The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/DamageNumber.cpp

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#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
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
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "DamageNumber.h"
#include "AdventuresInLestoria.h"
INCLUDE_game
const float DamageNumber::MOVE_UP_TIME=0.4f;
using enum DamageNumberType::DamageNumberType;
DamageNumber::DamageNumber(vf2d pos,int damage,bool friendly,DamageNumberType::DamageNumberType type):
pos(pos),damage(damage),friendly(friendly),type(type),invertedDirection(type==INTERRUPT),riseSpd(GetOriginalRiseSpd()){
RecalculateSize();
}
void DamageNumber::RecalculateSize(){
float damageMultRatio=damage/game->GetPlayer()->GetEquipStat("Attack")/2.f;
if(!friendly){
float newSize=std::clamp(roundf(damageMultRatio),1.0f,4.0f);
float riseSpd{GetOriginalRiseSpd()};
if(type==HEALTH_LOSS||type==CRIT||type==DOT)riseSpd*=newSize;
size=vf2d{newSize,newSize};
}
}
void DamageNumber::Update(){
if(pauseTime>0){
pauseTime-=game->GetElapsedTime();
} else{
lifetime+=game->GetElapsedTime();
if(lifetime<=1){
if(lifetime<DamageNumber::MOVE_UP_TIME){
if(invertedDirection){
pos.y+=riseSpd*game->GetElapsedTime();
}else{
pos.y-=riseSpd*game->GetElapsedTime();
}
}
}
}
}
void DamageNumber::Draw(){
#define NumberScalesWithDamage true
#define NormalNumber false
auto DrawDamageNumber=[&](const bool ScaleWithNumber,std::string_view text,std::pair<Pixel,Pixel>colorWhenAppliedToMonster,std::pair<Pixel,Pixel>colorWhenAppliedToPlayer,vf2d scaling={1.f,1.f}){
vf2d textSize=game->GetTextSizeProp(text)*scaling;
if(!friendly){
vf2d additionalScaling={1.f,1.f};
if(ScaleWithNumber)additionalScaling=size;
textSize*=additionalScaling;
vf2d drawPos=pos-textSize/2.f;
drawPos.x=std::clamp(drawPos.x,game->view.GetWorldTL().x,game->view.GetWorldBR().x-textSize.x);
drawPos.y=std::clamp(drawPos.y,game->view.GetWorldTL().y,game->view.GetWorldBR().y-textSize.y);
game->view.DrawShadowStringPropDecal(drawPos,text,colorWhenAppliedToMonster.first,colorWhenAppliedToMonster.second,scaling*additionalScaling);
}else{
vf2d drawPos=pos-textSize/2.f;
drawPos.x=std::clamp(drawPos.x,game->view.GetWorldTL().x,game->view.GetWorldBR().x-textSize.x);
drawPos.y=std::clamp(drawPos.y,game->view.GetWorldTL().y,game->view.GetWorldBR().y-textSize.y);
game->view.DrawShadowStringPropDecal(drawPos,text,colorWhenAppliedToPlayer.first,colorWhenAppliedToPlayer.second,scaling);
}
};
switch(type){
case HEALTH_LOSS:{
std::string text=std::to_string(damage);
DrawDamageNumber(NumberScalesWithDamage,text,{DARK_RED,{255,160,160}},{RED,VERY_DARK_GREY});
}break;
case HEALTH_GAIN:{
std::string text="+"+std::to_string(damage);
DrawDamageNumber(NormalNumber,text,{DARK_GREEN,BLACK},{GREEN,VERY_DARK_GREY});
}break;
case MANA_GAIN:{
std::string text="+"+std::to_string(damage);
DrawDamageNumber(NormalNumber,text,{BLUE,VERY_DARK_GREY},{BLUE,VERY_DARK_GREY});
}break;
case INTERRUPT:{
std::string text="Interrupted!";
DrawDamageNumber(NormalNumber,text,{BLACK,VERY_DARK_GREY},{BLACK,VERY_DARK_GREY},{0.5f,1});
}break;
case CRIT:{
std::string text=std::to_string(damage);
DrawDamageNumber(NumberScalesWithDamage,text,{YELLOW,DARK_YELLOW},{BLACK,{0,0,0,0}});
}break;
case DOT:{
std::string text=std::to_string(damage);
DrawDamageNumber(NormalNumber,text,std::pair<Pixel,Pixel>{0xE1BEE7,0x1F083A},std::pair<Pixel,Pixel>{0xDCE775,0x37320A});
}break;
case BACKSTAB:{
std::string text=std::to_string(damage);
DrawDamageNumber(NumberScalesWithDamage,text,std::pair<Pixel,Pixel>{0x888093,0x150035},{BLACK,{0,0,0,0}});
}break;
case SHIELD_LOSS:{
std::string text=std::to_string(damage);
DrawDamageNumber(NumberScalesWithDamage,text,std::pair<Pixel,Pixel>{DARK_BLUE,0x68d7ef},std::pair<Pixel,Pixel>{BLUE,0x4141be});
}break;
default:ERR(std::format("Damage Number Type {} is not implemented! THIS SHOULD NOT BE HAPPENING!",int(type)));
}
}
float DamageNumber::GetOriginalRiseSpd(){
float riseSpd{20.f};
if(type==INTERRUPT||type==MANA_GAIN)riseSpd=40.f;
if(type==DOT)riseSpd=-10.f;
return riseSpd;
}
void DamageNumber::AddDamage(int damageAmt){
if(damageAmt<0)ERR(std::format("WARNING! Trying to apply a negative damage amount to a damage counter: {}! THIS SHOULD NOT BE HAPPENING!",damageAmt));
damage+=damageAmt;
}
const bool DamageNumber::IsDead()const{
return lifetime>1.f;
}
void DamageNumber::SetPauseTimer(const float pauseTime){
this->pauseTime=pauseTime;
}
void DamageNumber::SetType(const DamageNumberType::DamageNumberType type){
this->type=type;
}
const DamageNumberType::DamageNumberType DamageNumber::GetType()const{
return type;
}