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use crate::color::Palette;
use crate::color::db32::{LIGHT_RED, LIME};
use crate::math::aabb;
use crate::sprite::Sprite;
use crate::{GAME_H, GAME_W};
use glam::Vec2;
const ENEMY_BULLET_W: i32 = 2;
const ENEMY_BULLET_H: i32 = 6;
const PLAYER_BULLET_W: i32 = 3;
const PLAYER_BULLET_H: i32 = 6;
const ENEMY_SHOT_SPEED: f32 = 1.5;
const PLAYER_SHOT_SPEED: f32 = 4.0;
#[rustfmt::skip]
const ENEMY_BULLET_PIXELS: [u8; (ENEMY_BULLET_W * ENEMY_BULLET_H) as usize] = [
LIME, LIME,
LIME, LIME,
LIME, LIME,
LIME, LIME,
LIME, LIME,
LIME, LIME,
];
#[rustfmt::skip]
const PLAYER_BULLET_PIXELS: [u8; (PLAYER_BULLET_W * PLAYER_BULLET_H) as usize] = [
0, LIGHT_RED, 0,
LIGHT_RED, LIGHT_RED, LIGHT_RED,
0, 0, 0,
0, LIGHT_RED, 0,
0, LIGHT_RED, 0,
0, LIGHT_RED, 0,
];
pub struct Bullet {
angle: Option<f32>,
pos: Vec2,
vel: Vec2,
sprite: Sprite,
}
impl Bullet {
fn new(
pos: Vec2,
vel: Vec2,
angle: Option<f32>,
width: i32,
height: i32,
pixels: &[u8],
) -> Self {
let sprite = Sprite::new(width, height, pixels.to_vec());
Self {
angle,
pos,
vel,
sprite,
}
}
pub fn aimed(from: Vec2, target: Vec2) -> Self {
let dir = (target - from).normalize_or_zero();
let vel = dir * ENEMY_SHOT_SPEED;
let pos = from + Vec2::new(-(ENEMY_BULLET_W as f32) / 2.0, 0.0);
let angle = (-dir.x).atan2(dir.y);
Self::new(
pos,
vel,
Some(angle),
ENEMY_BULLET_W,
ENEMY_BULLET_H,
&ENEMY_BULLET_PIXELS,
)
}
pub fn fired(muzzle_pos: Vec2) -> Self {
let pos =
muzzle_pos + Vec2::new(-(PLAYER_BULLET_W as f32) / 2.0, -(PLAYER_BULLET_H as f32));
Self::new(
pos,
Vec2::new(0.0, -PLAYER_SHOT_SPEED),
None,
PLAYER_BULLET_W,
PLAYER_BULLET_H,
&PLAYER_BULLET_PIXELS,
)
}
pub fn hits(&self, pos: Vec2, size: Vec2) -> bool {
aabb(self.pos, self.sprite.size.as_vec2(), pos, size)
}
pub fn offscreen(&self) -> bool {
self.pos.x + self.sprite.size.x as f32 <= 0.0
|| self.pos.x >= GAME_W as f32
|| self.pos.y + self.sprite.size.y as f32 <= 0.0
|| self.pos.y >= GAME_H as f32
}
pub fn update(&mut self) {
self.pos += self.vel;
}
pub fn draw(&self, frame: &mut [u32], palette: &Palette, a: f32) {
let p = self.pos - self.vel * (1.0 - a);
match self.angle {
Some(angle) => {
let center = p + self.sprite.size.as_vec2() / 2.0;
self.sprite.draw_rotated(frame, palette, center, angle, 0);
}
None => self.sprite.draw_at(frame, palette, p.round().as_ivec2()),
}
}
}
|