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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 <EFBFBD> 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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#include "State_Death.h"
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#include "AdventuresInLestoria.h"
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#include "DEFINES.h"
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#include "Menu.h"
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#include "ItemDrop.h"
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#include "VisualNovel.h"
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#include "State_OverworldMap.h"
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#include "GameEvent.h"
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#include "MenuComponent.h"
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#include "Unlock.h"
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INCLUDE_MONSTER_LIST
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INCLUDE_game
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void State_Death::OnStateChange(GameState*prevState){
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if(Menu::IsMenuOpen()){
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Menu::CloseAllMenus();
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}
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game->GetPlayer()->SetState(State::DEATH);
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if(!Unlock::IsUnlocked("STORY_1_1")){
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Component<MenuComponent>(DEATH,"Return to Camp Button")->SetLabel(" Return to \nStage Select");
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}else{
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Component<MenuComponent>(DEATH,"Return to Camp Button")->SetLabel("Return to Camp");
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}
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gameSlowdownPct=1.f;
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accTime=0.f;
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}
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void State_Death::OnLevelLoad(){
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Component<MenuComponent>(MenuType::PAUSE,"Return to Camp Button")->SetGrayedOut(false);
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}
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void State_Death::OnUserUpdate(AiL*game){
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accTime+=game->GetElapsedTime();
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if(gameSlowdownPct<10.f){
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gameSlowdownPct+=3.f*game->GetElapsedTime();
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}else{
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game->SetMosaicEffect(1U);
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}
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game->view.SetZoom(util::lerp(1.f,2.f,(gameSlowdownPct-1)/10.f),game->view.WorldToScreen(game->GetPlayer()->GetPos()));
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game->SetWorldColor({uint8_t(util::lerp(255,0,(gameSlowdownPct-1)/10.f)),uint8_t(util::lerp(255,0,(gameSlowdownPct-1)/10.f)),uint8_t(util::lerp(255,0,(gameSlowdownPct-1)/10.f)),255});
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Audio::SetBGMPitch(util::lerp(1.f,0,(gameSlowdownPct-1)/10.f));
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if(gameSlowdownPct<5.f){
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game->SetMosaicEffect(uint8_t(util::lerp(1.f,9.f,(gameSlowdownPct-1)/7.f)));
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}else{
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if(!Menu::IsMenuOpen()){
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Menu::OpenMenu(MenuType::DEATH);
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}
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game->SetMosaicEffect(uint8_t(util::lerp(9.f,1.f,(gameSlowdownPct-7)/3.f)));
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Input::SetLightbar(PixelLerp(BLACK,DARK_RED,sin(1.5f*game->GetRuntime())/2.f+0.5f));
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}
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if(gameSlowdownPct<10.f){
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if(accTime>=1/60.f*gameSlowdownPct){
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game->SetElapsedTime(1/60.f*gameSlowdownPct);
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game->HandleUserInput(game->GetElapsedTime());
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game->UpdateEffects(game->GetElapsedTime());
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GameEvent::UpdateEvents();
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game->GetPlayer()->Update(game->GetElapsedTime());
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game->UpdateMonsters();
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ItemDrop::UpdateDrops(game->GetElapsedTime());
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game->UpdateBullets(game->GetElapsedTime());
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//game->UpdateCamera(game->GetElapsedTime());
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accTime=0.f;
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}
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}
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game->ClearTimedOutGarbage();
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}
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void State_Death::Draw(AiL*game){
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game->RenderWorld(game->GetElapsedTime());
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}
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