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#include "Monster.h"
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#include "Player.h"
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#include "Crawler.h"
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#include "DamageNumber.h"
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#include "Bullet.h"
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#include "DEFINES.h"
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INCLUDE_MONSTER_DATA
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INCLUDE_MONSTER_LIST
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INCLUDE_ANIMATION_DATA
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INCLUDE_SPAWNER_LIST
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INCLUDE_DAMAGENUMBER_LIST
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INCLUDE_CLASS_DATA
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INCLUDE_PLAYER_BULLET_LIST
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INCLUDE_game
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const float Player::GROUND_SLAM_SPIN_TIME=0.6f;
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Player::Player():
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state(State::NORMAL),lastReleasedMovementKey(DOWN),facingDirection(DOWN){}
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void Player::SetClass(Class cl){
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this->cl=CLASS_DATA[cl].cl;
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rightClickAbility=CLASS_DATA[cl].rightClickAbility;
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ability1=CLASS_DATA[cl].ability1;
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ability2=CLASS_DATA[cl].ability2;
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ability3=CLASS_DATA[cl].ability3;
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UpdateIdleAnimation(DOWN);
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}
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void Player::SetX(float x){
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pos.x=x;
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};
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void Player::SetY(float y){
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pos.y=y;
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}
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void Player::SetZ(float z){
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this->z=z;
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}
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void Player::SetPos(vf2d pos){
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this->pos=pos;
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}
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vf2d&Player::GetPos(){
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return pos;
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}
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float Player::GetX(){
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return pos.x;
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}
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float Player::GetY(){
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return pos.y;
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}
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float Player::GetZ(){
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return z;
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}
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int Player::GetHealth(){
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return hp;
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}
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int Player::GetMaxHealth(){
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return maxhp;
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}
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int Player::GetMana(){
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return mana;
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}
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int Player::GetMaxMana() {
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return maxmana;
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}
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int Player::GetAttack(){
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float mod_atk=atk;
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for(Buff&b:GetBuffs(BuffType::ATTACK_UP)){
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mod_atk+=atk*b.intensity;
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}
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return int(mod_atk);
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}
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float Player::GetMoveSpdMult(){
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float mod_moveSpd=moveSpd;
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for(Buff&b:GetBuffs(BuffType::SLOWDOWN)){
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mod_moveSpd-=moveSpd*b.intensity;
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}
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return mod_moveSpd;
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}
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float Player::GetSizeMult(){
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return size;
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}
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float Player::GetAttackRangeMult(){
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return attack_range;
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}
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float Player::GetSpinAngle(){
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return spin_angle;
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}
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State Player::GetState(){
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return state;
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}
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void Player::Update(float fElapsedTime){
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attack_cooldown_timer=std::max(0.f,attack_cooldown_timer-fElapsedTime);
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iframe_time=std::max(0.f,iframe_time-fElapsedTime);
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notEnoughManaDisplay.second=std::max(0.f,notEnoughManaDisplay.second-fElapsedTime);
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manaTickTimer-=fElapsedTime;
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while(manaTickTimer<=0){
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manaTickTimer+=0.2;
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mana=std::min(maxmana,mana+1);
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}
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for(std::vector<Buff>::iterator it=buffList.begin();it!=buffList.end();++it){
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Buff&b=*it;
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b.duration-=fElapsedTime;
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if(b.duration<=0){
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it=buffList.erase(it);
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if(it==buffList.end())break;
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}
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}
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switch(state){
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case SPIN:{
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switch(facingDirection){
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case UP:{
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if(lastAnimationFlip==0){
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lastAnimationFlip=0.03;
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facingDirection=DOWN;
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animation.ChangeState(internal_animState,AnimationState::WARRIOR_WALK_S);
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}
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}break;
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case DOWN:{
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if(lastAnimationFlip==0){
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lastAnimationFlip=0.03;
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facingDirection=UP;
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animation.ChangeState(internal_animState,AnimationState::WARRIOR_WALK_N);
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}
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}break;
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}
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if(facingDirection==RIGHT){
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spin_angle+=spin_spd*fElapsedTime;
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} else {
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spin_angle-=spin_spd*fElapsedTime;
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}
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if(spin_attack_timer>0){
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z=50*sin(3.3*(GROUND_SLAM_SPIN_TIME-spin_attack_timer)/GROUND_SLAM_SPIN_TIME);
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spin_attack_timer=std::max(0.f,spin_attack_timer-fElapsedTime);
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} else {
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SetState(NORMAL);
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spin_angle=0;
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z=0;
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game->HurtEnemies(pos,3*12,GetAttack()*2.5);
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game->AddEffect(Effect{GetPos(),0.5,AnimationState::GROUND_SLAM_ATTACK_FRONT,1.33f,0.6f},Effect{GetPos(),0.5,AnimationState::GROUND_SLAM_ATTACK_BACK,1.33f,0.6f});
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}
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if(lastAnimationFlip>0){
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lastAnimationFlip=std::max(0.f,lastAnimationFlip-fElapsedTime);
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}
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animation.UpdateState(internal_animState,fElapsedTime);
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}break;
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case BLOCK:{
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if(rightClickAbility.COOLDOWN_TIME-rightClickAbility.cooldown>3){
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SetState(NORMAL);
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}
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}break;
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case SWING_SONIC_SWORD:{
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if(ability3.COOLDOWN_TIME-ability3.cooldown>0.5){
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SetState(NORMAL);
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switch(facingDirection){
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case DOWN:{
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UpdateAnimation(AnimationState::WARRIOR_IDLE_S);
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}break;
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case RIGHT:{
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UpdateAnimation(AnimationState::WARRIOR_IDLE_E);
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}break;
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case LEFT:{
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UpdateAnimation(AnimationState::WARRIOR_IDLE_W);
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}break;
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case UP:{
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UpdateAnimation(AnimationState::WARRIOR_IDLE_N);
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}break;
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}
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}
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animation.UpdateState(internal_animState,fElapsedTime);
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}break;
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default:{
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//Update animations normally.
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animation.UpdateState(internal_animState,fElapsedTime);
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}
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}
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rightClickAbility.cooldown=std::max(0.f,rightClickAbility.cooldown-fElapsedTime);
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ability1.cooldown=std::max(0.f,ability1.cooldown-fElapsedTime);
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ability2.cooldown=std::max(0.f,ability2.cooldown-fElapsedTime);
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ability3.cooldown=std::max(0.f,ability3.cooldown-fElapsedTime);
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for(Monster&m:MONSTER_LIST){
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if(iframe_time==0&&geom2d::overlaps(geom2d::circle(pos,12*size/2),geom2d::circle(m.GetPos(),12*m.GetSizeMult()/2))){
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if(m.IsAlive()){
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m.Collision(*this);
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}
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geom2d::line line(pos,m.GetPos());
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float dist = line.length();
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m.SetPosition(line.rpoint(dist*1.1));
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if(m.IsAlive()){
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vel=line.vector().norm()*-128;
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}
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}
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}
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if(vel.x>0){
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vel.x=std::max(0.f,vel.x-friction*fElapsedTime);
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} else {
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vel.x=std::min(0.f,vel.x+friction*fElapsedTime);
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}
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if(vel.y>0){
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vel.y=std::max(0.f,vel.y-friction*fElapsedTime);
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} else {
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vel.y=std::min(0.f,vel.y+friction*fElapsedTime);
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}
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float newX=pos.x+vel.x*fElapsedTime;
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if(newX-12*size>0&&newX+12*size<game->GetWorldSize().x*24){
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pos.x=newX;
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}
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float newY=pos.y+vel.y*fElapsedTime;
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if(newY-12*size>0&&newY+12*size<game->GetWorldSize().y*24){
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pos.y=newY;
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}
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if(attack_cooldown_timer==0&&game->GetMouse(0).bHeld){
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switch (cl) {
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case WARRIOR:{
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if(state!=State::SPIN){
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bool attack=false;
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Monster*closest=nullptr;
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float closest_dist=999999;
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for(Monster&m:MONSTER_LIST){
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if(m.IsAlive()
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&&geom2d::overlaps(geom2d::circle<float>(pos-vf2d{size*12,size*12},attack_range*size*12),geom2d::circle<float>(m.GetPos()-vf2d{m.GetSizeMult()*12,m.GetSizeMult()*12},m.GetSizeMult()*12))
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&&geom2d::line<float>(game->GetWorldMousePos(),m.GetPos()).length()<closest_dist){
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closest_dist=geom2d::line<float>(game->GetWorldMousePos(),m.GetPos()).length();
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closest=&m;
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}
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}
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if(closest!=nullptr&&closest->Hurt(GetAttack())){
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attack_cooldown_timer=ATTACK_COOLDOWN;
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swordSwingTimer=0.2;
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SetState(State::SWING_SWORD);
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switch(facingDirection){
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case DOWN:{
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UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_S);
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}break;
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case RIGHT:{
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UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_E);
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}break;
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case LEFT:{
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UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_W);
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}break;
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case UP:{
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UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_N);
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}break;
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}
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}
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}
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}break;
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case THIEF: {
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}break;
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case RANGER: {
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}break;
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case BARD: {
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}break;
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case WIZARD: {
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}break;
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case WITCH: {
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}break;
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}
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}
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if(ability1.cooldown==0&&GetMana()>=ability1.manaCost&&game->GetKey(SHIFT).bHeld){
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switch (cl) {
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case WARRIOR: {
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game->AddEffect(Effect(pos,0.1,AnimationState::BATTLECRY_EFFECT,1,0.3));
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ability1.cooldown=ability1.COOLDOWN_TIME;
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AddBuff(BuffType::ATTACK_UP,10,0.1);
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AddBuff(BuffType::DAMAGE_REDUCTION,10,0.1);
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for(Monster&m:MONSTER_LIST){
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if(m.GetSizeMult()<=1&&geom2d::overlaps(geom2d::circle<float>(pos,12*3.5),geom2d::circle<float>(m.GetPos(),m.GetSizeMult()*12))){
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m.AddBuff(BuffType::SLOWDOWN,5,0.3);
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}
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}
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}break;
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case THIEF: {
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}break;
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case RANGER: {
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}break;
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case BARD: {
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}break;
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case WIZARD: {
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}break;
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case WITCH: {
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}break;
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}
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mana-=ability1.manaCost;
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} else
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if(ability1.cooldown==0&&GetMana()<ability1.manaCost&&game->GetKey(SHIFT).bPressed){
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notEnoughManaDisplay={ability1.name,1};
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}
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if(ability2.cooldown==0&&GetMana()>=ability2.manaCost&&game->GetKey(SPACE).bPressed){
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switch(cl){
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case WARRIOR:{
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Spin(GROUND_SLAM_SPIN_TIME,14*PI);
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iframe_time=GROUND_SLAM_SPIN_TIME+0.1;
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}break;
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case THIEF:{
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}break;
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case RANGER:{
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}break;
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case BARD:{
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}break;
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case WIZARD:{
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}break;
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case WITCH:{
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}break;
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}
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mana-=ability2.manaCost;
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} else
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if(ability2.cooldown==0&&GetMana()<ability2.manaCost&&game->GetKey(SPACE).bPressed){
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notEnoughManaDisplay={ability2.name,1};
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}
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if(ability3.cooldown==0&&GetMana()>=ability3.manaCost&&game->GetKey(CTRL).bPressed){
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switch(cl){
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case WARRIOR:{
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ability3.cooldown=ability3.COOLDOWN_TIME;
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SetState(State::SWING_SONIC_SWORD);
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AddBuff(BuffType::SLOWDOWN,0.5,1);
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vf2d bulletVel={};
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switch(GetFacingDirection()){
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case UP:{
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vel.y=70;
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bulletVel.y=-400;
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UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_N);
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}break;
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case LEFT:{
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vel.x=70;
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bulletVel.x=-400;
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UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_W);
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}break;
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case RIGHT:{
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vel.x=-70;
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bulletVel.x=400;
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UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_E);
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}break;
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case DOWN:{
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vel.y=-70;
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bulletVel.y=400;
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UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_S);
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}break;
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}
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PLAYER_BULLET_LIST.push_back(Bullet(pos,bulletVel,30,GetAttack()*8,AnimationState::SONICSLASH,true,2.25,true));
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game->SetupWorldShake(0.5);
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}break;
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case THIEF:{
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}break;
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|
|
|
case RANGER:{
|
|
|
|
}break;
|
|
|
|
case BARD:{
|
|
|
|
}break;
|
|
|
|
case WIZARD:{
|
|
|
|
}break;
|
|
|
|
case WITCH:{
|
|
|
|
}break;
|
|
|
|
}
|
|
|
|
mana-=ability3.manaCost;
|
|
|
|
} else
|
|
|
|
if(ability3.cooldown==0&&GetMana()<ability3.manaCost&&game->GetKey(CTRL).bPressed){
|
|
|
|
notEnoughManaDisplay={ability3.name,1};
|
|
|
|
}
|
|
|
|
if(rightClickAbility.cooldown==0&&GetMana()>=rightClickAbility.manaCost&&game->GetMouse(1).bHeld){
|
|
|
|
switch (cl) {
|
|
|
|
case WARRIOR: {
|
|
|
|
if(GetState()==State::NORMAL){
|
|
|
|
rightClickAbility.cooldown=rightClickAbility.COOLDOWN_TIME;
|
|
|
|
SetState(State::BLOCK);
|
|
|
|
AddBuff(BuffType::SLOWDOWN,3,0.3);
|
|
|
|
}
|
|
|
|
}break;
|
|
|
|
case THIEF: {
|
|
|
|
}break;
|
|
|
|
case RANGER: {
|
|
|
|
}break;
|
|
|
|
case BARD: {
|
|
|
|
}break;
|
|
|
|
case WIZARD: {
|
|
|
|
}break;
|
|
|
|
case WITCH: {
|
|
|
|
}break;
|
|
|
|
}
|
|
|
|
mana-=rightClickAbility.manaCost;
|
|
|
|
} else
|
|
|
|
if(rightClickAbility.cooldown==0&&GetMana()<rightClickAbility.manaCost&&game->GetMouse(1).bPressed){
|
|
|
|
notEnoughManaDisplay={rightClickAbility.name,1};
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
float Player::GetSwordSwingTimer(){
|
|
|
|
return swordSwingTimer;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::SetSwordSwingTimer(float val){
|
|
|
|
swordSwingTimer=val;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::SetState(State newState){
|
|
|
|
state=newState;
|
|
|
|
}
|
|
|
|
|
|
|
|
vf2d Player::GetVelocity(){
|
|
|
|
return vel;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Player::HasIframes(){
|
|
|
|
return iframe_time>0;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Player::Hurt(int damage){
|
|
|
|
if(hp<=0||iframe_time!=0) return false;
|
|
|
|
if(state==State::BLOCK)damage=0;
|
|
|
|
float mod_dmg=damage;
|
|
|
|
for(Buff&b:GetBuffs(BuffType::DAMAGE_REDUCTION)){
|
|
|
|
mod_dmg-=damage*b.intensity;
|
|
|
|
}
|
|
|
|
hp=std::max(0,hp-int(mod_dmg));
|
|
|
|
DAMAGENUMBER_LIST.push_back(DamageNumber(pos,int(mod_dmg)));
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::AddAnimation(AnimationState state){
|
|
|
|
animation.AddState(state,ANIMATION_DATA[state]);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::UpdateAnimation(AnimationState animState){
|
|
|
|
animation.ChangeState(internal_animState,animState);
|
|
|
|
}
|
|
|
|
|
|
|
|
Animate2D::Frame Player::GetFrame(){
|
|
|
|
return animation.GetFrame(internal_animState);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::SetLastReleasedMovementKey(Key k){
|
|
|
|
lastReleasedMovementKey=k;
|
|
|
|
}
|
|
|
|
|
|
|
|
Key Player::GetLastReleasedMovementKey(){
|
|
|
|
return lastReleasedMovementKey;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::SetFacingDirection(Key direction){
|
|
|
|
facingDirection=direction;
|
|
|
|
}
|
|
|
|
|
|
|
|
Key Player::GetFacingDirection(){
|
|
|
|
return facingDirection;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::Moved(){
|
|
|
|
for(MonsterSpawner&spawner:SPAWNER_LIST){
|
|
|
|
if(!spawner.SpawnTriggered()&&geom2d::overlaps(geom2d::circle<float>(pos-vf2d{size*12,size*12},size*12),geom2d::circle<float>(spawner.GetPos(),spawner.GetRange()))){
|
|
|
|
spawner.SetTriggered(true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
float Player::GetAbility2Cooldown(){
|
|
|
|
return ability2.cooldown;
|
|
|
|
}
|
|
|
|
float Player::GetRightClickCooldown(){
|
|
|
|
return rightClickAbility.cooldown;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::Spin(float duration,float spinSpd){
|
|
|
|
state=State::SPIN;
|
|
|
|
spin_attack_timer=duration;
|
|
|
|
spin_spd=spinSpd;
|
|
|
|
spin_angle=0;
|
|
|
|
ability2.cooldown=ability2.COOLDOWN_TIME;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::UpdateWalkingAnimation(Key direction){
|
|
|
|
AnimationState anim;
|
|
|
|
switch(direction){
|
|
|
|
case UP:anim=CLASS_DATA[cl].walk_n;break;
|
|
|
|
case RIGHT:anim=CLASS_DATA[cl].walk_e;break;
|
|
|
|
case DOWN:anim=CLASS_DATA[cl].walk_s;break;
|
|
|
|
case LEFT:anim=CLASS_DATA[cl].walk_w;break;
|
|
|
|
}
|
|
|
|
UpdateAnimation(anim);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::UpdateIdleAnimation(Key direction){
|
|
|
|
AnimationState anim;
|
|
|
|
switch(direction){
|
|
|
|
case UP:anim=CLASS_DATA[cl].idle_n;break;
|
|
|
|
case RIGHT:anim=CLASS_DATA[cl].idle_e;break;
|
|
|
|
case DOWN:anim=CLASS_DATA[cl].idle_s;break;
|
|
|
|
case LEFT:anim=CLASS_DATA[cl].idle_w;break;
|
|
|
|
}
|
|
|
|
UpdateAnimation(anim);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::AddBuff(BuffType type,float duration,float intensity){
|
|
|
|
buffList.push_back(Buff{type,duration,intensity});
|
|
|
|
}
|
|
|
|
|
|
|
|
std::vector<Buff>Player::GetBuffs(BuffType buff){
|
|
|
|
std::vector<Buff>filteredBuffs;
|
|
|
|
std::copy_if(buffList.begin(),buffList.end(),std::back_inserter(filteredBuffs),[buff](Buff&b){return b.type==buff;});
|
|
|
|
return filteredBuffs;
|
|
|
|
}
|