Prepare Trail of Fire graphics and structures. Update lerp util to be generalized and introduce generalized Oscillator class. Release Build 11271.
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@ -537,6 +537,10 @@
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</ClInclude>
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<ClInclude Include="MonsterData.h" />
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<ClInclude Include="olcPGEX_SplashScreen.h" />
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<ClInclude Include="Oscillator.h">
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<SubType>
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</SubType>
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</ClInclude>
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<ClInclude Include="Overlay.h">
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<SubType>
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</SubType>
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@ -726,6 +730,10 @@
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<SubType>
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</SubType>
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</ClInclude>
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<ClInclude Include="TrailEffect.h">
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<SubType>
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</SubType>
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</ClInclude>
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<ClInclude Include="Tutorial.h" />
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<ClInclude Include="VisualNovel.h" />
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<ClInclude Include="Test.h" />
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@ -687,6 +687,12 @@
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<ClInclude Include="BlackHole.h">
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<Filter>Source Files\Effects</Filter>
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</ClInclude>
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<ClInclude Include="TrailEffect.h">
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<Filter>Source Files\Effects</Filter>
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</ClInclude>
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<ClInclude Include="Oscillator.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Player.cpp">
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@ -38,17 +38,18 @@ All rights reserved.
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#pragma once
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#include "AdventuresInLestoria.h"
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#include "util.h"
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#include "Effect.h"
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INCLUDE_MONSTER_LIST
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struct BlackHole:FadeInOutEffect{
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inline BlackHole(OscillatorVf2d pos,const std::string&img,float lifetime,float cycleSpd,bool onUpperLevel,OscillatorFloat size,vf2d spd,OscillatorPixel col,float rotation,float rotationSpd,bool additiveBlending=false,float particleSpawnFreq=0.f,const std::function<Effect(const Effect&self)>&particleGenerator={})
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:FadeInOutEffect(pos,img,lifetime,cycleSpd,onUpperLevel,size,spd,col,rotation,rotationSpd,additiveBlending,particleSpawnFreq,particleGenerator){}
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inline BlackHole(Oscillator<vf2d>pos,const std::string&img,float lifetime,bool onUpperLevel,Oscillator<vf2d>size,vf2d spd,Oscillator<Pixel>col,float rotation,float rotationSpd,bool additiveBlending=false,float particleSpawnFreq=0.f,const std::function<Effect(const Effect&self)>&particleGenerator={})
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:FadeInOutEffect(pos,img,lifetime,onUpperLevel,size,spd,col,rotation,rotationSpd,additiveBlending,particleSpawnFreq,particleGenerator){}
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inline bool Update(float fElapsedTime){
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for(std::shared_ptr<Monster>&m:MONSTER_LIST){
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float distToMonster{util::distance(pos,m->GetPos())};
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if(distToMonster<="Black Hole"_ENC["PULL IN RADIUS"]/100.f*24){
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if(!m->IsSolid()&&m->OnUpperLevel()==OnUpperLevel()&&m->GetZ()<1.f&&distToMonster<="Black Hole"_ENC["PULL IN RADIUS"]/100.f*24){
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float pullInForce{util::map_range<float>(distToMonster,0,"Black Hole"_ENC["PULL IN RADIUS"]/100.f*24,"Black Hole"_ENC["PULL IN FORCE MAX"],"Black Hole"_ENC["PULL IN FORCE MIN"])};
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m->AddAddedVelocity(util::pointTo(m->GetPos(),pos)*pullInForce);
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}
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@ -39,6 +39,7 @@ All rights reserved.
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#include "Bullet.h"
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#include "Direction.h"
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#include "Effect.h"
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#include "TrailEffect.h"
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struct EnergyBolt:public Bullet{
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float lastParticleSpawn=0;
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@ -56,6 +57,8 @@ struct FireBolt:public Bullet{
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BulletDestroyState PlayerHit(Player*player)override;//DO NOT CALL THIS DIRECTLY! INSTEAD USE _PlayerHit()!!
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BulletDestroyState MonsterHit(Monster&monster,const uint8_t markStacksBeforeHit)override;//DO NOT CALL THIS DIRECTLY! INSTEAD USE _MonsterHit()!!
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void ModifyOutgoingDamageData(HurtDamageInfo&data);
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private:
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std::optional<std::reference_wrapper<TrailEffect>>flameTrail;
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};
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struct LightningBolt:public Bullet{
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@ -79,7 +79,7 @@ void DeadlyDash::Draw(const Pixel blendCol)const{
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for(int i:std::ranges::iota_view(0,afterImageCount)){
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const float fadeTimeBegins{(i+1)*afterImagesLingeringTime};
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uint8_t alpha{255U};
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if(GetAliveTime()>fadeTimeBegins)alpha=std::max(0.f,util::lerp(255,0,(GetAliveTime()-fadeTimeBegins)/afterImagesLingeringTime));
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if(GetAliveTime()>fadeTimeBegins)alpha=std::max(0.f,float(util::lerp(255,0,(GetAliveTime()-fadeTimeBegins)/afterImagesLingeringTime)));
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const Animate2D::FrameSequence&animation{ANIMATION_DATA[this->animation]};
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const float animationFrameTimer{i*animation.m_fFrameDuration};
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@ -40,12 +40,10 @@ All rights reserved.
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#include "IBullet.h"
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#include <unordered_set>
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#include <variant>
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#include "Oscillator.h"
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class Monster;
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class Player;
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using HitList=std::unordered_set<std::variant<Monster*,Player*>>;
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using OscillatorVf2d=std::pair<vf2d,vf2d>;
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using OscillatorPixel=std::pair<Pixel,Pixel>;
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using OscillatorFloat=std::pair<float,float>;
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enum class EffectType{
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NONE,
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@ -175,15 +173,14 @@ struct FadeInOutEffect:Effect{
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//cycleSpd is how long it takes to get from fully opaque to fully transparent, and back to fully opaque
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FadeInOutEffect(vf2d pos,const std::string&img,float lifetime,float cycleSpd,bool onUpperLevel,float size,vf2d spd,Pixel col,float rotation,float rotationSpd,bool additiveBlending=false,float particleSpawnFreq=0.f,const std::function<Effect(const Effect&self)>&particleGenerator={});
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//A version with oscillators for position and colors, for extra animation effects!
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FadeInOutEffect(OscillatorVf2d pos,const std::string&img,float lifetime,float cycleSpd,bool onUpperLevel,OscillatorFloat size,vf2d spd,OscillatorPixel col,float rotation,float rotationSpd,bool additiveBlending=false,float particleSpawnFreq=0.f,const std::function<Effect(const Effect&self)>&particleGenerator={});
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FadeInOutEffect(Oscillator<vf2d>pos,const std::string&img,float lifetime,bool onUpperLevel,Oscillator<vf2d>size,vf2d spd,Oscillator<Pixel>col,float rotation,float rotationSpd,bool additiveBlending=false,float particleSpawnFreq=0.f,const std::function<Effect(const Effect&self)>&particleGenerator={});
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virtual bool Update(float fElapsedTime)override;
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virtual void Draw()const override;
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std::function<Effect(const Effect&self)>particleGenerator;
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const float particleSpawnFreq;
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const float cycleSpd;
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const OscillatorVf2d posOscillator;
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const OscillatorFloat sizeOscillator;
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const OscillatorPixel colOscillator;
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Oscillator<vf2d>posOscillator;
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Oscillator<vf2d>sizeOscillator;
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Oscillator<Pixel>colOscillator;
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float particleSpawnTimer{};
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const float originalParticleSpawnTimer{};
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};
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@ -69,7 +69,7 @@ BulletDestroyState EnergyBolt::MonsterHit(Monster&monster,const uint8_t markStac
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{
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if(!game->GetPlayer()->HasEnchant("Piercing Bolt"))fadeOutTime="Wizard.Auto Attack.BulletHitFadeoutTime"_F;
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game->AddEffect(std::make_unique<Effect>(monster.GetPos(),0,"splash_effect.png",upperLevel,monster.GetSizeMult(),"Wizard.Auto Attack.SplashEffectFadeoutTime"_F));
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if(hitList.size()==1)damage=ceil(float(damage)/2);
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if(hitList.size()==1)damage=ceil(damage*"Piercing Bolt"_ENC["MULTI TARGET DAMAGE"]/100.f);
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return BulletDestroyState::KEEP_ALIVE;
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}
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@ -44,9 +44,9 @@ All rights reserved.
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INCLUDE_game
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FadeInOutEffect::FadeInOutEffect(vf2d pos,const std::string&img,float lifetime,float cycleSpd,bool onUpperLevel,float size,vf2d spd,Pixel col,float rotation,float rotationSpd,bool additiveBlending,float particleSpawnFreq,const std::function<Effect(const Effect&self)>&particleGenerator)
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:FadeInOutEffect({pos,pos},img,lifetime,cycleSpd,onUpperLevel,{size,size},spd,{col,{col.r,col.g,col.b,0}},rotation,rotationSpd,additiveBlending,particleSpawnFreq,particleGenerator){}
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FadeInOutEffect::FadeInOutEffect(OscillatorVf2d pos,const std::string&img,float lifetime,float cycleSpd,bool onUpperLevel,OscillatorFloat size,vf2d spd,OscillatorPixel col,float rotation,float rotationSpd,bool additiveBlending,float particleSpawnFreq,const std::function<Effect(const Effect&self)>&particleGenerator)
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:particleSpawnFreq(particleSpawnFreq),particleGenerator(particleGenerator),cycleSpd(cycleSpd),particleSpawnTimer(particleSpawnFreq),originalParticleSpawnTimer(particleSpawnTimer),posOscillator(pos),colOscillator(col),sizeOscillator(size),Effect(pos.first,lifetime,img,onUpperLevel,size.first,0.25f,spd,col.first,rotation,rotationSpd,additiveBlending){}
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:FadeInOutEffect({pos,pos,cycleSpd},img,lifetime,onUpperLevel,{{size,size},{size,size},cycleSpd},spd,{col,{col.r,col.g,col.b,0},cycleSpd},rotation,rotationSpd,additiveBlending,particleSpawnFreq,particleGenerator){}
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FadeInOutEffect::FadeInOutEffect(Oscillator<vf2d>pos,const std::string&img,float lifetime,bool onUpperLevel,Oscillator<vf2d>size,vf2d spd,Oscillator<Pixel>col,float rotation,float rotationSpd,bool additiveBlending,float particleSpawnFreq,const std::function<Effect(const Effect&self)>&particleGenerator)
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:particleSpawnFreq(particleSpawnFreq),particleGenerator(particleGenerator),particleSpawnTimer(particleSpawnFreq),originalParticleSpawnTimer(particleSpawnTimer),posOscillator(pos),colOscillator(col),sizeOscillator(size),Effect(pos.first,lifetime,img,onUpperLevel,size.first,0.25f,spd,col.first,rotation,rotationSpd,additiveBlending){}
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bool FadeInOutEffect::Update(float fElapsedTime){
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if(particleGenerator){
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particleSpawnTimer-=fElapsedTime;
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@ -55,11 +55,9 @@ bool FadeInOutEffect::Update(float fElapsedTime){
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game->AddEffect(std::make_unique<Effect>(particleGenerator(*this)));
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}
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}
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float t{float(abs(sin(PI*game->GetRunTime()*cycleSpd)))};
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pos=posOscillator.first.lerp(posOscillator.second,t);
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size={util::lerp(sizeOscillator.first,sizeOscillator.second,t),util::lerp(sizeOscillator.first,sizeOscillator.second,t)};
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col=PixelLerp(colOscillator.first,colOscillator.second,t);
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col.a=util::lerp(colOscillator.first.a,colOscillator.second.a,t);
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pos=posOscillator.Update(fElapsedTime);
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size=sizeOscillator.Update(fElapsedTime);
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col=colOscillator.Update(fElapsedTime);
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return Effect::Update(fElapsedTime);
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}
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void FadeInOutEffect::Draw()const{
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@ -218,7 +218,7 @@ void Minimap::UpdateChunk(const MapName map,const vi2d chunkPos,const InitialLoa
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const vi2d chunkOffset={"Minimap.Chunk Size"_I/2,"Minimap.Chunk Size"_I/2};
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const float distance=geom2d::line<float>(centerChunkPos+chunkOffset,vf2d{float(x),float(y)}).length();
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const int alpha=std::clamp(util::lerp(255,0,(distance-"Minimap.Chunk Size"_I)/"Minimap.Chunk Size"_I),0.f,255.f);
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const int alpha=std::clamp(float(util::lerp(255,0,(distance-"Minimap.Chunk Size"_I)/"Minimap.Chunk Size"_I)),0.f,255.f);
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if(cover.Sprite()->GetPixel(x,y).a>alpha)continue; //The distance was uncovered by another closer chunk, don't need to reveal it here.
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64
Adventures in Lestoria/Oscillator.h
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64
Adventures in Lestoria/Oscillator.h
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@ -0,0 +1,64 @@
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#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#pragma once
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#include "util.h"
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template<class T>
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class Oscillator{
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public:
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Oscillator()
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:Oscillator({},{},0.f){}
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Oscillator(T val1,T val2,float cycleSpd)
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:val1(val1),val2(val2),first(this->val1),second(this->val2),cycleSpd(cycleSpd),currentVal(val1){}
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const T&Update(const float fElapsedTime){
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currentVal=util::lerp(val1,val2,sin(PI*timer*cycleSpd)/2+0.5f);
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timer+=fElapsedTime;
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return get();
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}
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const T&get(){
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return currentVal;
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};
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const T&first;
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const T&second;
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private:
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T val1,val2;
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T currentVal;
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float cycleSpd;
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double timer{};
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};
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57
Adventures in Lestoria/TrailEffect.h
Normal file
57
Adventures in Lestoria/TrailEffect.h
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@ -0,0 +1,57 @@
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#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
|
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|
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1. Redistributions or derivations of source code must retain the above copyright
|
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notice, this list of conditions and the following disclaimer.
|
||||
|
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2. Redistributions or derivative works in binary form must reproduce the above
|
||||
copyright notice. This list of conditions and the following disclaimer must be
|
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reproduced in the documentation and/or other materials provided with the distribution.
|
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|
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3. Neither the name of the copyright holder nor the names of its contributors may
|
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be used to endorse or promote products derived from this software without specific
|
||||
prior written permission.
|
||||
|
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
|
||||
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
|
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
|
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
|
||||
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
|
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
||||
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
|
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
|
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SUCH DAMAGE.
|
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|
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Portions of this software are copyright © 2024 The FreeType
|
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#pragma once
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#include "Effect.h"
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class TrailEffect:Effect{
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inline TrailEffect(vf2d startPos,float lifetime,const std::string&imgFile,bool upperLevel,float fadeout,vf2d scale,float imgXOffsetSpd,Oscillator<Pixel>col,EffectType type=EffectType::NONE,bool additiveBlending=false)
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:Effect(pos,lifetime,imgFile,upperLevel,scale,fadeout,{},col.first,0.f,0.f,additiveBlending){}
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inline void SetEndPos(const vf2d pos){
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this->endPos=pos;
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}
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inline bool Update(float fElapsedTime){
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col.Update(fElapsedTime);
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}
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inline void Draw()const{
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}
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private:
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Oscillator<Pixel>col;
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vf2d endPos{};
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};
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 1
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#define VERSION_MINOR 2
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#define VERSION_PATCH 5
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#define VERSION_BUILD 11250
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#define VERSION_BUILD 11271
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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@ -156,14 +156,14 @@ void Wizard::InitializeClassAbilities(){
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if(game->TestingModeEnabled()||dist>0&&p->CanPathfindTo(p->GetPos(),teleportPoint,float("Wizard.Right Click Ability.TilesMax"_I))
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&&(NoTileCollisionExistsHere()||NoPlayerCollisionWithTile())){
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if(p->HasEnchant("Blink Portal")){
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Effect&eff{game->AddEffect(std::make_unique<FadeInOutEffect>(OscillatorVf2d{p->GetPos(),p->GetPos()+vf2d{0,-6.f}},"portal.png","Blink Portal"_ENC["REACTIVATION TIME"],0.5f,p->OnUpperLevel(),OscillatorFloat{0.9f,1.1f},vf2d{},OscillatorPixel{WHITE,0x50196f},0.f,0.f),true)};
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Effect&eff{game->AddEffect(std::make_unique<FadeInOutEffect>(Oscillator<vf2d>{p->GetPos(),p->GetPos()+vf2d{0,-6.f},0.5f},"portal.png","Blink Portal"_ENC["REACTIVATION TIME"],p->OnUpperLevel(),Oscillator<vf2d>{{0.9f,0.9f},{1.1f,1.1f},0.5f},vf2d{},Oscillator<Pixel>{WHITE,Pixel(0x50196f),0.5f},0.f,0.f),true)};
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eff.SetType(EffectType::BLINK_PORTAL);
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}
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TeleportTo(teleportPoint);
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p->lastPathfindingCooldown=0.1f;
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if(p->HasEnchant("Black Hole")){
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Effect&blackHoleEff{game->AddEffect(std::make_unique<BlackHole>(OscillatorVf2d{p->GetPos(),p->GetPos()+vf2d{0,-6.f}},"blackhole.png","Black Hole"_ENC["BLACK HOLE DURATION"],0.75f,p->OnUpperLevel(),OscillatorFloat{3.4f,3.7f},vf2d{},OscillatorPixel{WHITE,WHITE},util::random(2*PI),PI/3,false,0.03f,[](const Effect&self){
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Effect&blackHoleEff{game->AddEffect(std::make_unique<BlackHole>(Oscillator<vf2d>{p->GetPos(),p->GetPos()+vf2d{0,-6.f},0.75f},"blackhole.png","Black Hole"_ENC["BLACK HOLE DURATION"],p->OnUpperLevel(),Oscillator<vf2d>{{3.4f,3.4f},{3.7f,3.7f},0.75f},vf2d{},Oscillator<Pixel>{WHITE,WHITE,0.75f},util::random(2*PI),PI/3,false,0.03f,[](const Effect&self){
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vf2d particlePos{self.pos+vf2d{"Black Hole"_ENC["PULL IN RADIUS"]/100.f*24,util::random(2*PI)}.cart()};
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return Effect{particlePos,util::random_range(0.3f,0.5f),"pixel.png",self.OnUpperLevel(),util::random(2.f),0.1f,util::pointTo(particlePos,self.pos)*util::random_range(700,1000),PixelLerp(BLACK,Pixel(0x9859de),util::random(1.f)),0.f,0.f,false};
|
||||
}),true)};
|
||||
|
||||
BIN
Adventures in Lestoria/assets/FlamesTexture.png
Normal file
BIN
Adventures in Lestoria/assets/FlamesTexture.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 63 KiB |
@ -127,6 +127,7 @@ Images
|
||||
GFX_SpecialTargetMark = special_target.png
|
||||
GFX_BlackHole = blackhole.png
|
||||
GFX_Portal = portal.png
|
||||
GFX_Flames = FlamesTexture.png
|
||||
|
||||
GFX_Thief_Sheet = nico-thief.png
|
||||
GFX_Trapper_Sheet = nico-trapper.png
|
||||
|
||||
@ -72,10 +72,6 @@ float util::radToDeg(float rad){
|
||||
return rad*57.2957795130823208767f;
|
||||
}
|
||||
|
||||
float util::lerp(float n1,float n2,double t){
|
||||
return float(n1*(1-t)+n2*t);
|
||||
}
|
||||
|
||||
std::string util::timerStr(float time){
|
||||
int seconds=int(time);
|
||||
int hours=seconds/3600;
|
||||
|
||||
@ -54,7 +54,27 @@ namespace olc::util{
|
||||
float angleTo(vf2d posFrom,vf2d posTo);
|
||||
float degToRad(float deg);
|
||||
float radToDeg(float rad);
|
||||
float lerp(float n1,float n2,double t);
|
||||
|
||||
#pragma region Lerp templates + specializations
|
||||
template<class T,class U>
|
||||
inline auto lerp(const T val1,const U val2,const float t){
|
||||
return decltype(val1+val2)(val1*(1-t)+val2*t);
|
||||
}
|
||||
|
||||
template<>
|
||||
inline auto lerp<vf2d,vf2d>(const vf2d val1,const vf2d val2,const float t){
|
||||
return val1.lerp(val2,t);
|
||||
}
|
||||
|
||||
template<>
|
||||
//NOTE: Also interpolates the alpha!!!
|
||||
inline auto lerp<Pixel,Pixel>(const Pixel val1,const Pixel val2,const float t){
|
||||
Pixel col{PixelLerp(val1,val2,t)};
|
||||
col.a=lerp(val1.a,val2.a,t);
|
||||
return col;
|
||||
}
|
||||
#pragma endregion
|
||||
|
||||
std::string timerStr(float time);
|
||||
std::string WrapText(PixelGameEngine*pge,std::string str,int width,bool proportional,vd2d scale);
|
||||
std::u32string WrapText(PixelGameEngine*pge,std::u32string str,int width,Font&font,vd2d scale);
|
||||
@ -95,4 +115,4 @@ constexpr auto circ_add(
|
||||
}
|
||||
|
||||
//Converts unit distances to pixels. (Every 100 units = 24 pixels)
|
||||
long double operator""_Pixels(long double unitDist);
|
||||
long double operator""_Pixels(long double unitDist);
|
||||
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Reference in New Issue
Block a user