy is not boss anymore."), |
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392 } |
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|
393 } |
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|
394 |
662
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395 /// Run all interpolators and such, and update internal variables once per |
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396 /// frame. |
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397 pub fn update(&mut self) { |
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398 let Position { mut x, mut y } = self.pos; |
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399 |
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400 let speed = if self.update_mode == 1 { |
667
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401 let mut speed = 0.; |
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402 if let Some(interpolator) = &self.interpolator { |
709
6d4802abe134
Make interpolators use u32 instead of u16.
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changeset
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403 let values = interpolator.values(self.frame); |
667
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404 x = values[0]; |
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|
405 y = values[1]; |
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|
406 } |
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|
407 if let Some(interpolator) = &self.speed_interpolator { |
709
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changeset
|
408 let values = interpolator.values(self.frame); |
667
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409 speed = values[0]; |
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|
410 } |
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|
411 speed |
662
107bb5ca5cc8
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changeset
|
412 } else { |
107bb5ca5cc8
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changeset
|
413 let speed = self.speed; |
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changeset
|
414 self.speed += self.acceleration; |
107bb5ca5cc8
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415 self.angle += self.rotation_speed; |
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416 speed |
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|
417 }; |
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changeset
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418 |
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419 let dx = self.angle.cos() * speed; |
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420 let dy = self.angle.sin() * speed; |
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421 if self.type_ & 2 != 0 { |
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changeset
|
422 x -= dx; |
107bb5ca5cc8
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changeset
|
423 } else { |
107bb5ca5cc8
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424 x += dx; |
107bb5ca5cc8
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changeset
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425 } |
107bb5ca5cc8
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|
426 y += dy; |
107bb5ca5cc8
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|
427 |
666
838d9402b12f
Implement ECL instruction 98, for directional sprites.
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changeset
|
428 if let Some((end_left, end_right, left, right)) = self.movement_dependant_sprites { |
838d9402b12f
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changeset
|
429 if x < self.pos.x && self.direction != Direction::Left { |
838d9402b12f
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changeset
|
430 self.set_anim(left); |
838d9402b12f
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changeset
|
431 self.direction = Direction::Left; |
838d9402b12f
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changeset
|
432 } else if x > self.pos.x && self.direction != Direction::Right { |
838d9402b12f
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changeset
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433 self.set_anim(right); |
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434 self.direction = Direction::Right; |
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435 } else if x == self.pos.x && self.direction != Direction::Center { |
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436 let anim = if self.direction == Direction::Left { |
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437 end_left |
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438 } else { |
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439 end_right |
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440 }; |
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441 self.set_anim(anim); |
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442 self.direction = Direction::Center; |
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443 } |
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444 } |
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445 |
662
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Implement Enemy::update(), which now renders the first fairy from stage 1 perfectly!
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446 self.pos = Position { x, y }; |
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447 |
688
1adecaddf442
ecl_vm: implement SetBulletInterval and SetBulletIntervalEx.
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448 if self.bullet_launch_interval != 0 { |
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449 if self.bullet_launch_timer == 0 { |
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450 self.bullet_attributes.fire(); |
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451 self.bullet_launch_timer = self.bullet_launch_interval; |
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452 } |
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453 self.bullet_launch_timer += 1; |
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454 self.bullet_launch_timer %= self.bullet_launch_interval; |
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455 } |
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456 |
662
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457 self.frame += 1; |
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458 } |
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459 |
664
f08e8e3c6196
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460 pub(crate) fn get_rank(&self) -> Rank { |
660
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461 let game = self.game.upgrade().unwrap(); |
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462 let game = game.borrow(); |
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463 game.rank |
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464 } |
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465 |
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466 pub(crate) fn get_difficulty(&self) -> i32 { |
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467 let game = self.game.upgrade().unwrap(); |
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468 let game = game.borrow(); |
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469 game.difficulty |
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470 } |
693
14fddc27e6f5
ecl_vm: implement TargetPlayer, and add a dummy Player to Game.
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471 |
14fddc27e6f5
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472 // TODO: use a trait for positionable entities. |
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473 pub(crate) fn get_angle_to(&self, player: Rc<RefCell<Player>>) -> f32 { |
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474 let player = player.borrow(); |
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475 let offset = self.pos - player.pos; |
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476 offset.dy.atan2(offset.dx) |
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diff
changeset
|
477 } |
657
ff7b6355cdf1
Port the Enemy struct from Python, for now without its methods.
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diff
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478 } |
658
3a9d82a02c88
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479 |
661
598f3125cbac
Implement enough instructions to execute sub 0 from stage 1.
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480 trait Renderable { |
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481 fn get_sprites(&self) -> Vec<Rc<RefCell<Sprite>>>; |
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|
482 } |
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diff
changeset
|
483 |
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diff
changeset
|
484 impl Renderable for Enemy { |
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485 fn get_sprites(&self) -> Vec<Rc<RefCell<Sprite>>> { |
598f3125cbac
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486 let anmrunner = self.anmrunner.upgrade().unwrap(); |
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diff
changeset
|
487 let anmrunner = anmrunner.borrow(); |
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488 vec![anmrunner.get_sprite()] |
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diff
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|
489 } |
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diff
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|
490 } |
598f3125cbac
Implement enough instructions to execute sub 0 from stage 1.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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diff
changeset
|
491 |
658
3a9d82a02c88
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|
492 #[cfg(test)] |
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493 mod tests { |
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494 use super::*; |
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|
495 use std::io::{self, Read}; |
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changeset
|
496 use std::fs::File; |
3a9d82a02c88
Add a contructor for enemy, and a new example.
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diff
changeset
|
497 |
3a9d82a02c88
Add a contructor for enemy, and a new example.
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diff
changeset
|
498 #[test] |
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|
499 fn enemy() { |
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|
500 let file = File::open("EoSD/ST/stg1enm.anm").unwrap(); |
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Add a contructor for enemy, and a new example.
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diff
changeset
|
501 let mut file = io::BufReader::new(file); |
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diff
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|
502 let mut buf = vec![]; |
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Add a contructor for enemy, and a new example.
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diff
changeset
|
503 file.read_to_end(&mut buf).unwrap(); |
701
b6c351ca0a35
anm0: return the nom IResult and the list of Anm0s.
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parents:
699
diff
changeset
|
504 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:
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diff
changeset
|
505 let anm0 = anms.pop().unwrap(); |
658
3a9d82a02c88
Add a contructor for enemy, and a new example.
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diff
changeset
|
506 let anm0 = Rc::new(RefCell::new(anm0)); |
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Add a contructor for enemy, and a new example.
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diff
changeset
|
507 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
|
508 let game = Game::new(prng, Rank::EASY); |
658
3a9d82a02c88
Add a contructor for enemy, and a new example.
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parents:
657
diff
changeset
|
509 let game = Rc::new(RefCell::new(game)); |
665
965ecdbf0316
Make rank user-defined in eclrenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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diff
changeset
|
510 let enemy = Enemy::new(Position::new(0., 0.), 500, 0, 640, Rc::downgrade(&anm0), Rc::downgrade(&game)); |
965ecdbf0316
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parents:
664
diff
changeset
|
511 let mut enemy = enemy.borrow_mut(); |
658
3a9d82a02c88
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diff
changeset
|
512 assert!(enemy.anmrunner.upgrade().is_none()); |
3a9d82a02c88
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parents:
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diff
changeset
|
513 enemy.set_anim(0); |
3a9d82a02c88
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parents:
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diff
changeset
|
514 assert!(enemy.anmrunner.upgrade().is_some()); |
3a9d82a02c88
Add a contructor for enemy, and a new example.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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diff
changeset
|
515 } |
3a9d82a02c88
Add a contructor for enemy, and a new example.
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diff
changeset
|
516 } |