Mercurial > touhou
diff src/th06/enemy.rs @ 658:3a9d82a02c88
Add a contructor for enemy, and a new example.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
---|---|
date | Sat, 10 Aug 2019 12:48:01 +0200 |
parents | ff7b6355cdf1 |
children | 31fc0d881105 |
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--- a/src/th06/enemy.rs +++ b/src/th06/enemy.rs @@ -8,25 +8,29 @@ use std::cell::RefCell; use std::collections::HashMap; use std::rc::{Rc, Weak}; -#[derive(Debug, Clone, Copy)] -struct Position { +/// The 2D position of an object in the game. +#[derive(Debug, Clone, Copy, Default)] +pub struct Position { x: f32, y: f32, } -#[derive(Debug, Clone, Copy)] -struct Offset { +/// An offset which can be added to a Position. +#[derive(Debug, Clone, Copy, Default)] +pub struct Offset { dx: f32, dy: f32, } impl Position { + /// Create said position. pub fn new(x: f32, y: f32) -> Position { Position { x, y } } } impl Offset { + /// Create said offset. pub fn new(dx: f32, dy: f32) -> Offset { Offset { dx, dy } } @@ -48,29 +52,66 @@ struct Callback; #[derive(Debug, Clone)] struct Laser; -#[derive(Debug, Clone)] +#[derive(Debug, Clone, Default)] struct Process; -struct Game { - enemies: Vec<Enemy>, +/// God struct of our game. +pub struct Game { + enemies: Vec<Rc<RefCell<Enemy>>>, + anmrunners: Vec<Rc<RefCell<AnmRunner>>>, prng: Rc<RefCell<Prng>>, } +impl Game { + /// Create said god struct. + pub fn new(prng: Rc<RefCell<Prng>>) -> Game { + Game { + enemies: Vec::new(), + anmrunners: Vec::new(), + prng, + } + } + + /// Run the simulation for a single frame. + pub fn run_frame(&mut self) { + /* + for eclrunner in self.eclrunners { + eclrunner.run_frame(); + } + */ + + for anmrunner in self.anmrunners.iter() { + let mut anmrunner = anmrunner.borrow_mut(); + anmrunner.run_frame(); + } + } + + /// Returns a list of all sprites currently being displayed on screen. + pub fn get_sprites(&self) -> Vec<Rc<RefCell<Sprite>>> { + let mut sprites = vec![]; + for anmrunner in self.anmrunners.iter() { + let anmrunner = anmrunner.borrow(); + let sprite = anmrunner.get_sprite(); + sprites.push(sprite); + } + sprites + } +} + /// Common to all elements in game. struct Element { pos: Position, removed: bool, - sprite: Weak<RefCell<Sprite>>, anmrunner: AnmRunner, } /// The enemy struct, containing everything pertaining to an enemy. +#[derive(Default)] pub struct Enemy { // Common to all elements in game. pos: Position, removed: bool, - sprite: Rc<RefCell<Sprite>>, - anmrunner: Rc<RefCell<AnmRunner>>, + anmrunner: Weak<RefCell<AnmRunner>>, // Specific to enemy. // Floats. @@ -88,8 +129,8 @@ pub struct Enemy { life: u32, death_flags: u32, current_laser_id: u32, - low_life_trigger: u32, - timeout: u32, + low_life_trigger: Option<u32>, + timeout: Option<u32>, remaining_lives: u32, bullet_launch_interval: u32, bullet_launch_timer: u32, @@ -125,6 +166,7 @@ pub struct Enemy { laser_by_id: HashMap<u32, Laser>, // Options. + // TODO: actually a 8 element array. options: Vec<Element>, // Interpolators. @@ -136,15 +178,65 @@ pub struct Enemy { process: Rc<RefCell<Process>>, game: Weak<RefCell<Game>>, prng: Weak<RefCell<Prng>>, - hitbox_half_size: (f32, f32), + hitbox_half_size: [f32; 2], } impl Enemy { + /// Create a new enemy. + pub fn new(pos: Position, life: i32, bonus_dropped: u32, die_score: u32, anm0: Weak<RefCell<Anm0>>, game: Weak<RefCell<Game>>) -> Enemy { + Enemy { + pos, + anm0, + game, + visible: true, + bonus_dropped, + die_score, + life: if life < 0 { 1 } else { life as u32 }, + touchable: true, + collidable: true, + damageable: true, + difficulty_coeffs: (-0.5, 0.5, 0, 0, 0, 0), + ..Default::default() + } + } + /// Sets the animation to the one indexed by index in the current anm0. pub fn set_anim(&mut self, index: u8) { - self.sprite = Rc::new(RefCell::new(Sprite::new())); let anm0 = self.anm0.upgrade().unwrap(); - let anmrunner = AnmRunner::new(&*anm0.borrow(), index, self.sprite.clone(), self.prng.clone(), 0); - self.anmrunner = Rc::new(RefCell::new(anmrunner)); + let game = self.game.upgrade().unwrap(); + let sprite = Rc::new(RefCell::new(Sprite::new())); + let anmrunner = AnmRunner::new(&*anm0.borrow(), index, sprite, self.prng.clone(), 0); + let anmrunner = Rc::new(RefCell::new(anmrunner)); + self.anmrunner = Rc::downgrade(&anmrunner); + (*game.borrow_mut()).anmrunners.push(anmrunner); + } + + /// Sets the hitbox around the enemy. + pub fn set_hitbox(&mut self, width: f32, height: f32) { + self.hitbox_half_size = [width, height]; } } + +#[cfg(test)] +mod tests { + use super::*; + use std::io::{self, Read}; + use std::fs::File; + + #[test] + fn enemy() { + let file = File::open("EoSD/ST/stg1enm.anm").unwrap(); + let mut file = io::BufReader::new(file); + let mut buf = vec![]; + file.read_to_end(&mut buf).unwrap(); + let anm0 = Anm0::from_slice(&buf).unwrap(); + let anm0 = Rc::new(RefCell::new(anm0)); + let prng = Rc::new(RefCell::new(Prng::new(0))); + let game = Game::new(prng); + let game = Rc::new(RefCell::new(game)); + let mut enemy = Enemy::new(Position::new(0., 0.), 500, 0, 640, Rc::downgrade(&anm0), Rc::downgrade(&game)); + assert!(enemy.anmrunner.upgrade().is_none()); + enemy.set_anim(0); + assert!(enemy.anmrunner.upgrade().is_some()); + } +}