mirror of
https://github.com/italicsjenga/agb.git
synced 2024-12-23 16:21:33 +11:00
992 lines
31 KiB
Rust
992 lines
31 KiB
Rust
#![no_std]
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#![no_main]
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#![cfg_attr(test, feature(custom_test_frameworks))]
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#![cfg_attr(test, reexport_test_harness_main = "test_main")]
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#![cfg_attr(test, test_runner(agb::test_runner::test_runner))]
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extern crate alloc;
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use agb::{
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display::{
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object::{Graphics, OamManaged, Object, Tag, TagMap},
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tiled::{
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InfiniteScrolledMap, PartialUpdateStatus, RegularBackgroundSize, TileFormat, TileSet,
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TileSetting, TiledMap, VRamManager,
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},
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Priority, HEIGHT, WIDTH,
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},
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fixnum::{FixedNum, Vector2D},
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input::{self, Button, ButtonController},
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sound::mixer::Frequency,
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};
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use alloc::boxed::Box;
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use sfx::SfxPlayer;
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mod enemies;
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mod level_display;
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mod sfx;
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mod splash_screen;
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pub struct Level {
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background: &'static [u16],
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foreground: &'static [u16],
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dimensions: Vector2D<u32>,
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collision: &'static [u32],
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slimes: &'static [(i32, i32)],
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snails: &'static [(i32, i32)],
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enemy_stops: &'static [(i32, i32)],
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start_pos: (i32, i32),
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}
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mod map_tiles {
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use super::Level;
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pub const LEVELS: &[Level] = &[
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l1_1::get_level(),
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l1_2::get_level(),
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l1_3::get_level(),
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l1_4::get_level(),
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l1_5::get_level(),
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l1_7::get_level(), // these are intentionally this way round
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l1_6::get_level(),
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l1_8::get_level(),
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l2_3::get_level(), // goes 2-3, 2-1 then 2-2
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l2_1::get_level(),
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l2_2::get_level(),
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l2_4::get_level(),
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];
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pub mod l1_1 {
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include!(concat!(env!("OUT_DIR"), "/1-1.json.rs"));
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}
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pub mod l1_2 {
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include!(concat!(env!("OUT_DIR"), "/1-2.json.rs"));
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}
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pub mod l1_3 {
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include!(concat!(env!("OUT_DIR"), "/1-3.json.rs"));
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}
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pub mod l1_4 {
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include!(concat!(env!("OUT_DIR"), "/1-4.json.rs"));
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}
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pub mod l1_5 {
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include!(concat!(env!("OUT_DIR"), "/1-5.json.rs"));
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}
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pub mod l1_6 {
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include!(concat!(env!("OUT_DIR"), "/1-6.json.rs"));
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}
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pub mod l1_7 {
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include!(concat!(env!("OUT_DIR"), "/1-7.json.rs"));
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}
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pub mod l2_1 {
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include!(concat!(env!("OUT_DIR"), "/2-1.json.rs"));
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}
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pub mod l1_8 {
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include!(concat!(env!("OUT_DIR"), "/1-8.json.rs"));
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}
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pub mod l2_2 {
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include!(concat!(env!("OUT_DIR"), "/2-2.json.rs"));
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}
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pub mod l2_3 {
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include!(concat!(env!("OUT_DIR"), "/2-3.json.rs"));
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}
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pub mod l2_4 {
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include!(concat!(env!("OUT_DIR"), "/2-4.json.rs"));
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}
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pub mod tilemap {
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include!(concat!(env!("OUT_DIR"), "/tilemap.rs"));
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}
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}
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agb::include_background_gfx!(tile_sheet, "2ce8f4", background => "gfx/tile_sheet.png");
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const GRAPHICS: &Graphics = agb::include_aseprite!("gfx/sprites.aseprite");
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const TAG_MAP: &TagMap = GRAPHICS.tags();
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const WALKING: &Tag = TAG_MAP.get("Walking");
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const JUMPING: &Tag = TAG_MAP.get("Jumping");
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const FALLING: &Tag = TAG_MAP.get("Falling");
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const PLAYER_DEATH: &Tag = TAG_MAP.get("Player Death");
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const HAT_SPIN_1: &Tag = TAG_MAP.get("HatSpin");
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const HAT_SPIN_2: &Tag = TAG_MAP.get("HatSpin2");
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const HAT_SPIN_3: &Tag = TAG_MAP.get("HatSpin3");
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type FixedNumberType = FixedNum<10>;
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pub struct Entity<'a> {
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sprite: Object<'a>,
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position: Vector2D<FixedNumberType>,
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velocity: Vector2D<FixedNumberType>,
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collision_mask: Vector2D<u16>,
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}
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impl<'a> Entity<'a> {
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pub fn new(object: &'a OamManaged, collision_mask: Vector2D<u16>) -> Self {
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let mut dummy_object = object.object_sprite(WALKING.sprite(0));
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dummy_object.set_priority(Priority::P1);
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Entity {
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sprite: dummy_object,
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collision_mask,
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position: (0, 0).into(),
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velocity: (0, 0).into(),
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}
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}
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fn something_at_point<T: Fn(i32, i32) -> bool>(
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&self,
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position: Vector2D<FixedNumberType>,
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something_fn: T,
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) -> bool {
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let left = (position.x - self.collision_mask.x as i32 / 2).floor() / 8;
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let right = (position.x + self.collision_mask.x as i32 / 2 - 1).floor() / 8;
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let top = (position.y - self.collision_mask.y as i32 / 2).floor() / 8;
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let bottom = (position.y + self.collision_mask.y as i32 / 2 - 1).floor() / 8;
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for x in left..=right {
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for y in top..=bottom {
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if something_fn(x, y) {
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return true;
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}
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}
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}
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false
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}
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fn collision_at_point(&self, level: &Level, position: Vector2D<FixedNumberType>) -> bool {
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self.something_at_point(position, |x, y| level.collides(x, y))
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}
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fn killision_at_point(&self, level: &Level, position: Vector2D<FixedNumberType>) -> bool {
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self.something_at_point(position, |x, y| level.kills(x, y))
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}
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fn completion_at_point(&self, level: &Level, position: Vector2D<FixedNumberType>) -> bool {
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self.something_at_point(position, |x, y| level.wins(x, y))
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}
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fn enemy_collision_at_point(
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&self,
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enemies: &[enemies::Enemy],
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position: Vector2D<FixedNumberType>,
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) -> bool {
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for enemy in enemies {
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if enemy.collides_with_hat(position) {
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return true;
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}
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}
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false
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}
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// returns the distance actually moved
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fn update_position(&mut self, level: &Level) -> Vector2D<FixedNumberType> {
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let old_position = self.position;
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let x_velocity = (self.velocity.x, 0.into()).into();
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if !self.collision_at_point(level, self.position + x_velocity) {
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self.position += x_velocity;
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} else {
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self.position += self.binary_search_collision(level, (1, 0).into(), self.velocity.x);
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}
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let y_velocity = (0.into(), self.velocity.y).into();
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if !self.collision_at_point(level, self.position + y_velocity) {
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self.position += y_velocity;
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} else {
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self.position += self.binary_search_collision(level, (0, 1).into(), self.velocity.y);
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}
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self.position - old_position
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}
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fn update_position_with_enemy(
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&mut self,
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level: &Level,
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enemies: &[enemies::Enemy],
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) -> (Vector2D<FixedNumberType>, bool) {
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let mut was_enemy_collision = false;
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let old_position = self.position;
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let x_velocity = (self.velocity.x, 0.into()).into();
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if !(self.collision_at_point(level, self.position + x_velocity)
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|| self.enemy_collision_at_point(enemies, self.position + x_velocity))
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{
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self.position += x_velocity;
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} else if self.enemy_collision_at_point(enemies, self.position + x_velocity) {
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self.position -= x_velocity;
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was_enemy_collision = true;
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}
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let y_velocity = (0.into(), self.velocity.y).into();
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if !(self.collision_at_point(level, self.position + y_velocity)
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|| self.enemy_collision_at_point(enemies, self.position + y_velocity))
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{
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self.position += y_velocity;
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} else if self.enemy_collision_at_point(enemies, self.position + y_velocity) {
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self.position -= y_velocity;
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was_enemy_collision = true;
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}
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(self.position - old_position, was_enemy_collision)
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}
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fn binary_search_collision(
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&self,
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level: &Level,
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unit_vector: Vector2D<FixedNumberType>,
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initial: FixedNumberType,
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) -> Vector2D<FixedNumberType> {
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let mut low: FixedNumberType = 0.into();
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let mut high = initial;
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let one: FixedNumberType = 1.into();
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while (high - low).abs() > one / 8 {
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let mid = (low + high) / 2;
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let new_vel: Vector2D<FixedNumberType> = unit_vector * mid;
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if self.collision_at_point(level, self.position + new_vel) {
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high = mid;
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} else {
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low = mid;
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}
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}
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unit_vector * low
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}
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fn commit_position(&mut self, offset: Vector2D<FixedNumberType>) {
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let position = (self.position - offset).floor();
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self.sprite.set_position(position - (8, 8).into());
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if position.x < -8 || position.x > WIDTH + 8 || position.y < -8 || position.y > HEIGHT + 8 {
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self.sprite.hide();
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} else {
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self.sprite.show();
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}
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}
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}
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struct Map<'a, 'b> {
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background: &'a mut InfiniteScrolledMap<'b>,
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foreground: &'a mut InfiniteScrolledMap<'b>,
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position: Vector2D<FixedNumberType>,
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level: &'a Level,
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}
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impl<'a, 'b> Map<'a, 'b> {
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pub fn commit_position(&mut self, vram: &mut VRamManager) {
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self.background.set_pos(vram, self.position.floor());
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self.foreground.set_pos(vram, self.position.floor());
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self.background.commit(vram);
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self.foreground.commit(vram);
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}
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pub fn init_background(&mut self, vram: &mut VRamManager) -> PartialUpdateStatus {
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self.background.init_partial(vram, self.position.floor())
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}
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pub fn init_foreground(&mut self, vram: &mut VRamManager) -> PartialUpdateStatus {
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self.foreground.init_partial(vram, self.position.floor())
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}
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}
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impl Level {
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fn collides(&self, x: i32, y: i32) -> bool {
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self.at_point(x, y, map_tiles::tilemap::COLLISION_TILE as u32)
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}
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fn kills(&self, x: i32, y: i32) -> bool {
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self.at_point(x, y, map_tiles::tilemap::KILL_TILE as u32)
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}
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fn at_point(&self, x: i32, y: i32, tile: u32) -> bool {
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if (x < 0 || x >= self.dimensions.x as i32) || (y < 0 || y >= self.dimensions.y as i32) {
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return true;
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}
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let pos = (self.dimensions.x as i32 * y + x) as usize;
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let tile_foreground = self.foreground[pos];
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let tile_background = self.background[pos];
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let foreground_tile_property = self.collision[tile_foreground as usize];
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let background_tile_property = self.collision[tile_background as usize];
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foreground_tile_property == tile || background_tile_property == tile
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}
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fn wins(&self, x: i32, y: i32) -> bool {
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self.at_point(x, y, map_tiles::tilemap::WIN_TILE as u32)
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}
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}
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#[derive(PartialEq, Eq, Copy, Clone)]
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pub enum HatState {
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OnHead,
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Thrown,
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WizardTowards,
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}
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struct Player<'a> {
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wizard: Entity<'a>,
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hat: Entity<'a>,
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hat_state: HatState,
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hat_left_range: bool,
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hat_slow_counter: i32,
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wizard_frame: u8,
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num_recalls: i8,
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is_on_ground: bool,
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facing: input::Tri,
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}
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fn ping_pong(i: i32, n: i32) -> i32 {
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let cycle = 2 * (n - 1);
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let i = i % cycle;
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if i >= n {
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cycle - i
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} else {
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i
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}
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}
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impl<'a> Player<'a> {
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fn new(controller: &'a OamManaged, start_position: Vector2D<FixedNumberType>) -> Self {
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let mut wizard = Entity::new(controller, (6_u16, 14_u16).into());
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let mut hat = Entity::new(controller, (6_u16, 6_u16).into());
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wizard
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.sprite
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.set_sprite(controller.sprite(HAT_SPIN_1.sprite(0)));
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hat.sprite
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.set_sprite(controller.sprite(HAT_SPIN_1.sprite(0)));
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wizard.sprite.show();
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hat.sprite.show();
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hat.sprite.set_z(-1);
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wizard.position = start_position;
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hat.position = start_position - (0, 10).into();
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Player {
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wizard,
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hat,
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hat_slow_counter: 0,
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hat_state: HatState::OnHead,
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hat_left_range: false,
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wizard_frame: 0,
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num_recalls: 0,
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is_on_ground: true,
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facing: input::Tri::Zero,
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}
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}
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fn update_frame(
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&mut self,
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input: &ButtonController,
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controller: &'a OamManaged,
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timer: i32,
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level: &Level,
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enemies: &[enemies::Enemy],
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sfx_player: &mut sfx::SfxPlayer,
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) {
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// throw or recall
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if input.is_just_pressed(Button::A) {
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if self.hat_state == HatState::OnHead {
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let direction: Vector2D<FixedNumberType> = {
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let up_down = input.y_tri() as i32;
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let left_right = if up_down == 0 {
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self.facing as i32
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} else {
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input.x_tri() as i32
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};
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(left_right, up_down).into()
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};
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if direction != (0, 0).into() {
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let mut velocity = direction.normalise() * 5;
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if velocity.y > 0.into() {
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velocity.y *= FixedNumberType::new(4) / 3;
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}
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self.hat.velocity = velocity;
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self.hat_state = HatState::Thrown;
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sfx_player.throw();
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}
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} else if self.hat_state == HatState::Thrown {
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self.num_recalls += 1;
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if self.num_recalls < 3 {
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self.hat.velocity = (0, 0).into();
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self.wizard.velocity = (0, 0).into();
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self.hat_state = HatState::WizardTowards;
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}
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} else if self.hat_state == HatState::WizardTowards {
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self.hat_state = HatState::Thrown;
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self.wizard.velocity /= 8;
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}
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}
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let was_on_ground = self.is_on_ground;
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let is_on_ground = self
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.wizard
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.collision_at_point(level, self.wizard.position + (0, 1).into());
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if is_on_ground && !was_on_ground && self.wizard.velocity.y > 1.into() {
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sfx_player.land();
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}
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self.is_on_ground = is_on_ground;
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if self.hat_state != HatState::WizardTowards {
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if is_on_ground {
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self.num_recalls = 0;
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}
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if is_on_ground {
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self.wizard.velocity.x += FixedNumberType::new(input.x_tri() as i32) / 16;
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self.wizard.velocity = self.wizard.velocity * 54 / 64;
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if input.is_just_pressed(Button::B) {
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self.wizard.velocity.y = -FixedNumberType::new(3) / 2;
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sfx_player.jump();
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}
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} else {
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self.wizard.velocity.x += FixedNumberType::new(input.x_tri() as i32) / 64;
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self.wizard.velocity = self.wizard.velocity * 63 / 64;
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let gravity: Vector2D<FixedNumberType> = (0, 1).into();
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let gravity = gravity / 16;
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self.wizard.velocity += gravity;
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}
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self.wizard.velocity = self.wizard.update_position(level);
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if self.wizard.velocity.x.abs() > 0.into() {
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let offset = (ping_pong(timer / 16, 4)) as usize;
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self.wizard_frame = offset as u8;
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let frame = WALKING.animation_sprite(offset);
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let sprite = controller.sprite(frame);
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self.wizard.sprite.set_sprite(sprite);
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}
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if self.wizard.velocity.y < -FixedNumberType::new(1) / 16 {
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// going up
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self.wizard_frame = 5;
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let frame = JUMPING.animation_sprite(0);
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let sprite = controller.sprite(frame);
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self.wizard.sprite.set_sprite(sprite);
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} else if self.wizard.velocity.y > FixedNumberType::new(1) / 16 {
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// going down
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let offset = if self.wizard.velocity.y * 2 > 3.into() {
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(timer / 4) as usize
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} else {
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// Don't flap beard unless going quickly
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0
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};
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self.wizard_frame = 0;
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let frame = FALLING.animation_sprite(offset);
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let sprite = controller.sprite(frame);
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self.wizard.sprite.set_sprite(sprite);
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}
|
|
|
|
if input.x_tri() != agb::input::Tri::Zero {
|
|
self.facing = input.x_tri();
|
|
}
|
|
}
|
|
|
|
let hat_base_tile = match self.num_recalls {
|
|
0 => HAT_SPIN_1,
|
|
1 => HAT_SPIN_2,
|
|
_ => HAT_SPIN_3,
|
|
};
|
|
|
|
let hat_resting_position = match self.wizard_frame {
|
|
1 | 2 => (0, 9).into(),
|
|
5 => (0, 10).into(),
|
|
_ => (0, 8).into(),
|
|
};
|
|
|
|
match self.facing {
|
|
agb::input::Tri::Negative => {
|
|
self.wizard.sprite.set_hflip(true);
|
|
self.hat
|
|
.sprite
|
|
.set_sprite(controller.sprite(hat_base_tile.sprite(5)));
|
|
}
|
|
agb::input::Tri::Positive => {
|
|
self.wizard.sprite.set_hflip(false);
|
|
self.hat
|
|
.sprite
|
|
.set_sprite(controller.sprite(hat_base_tile.sprite(0)));
|
|
}
|
|
_ => {}
|
|
}
|
|
|
|
match self.hat_state {
|
|
HatState::Thrown => {
|
|
// hat is thrown, make hat move towards wizard
|
|
let distance_vector =
|
|
self.wizard.position - self.hat.position - hat_resting_position;
|
|
let distance = distance_vector.magnitude();
|
|
let direction = if distance == 0.into() {
|
|
(0, 0).into()
|
|
} else {
|
|
distance_vector / distance
|
|
};
|
|
|
|
let hat_sprite_divider = match self.num_recalls {
|
|
0 => 1,
|
|
1 => 2,
|
|
_ => 4,
|
|
};
|
|
|
|
let hat_sprite_offset = (timer / hat_sprite_divider) as usize;
|
|
|
|
self.hat.sprite.set_sprite(
|
|
controller.sprite(hat_base_tile.animation_sprite(hat_sprite_offset)),
|
|
);
|
|
|
|
if self.hat_slow_counter < 30 && self.hat.velocity.magnitude() < 2.into() {
|
|
self.hat.velocity = (0, 0).into();
|
|
self.hat_slow_counter += 1;
|
|
} else {
|
|
self.hat.velocity += direction / 4;
|
|
}
|
|
let (new_velocity, enemy_collision) =
|
|
self.hat.update_position_with_enemy(level, enemies);
|
|
self.hat.velocity = new_velocity;
|
|
|
|
if enemy_collision {
|
|
sfx_player.snail_hat_bounce();
|
|
}
|
|
|
|
if distance > 16.into() {
|
|
self.hat_left_range = true;
|
|
}
|
|
if self.hat_left_range && distance < 16.into() {
|
|
sfx_player.catch();
|
|
self.hat_state = HatState::OnHead;
|
|
}
|
|
}
|
|
HatState::OnHead => {
|
|
// hat is on head, place hat on head
|
|
self.hat_slow_counter = 0;
|
|
self.hat_left_range = false;
|
|
self.hat.position = self.wizard.position - hat_resting_position;
|
|
}
|
|
HatState::WizardTowards => {
|
|
self.hat.sprite.set_sprite(
|
|
controller.sprite(hat_base_tile.animation_sprite(timer as usize / 2)),
|
|
);
|
|
let distance_vector =
|
|
self.hat.position - self.wizard.position + hat_resting_position;
|
|
let distance = distance_vector.magnitude();
|
|
if distance != 0.into() {
|
|
let v = self.wizard.velocity.magnitude() + 1;
|
|
self.wizard.velocity = distance_vector / distance * v;
|
|
}
|
|
self.wizard.velocity = self.wizard.update_position(level);
|
|
if distance < 16.into() {
|
|
self.wizard.velocity /= 8;
|
|
self.hat_state = HatState::OnHead;
|
|
sfx_player.catch();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
struct PlayingLevel<'a, 'b> {
|
|
timer: i32,
|
|
background: Map<'a, 'b>,
|
|
input: ButtonController,
|
|
player: Player<'a>,
|
|
|
|
enemies: [enemies::Enemy<'a>; 16],
|
|
}
|
|
|
|
enum UpdateState {
|
|
Normal,
|
|
Dead,
|
|
Complete,
|
|
}
|
|
|
|
impl<'a, 'b> PlayingLevel<'a, 'b> {
|
|
fn open_level(
|
|
level: &'a Level,
|
|
object_control: &'a OamManaged,
|
|
background: &'a mut InfiniteScrolledMap<'b>,
|
|
foreground: &'a mut InfiniteScrolledMap<'b>,
|
|
input: ButtonController,
|
|
) -> Self {
|
|
let mut e: [enemies::Enemy<'a>; 16] = Default::default();
|
|
let mut enemy_count = 0;
|
|
for &slime in level.slimes {
|
|
e[enemy_count] = enemies::Enemy::new_slime(object_control, slime.into());
|
|
enemy_count += 1;
|
|
}
|
|
|
|
for &snail in level.snails {
|
|
e[enemy_count] = enemies::Enemy::new_snail(object_control, snail.into());
|
|
enemy_count += 1;
|
|
}
|
|
|
|
let start_pos: Vector2D<FixedNumberType> = level.start_pos.into();
|
|
|
|
let background_position = (
|
|
(start_pos.x - WIDTH / 2)
|
|
.clamp(0.into(), ((level.dimensions.x * 8) as i32 - WIDTH).into()),
|
|
(start_pos.y - HEIGHT / 2)
|
|
.clamp(0.into(), ((level.dimensions.y * 8) as i32 - HEIGHT).into()),
|
|
)
|
|
.into();
|
|
|
|
PlayingLevel {
|
|
timer: 0,
|
|
background: Map {
|
|
background,
|
|
foreground,
|
|
level,
|
|
position: background_position,
|
|
},
|
|
player: Player::new(object_control, start_pos),
|
|
input,
|
|
enemies: e,
|
|
}
|
|
}
|
|
|
|
fn show_backgrounds(&mut self) {
|
|
self.background.background.show();
|
|
self.background.foreground.show();
|
|
}
|
|
|
|
fn hide_backgrounds(&mut self) {
|
|
self.background.background.hide();
|
|
self.background.foreground.hide();
|
|
}
|
|
|
|
fn clear_backgrounds(&mut self, vram: &mut VRamManager) {
|
|
self.background.background.clear(vram);
|
|
self.background.foreground.clear(vram);
|
|
}
|
|
|
|
fn dead_start(&mut self) {
|
|
self.player.wizard.velocity = (0, -1).into();
|
|
self.player.wizard.sprite.set_priority(Priority::P0);
|
|
}
|
|
|
|
fn dead_update(&mut self, controller: &'a OamManaged) -> bool {
|
|
self.timer += 1;
|
|
|
|
let frame = PLAYER_DEATH.animation_sprite(self.timer as usize / 8);
|
|
let sprite = controller.sprite(frame);
|
|
|
|
self.player.wizard.velocity += (0.into(), FixedNumberType::new(1) / 32).into();
|
|
self.player.wizard.position += self.player.wizard.velocity;
|
|
self.player.wizard.sprite.set_sprite(sprite);
|
|
|
|
self.player.wizard.commit_position(self.background.position);
|
|
|
|
self.player.wizard.position.y - self.background.position.y < (HEIGHT + 8).into()
|
|
}
|
|
|
|
fn update_frame(
|
|
&mut self,
|
|
sfx_player: &mut SfxPlayer,
|
|
vram: &mut VRamManager,
|
|
controller: &'a OamManaged,
|
|
) -> UpdateState {
|
|
self.timer += 1;
|
|
self.input.update();
|
|
|
|
let mut player_dead = false;
|
|
|
|
self.player.update_frame(
|
|
&self.input,
|
|
controller,
|
|
self.timer,
|
|
self.background.level,
|
|
&self.enemies,
|
|
sfx_player,
|
|
);
|
|
|
|
for enemy in self.enemies.iter_mut() {
|
|
match enemy.update(
|
|
controller,
|
|
self.background.level,
|
|
self.player.wizard.position,
|
|
self.player.hat_state,
|
|
self.timer,
|
|
sfx_player,
|
|
) {
|
|
enemies::EnemyUpdateState::KillPlayer => player_dead = true,
|
|
enemies::EnemyUpdateState::None => {}
|
|
}
|
|
}
|
|
|
|
self.background.position = self.get_next_map_position();
|
|
self.background.commit_position(vram);
|
|
|
|
self.player.wizard.commit_position(self.background.position);
|
|
self.player.hat.commit_position(self.background.position);
|
|
|
|
for enemy in self.enemies.iter_mut() {
|
|
enemy.commit(self.background.position);
|
|
}
|
|
|
|
player_dead |= self
|
|
.player
|
|
.wizard
|
|
.killision_at_point(self.background.level, self.player.wizard.position);
|
|
if player_dead {
|
|
UpdateState::Dead
|
|
} else if self
|
|
.player
|
|
.wizard
|
|
.completion_at_point(self.background.level, self.player.wizard.position)
|
|
{
|
|
UpdateState::Complete
|
|
} else {
|
|
UpdateState::Normal
|
|
}
|
|
}
|
|
|
|
fn get_next_map_position(&self) -> Vector2D<FixedNumberType> {
|
|
// want to ensure the player and the hat are visible if possible, so try to position the map
|
|
// so the centre is at the average position. But give the player some extra priority
|
|
let hat_pos = self.player.hat.position.floor();
|
|
let player_pos = self.player.wizard.position.floor();
|
|
|
|
let new_target_position = (hat_pos + player_pos * 3) / 4;
|
|
|
|
let screen: Vector2D<i32> = (WIDTH, HEIGHT).into();
|
|
let half_screen = screen / 2;
|
|
let current_centre = self.background.position.floor() + half_screen;
|
|
|
|
let mut target_position = ((current_centre * 3 + new_target_position) / 4) - half_screen;
|
|
|
|
target_position.x = target_position.x.clamp(
|
|
0,
|
|
(self.background.level.dimensions.x * 8 - (WIDTH as u32)) as i32,
|
|
);
|
|
target_position.y = target_position.y.clamp(
|
|
0,
|
|
(self.background.level.dimensions.y * 8 - (HEIGHT as u32)) as i32,
|
|
);
|
|
|
|
target_position.into()
|
|
}
|
|
}
|
|
|
|
pub fn main(mut agb: agb::Gba) -> ! {
|
|
let (tiled, mut vram) = agb.display.video.tiled0();
|
|
vram.set_background_palettes(tile_sheet::PALETTES);
|
|
let mut splash_screen = tiled.background(
|
|
Priority::P0,
|
|
RegularBackgroundSize::Background32x32,
|
|
TileFormat::FourBpp,
|
|
);
|
|
let mut world_display = tiled.background(
|
|
Priority::P0,
|
|
RegularBackgroundSize::Background32x32,
|
|
TileFormat::FourBpp,
|
|
);
|
|
|
|
let tileset = TileSet::new(tile_sheet::background.tiles, TileFormat::FourBpp);
|
|
|
|
for y in 0..32u16 {
|
|
for x in 0..32u16 {
|
|
world_display.set_tile(
|
|
&mut vram,
|
|
(x, y).into(),
|
|
&tileset,
|
|
TileSetting::from_raw(level_display::BLANK),
|
|
);
|
|
}
|
|
}
|
|
|
|
let mut mixer = agb.mixer.mixer(Frequency::Hz10512);
|
|
|
|
mixer.enable();
|
|
let mut sfx = sfx::SfxPlayer::new(&mut mixer);
|
|
|
|
world_display.commit(&mut vram);
|
|
world_display.show();
|
|
|
|
splash_screen::show_splash_screen(
|
|
splash_screen::SplashScreen::Start,
|
|
&mut sfx,
|
|
&mut splash_screen,
|
|
&mut vram,
|
|
);
|
|
|
|
loop {
|
|
world_display.commit(&mut vram);
|
|
world_display.show();
|
|
|
|
vram.set_background_palettes(tile_sheet::PALETTES);
|
|
|
|
let object = agb.display.object.get_managed();
|
|
|
|
let vblank = agb::interrupt::VBlank::get();
|
|
let mut current_level = 0;
|
|
|
|
loop {
|
|
if current_level == map_tiles::LEVELS.len() as u32 {
|
|
break;
|
|
}
|
|
|
|
sfx.frame();
|
|
vblank.wait_for_vblank();
|
|
|
|
level_display::write_level(
|
|
&mut world_display,
|
|
current_level / 8 + 1,
|
|
current_level % 8 + 1,
|
|
&tileset,
|
|
&mut vram,
|
|
);
|
|
|
|
world_display.commit(&mut vram);
|
|
world_display.show();
|
|
|
|
sfx.frame();
|
|
vblank.wait_for_vblank();
|
|
|
|
let map_current_level = current_level;
|
|
let mut background = InfiniteScrolledMap::new(
|
|
tiled.background(
|
|
Priority::P2,
|
|
RegularBackgroundSize::Background32x64,
|
|
TileFormat::FourBpp,
|
|
),
|
|
Box::new(|pos: Vector2D<i32>| {
|
|
let level = &map_tiles::LEVELS[map_current_level as usize];
|
|
(
|
|
&tileset,
|
|
TileSetting::from_raw(
|
|
*level
|
|
.background
|
|
.get((pos.y * level.dimensions.x as i32 + pos.x) as usize)
|
|
.unwrap_or(&0),
|
|
),
|
|
)
|
|
}),
|
|
);
|
|
let mut foreground = InfiniteScrolledMap::new(
|
|
tiled.background(
|
|
Priority::P0,
|
|
RegularBackgroundSize::Background64x32,
|
|
TileFormat::FourBpp,
|
|
),
|
|
Box::new(|pos: Vector2D<i32>| {
|
|
let level = &map_tiles::LEVELS[map_current_level as usize];
|
|
(
|
|
&tileset,
|
|
TileSetting::from_raw(
|
|
*level
|
|
.foreground
|
|
.get((pos.y * level.dimensions.x as i32 + pos.x) as usize)
|
|
.unwrap_or(&0),
|
|
),
|
|
)
|
|
}),
|
|
);
|
|
|
|
let mut level = PlayingLevel::open_level(
|
|
&map_tiles::LEVELS[current_level as usize],
|
|
&object,
|
|
&mut background,
|
|
&mut foreground,
|
|
agb::input::ButtonController::new(),
|
|
);
|
|
|
|
while level.background.init_background(&mut vram) != PartialUpdateStatus::Done {
|
|
sfx.frame();
|
|
vblank.wait_for_vblank();
|
|
}
|
|
|
|
while level.background.init_foreground(&mut vram) != PartialUpdateStatus::Done {
|
|
sfx.frame();
|
|
vblank.wait_for_vblank();
|
|
}
|
|
|
|
for _ in 0..20 {
|
|
sfx.frame();
|
|
vblank.wait_for_vblank();
|
|
}
|
|
|
|
object.commit();
|
|
|
|
level.show_backgrounds();
|
|
|
|
world_display.hide();
|
|
|
|
loop {
|
|
match level.update_frame(&mut sfx, &mut vram, &object) {
|
|
UpdateState::Normal => {}
|
|
UpdateState::Dead => {
|
|
level.dead_start();
|
|
while level.dead_update(&object) {
|
|
sfx.frame();
|
|
vblank.wait_for_vblank();
|
|
object.commit();
|
|
}
|
|
break;
|
|
}
|
|
UpdateState::Complete => {
|
|
current_level += 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
sfx.frame();
|
|
vblank.wait_for_vblank();
|
|
object.commit();
|
|
}
|
|
|
|
level.hide_backgrounds();
|
|
level.clear_backgrounds(&mut vram);
|
|
}
|
|
|
|
object.commit();
|
|
|
|
splash_screen::show_splash_screen(
|
|
splash_screen::SplashScreen::End,
|
|
&mut sfx,
|
|
&mut splash_screen,
|
|
&mut vram,
|
|
);
|
|
}
|
|
}
|
|
|
|
#[cfg(test)]
|
|
mod tests {
|
|
use super::*;
|
|
use agb::Gba;
|
|
|
|
#[test_case]
|
|
fn test_ping_pong(_gba: &mut Gba) {
|
|
let test_cases = [
|
|
[0, 2, 0],
|
|
[0, 7, 0],
|
|
[1, 2, 1],
|
|
[2, 2, 0],
|
|
[3, 2, 1],
|
|
[4, 2, 0],
|
|
];
|
|
|
|
for test_case in test_cases {
|
|
assert_eq!(
|
|
ping_pong(test_case[0], test_case[1]),
|
|
test_case[2],
|
|
"Expected ping_pong({}, {}) to equal {}",
|
|
test_case[0],
|
|
test_case[1],
|
|
test_case[2],
|
|
);
|
|
}
|
|
}
|
|
}
|