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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83 lines
5.0 KiB
83 lines
5.0 KiB
1 year ago
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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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11 months ago
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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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1 year ago
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Portions of this software are copyright © 2023 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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#include "Effect.h"
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#include "DEFINES.h"
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#include "AdventuresInLestoria.h"
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#include "util.h"
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#include "safemap.h"
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INCLUDE_game
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INCLUDE_MONSTER_LIST
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INCLUDE_GFX
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Meteor::Meteor(vf2d pos, float lifetime, std::string imgFile, bool upperLevel, vf2d size, float fadeout, vf2d spd, Pixel col, float rotation, float rotationSpd, bool additiveBlending)
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:Effect(pos,lifetime,imgFile,upperLevel,size,fadeout,spd,col,rotation,rotationSpd,additiveBlending),startLifetime(lifetime){
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}
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bool Meteor::Update(float fElapsedTime){
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if(lifetime<=0&&!shakeField){
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shakeField=true;
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game->SetupWorldShake("Wizard.Ability 3.WorldShakeTime"_F);
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vf2d meteorOffset=pos+vf2d{lifetime*"Wizard.Ability 3.MeteorXMovementMult"_I,lifetime*"Wizard.Ability 3.MeteorYMovementMult"_I}*"Wizard.Ability 3.MeteorStartingDist"_F-vf2d{0,"Wizard.Ability 3.MeteorRadius"_F/100*12};
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for(int i=0;i<"Wizard.Ability 3.MeteorImpactParticles"_I;i++){
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float randomAngle="Wizard.Ability 3.MeteorImpactParticleAngleRange"_FRange;
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float randomRange=100*size.x*(1-util::random("Wizard.Ability 3.MeteorImpactParticleRandomVariance"_F))*(1-util::random("Wizard.Ability 3.MeteorImpactParticleRandomVariance"_F));
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float randomColorTintG=256*(1-util::random("Wizard.Ability 3.MeteorImpactParticleColorGVariance"_F))*(1-util::random("Wizard.Ability 3.MeteorImpactParticleColorGVariance"_F));
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float randomColorTintB="Wizard.Ability 3.MeteorImpactParticleColorBlueRange"_FRange;
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vf2d effectPos=vf2d{cos(randomAngle),sin(randomAngle)}*randomRange+meteorOffset;
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game->AddEffect(std::make_unique<Effect>(effectPos,0,"circle.png",OnUpperLevel(),vf2d{util::random(2)+1,util::random(3)+1},util::random(3)+1,vf2d{util::random(10)-5,-util::random(20)-5},Pixel{255,uint8_t(randomColorTintG),uint8_t(randomColorTintB),uint8_t("Wizard.Ability 3.MeteorImpactParticleAlphaRange"_FRange)},0,0,true),effectPos.y<meteorOffset.y);
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}
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game->HurtEnemies(pos,"Wizard.Ability 3.MeteorRadius"_F/100*24,int(game->GetPlayer()->GetAttack()*"Wizard.Ability 3.MeteorDamageMult"_F),OnUpperLevel(),0);
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game->AddEffect(std::make_unique<PulsatingFire>(pos,"Wizard.Ability 3.FireRingLifetime"_F,"fire_ring1.png",OnUpperLevel(),vf2d{"Wizard.Ability 3.MeteorRadius"_F/100*2,"Wizard.Ability 3.MeteorRadius"_F/100*2},"Wizard.Ability 3.FireRingFadeoutTime"_F),true);
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}
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return Effect::Update(fElapsedTime);
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}
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void Meteor::Draw(){
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if(lifetime>0){
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vf2d scale=vf2d{192,64}/3.f*(startLifetime+1-lifetime)*0.25*size;
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vf2d meteorOffset=vf2d{lifetime*"Wizard.Ability 3.MeteorXMovementMult"_I,0}*"Wizard.Ability 3.MeteorShadowStartingDist"_F;
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vf2d centerPoint=pos-vf2d{GFX["circle.png"].Sprite()->width*scale.x/2,GFX["circle.png"].Sprite()->height*scale.y/2};
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game->view.DrawDecal(centerPoint+meteorOffset,GFX["circle.png"].Decal(),scale,{0,0,0,192});
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}
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vf2d meteorOffset=pos+vf2d{lifetime*"Wizard.Ability 3.MeteorXMovementMult"_I,lifetime*"Wizard.Ability 3.MeteorYMovementMult"_I}*"Wizard.Ability 3.MeteorStartingDist"_F-vf2d{0,GetFrame().GetSourceRect().size.y/4.f}*size;
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if(lifetime<=0){
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meteorOffset=pos-vf2d{0,GetFrame().GetSourceRect().size.y/4.f}*size;
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}
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game->view.DrawPartialRotatedDecal(meteorOffset,GetFrame().GetSourceImage()->Decal(),rotation,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,size,{col.r,col.g,col.b,uint8_t(fadeout/original_fadeoutTime*255)});
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}
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