(
&mut self,
dt: f32,
bullets: &mut Vec<Bullet>,
resources: &Resources,
sound_mixer: &mut SoundMixer,
)
| 56 | } |
| 57 | |
| 58 | pub fn update( |
| 59 | &mut self, |
| 60 | dt: f32, |
| 61 | bullets: &mut Vec<Bullet>, |
| 62 | resources: &Resources, |
| 63 | sound_mixer: &mut SoundMixer, |
| 64 | ) { |
| 65 | self.shoot_timer += dt; |
| 66 | if is_key_down(KEY_LEFT) { |
| 67 | self.pos.x -= PLAYER_SPEED * dt; |
| 68 | if self.pos.x < 0f32 { |
| 69 | self.pos.x = 0f32; |
| 70 | } |
| 71 | } |
| 72 | if is_key_down(KEY_RIGHT) { |
| 73 | self.pos.x += PLAYER_SPEED * dt; |
| 74 | if self.pos.x > GAME_SIZE_X as f32 - self.texture.width() { |
| 75 | self.pos.x = GAME_SIZE_X as f32 - self.texture.width(); |
| 76 | } |
| 77 | } |
| 78 | |
| 79 | // state specific update |
| 80 | let player_command_optional = match &mut self.state { |
| 81 | PlayerState::Normal => { |
| 82 | if is_key_down(KEY_SHOOT) && self.shoot_timer >= PLAYER_SHOOT_TIME { |
| 83 | let spawn_offset = vec2(3f32, -4f32); |
| 84 | bullets.push(Bullet::new( |
| 85 | self.pos + spawn_offset, |
| 86 | BulletHurtType::Enemy, |
| 87 | resources, |
| 88 | )); |
| 89 | resources.play_sound( |
| 90 | SoundIdentifier::PlayerShoot, |
| 91 | sound_mixer, |
| 92 | Volume(1.0f32), |
| 93 | ); |
| 94 | self.shoot_timer = 0f32; |
| 95 | } |
| 96 | None |
| 97 | } |
| 98 | PlayerState::Invisible(time_left) => { |
| 99 | *time_left -= dt; |
| 100 | if *time_left <= 0.0f32 { |
| 101 | Some(PlayerCommand::ChangeState(PlayerState::Normal)) |
| 102 | } else { |
| 103 | None |
| 104 | } |
| 105 | } |
| 106 | }; |
| 107 | |
| 108 | self.process_command_optional(player_command_optional); |
| 109 | |
| 110 | self.collision_rect.x = self.pos.x; |
| 111 | self.collision_rect.y = self.pos.y; |
| 112 | } |
| 113 | |
| 114 | pub fn process_command_optional(&mut self, command_optional: Option<PlayerCommand>) { |
| 115 | if let Some(player_command) = command_optional { |
nothing calls this directly
no test coverage detected