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#pragma once
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#include "State_OverworldMap.h"
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#include "Crawler.h"
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#include "DEFINES.h"
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#include "Menu.h"
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INCLUDE_MONSTER_LIST
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INCLUDE_game
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std::vector<ConnectionPoint>State_OverworldMap::connections;
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State_OverworldMap::State_OverworldMap(){
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SetStageMarker("Stage I-I"); //Eventually we will load the game from a file and this will not be necessary. We just set it to this for now.
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}
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void State_OverworldMap::OnStateChange(GameState*prevState){
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Menu::CloseAllMenus();
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game->GetPlayer()->SetPos(currentConnectionPoint->rect.pos);
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game->GetPlayer()->UpdateWalkingAnimation(DOWN);
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game->GetPlayer()->SetState(State::FORCE_WALK);
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game->GetPlayer()->SetSizeMult(1);
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};
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void State_OverworldMap::OnUserUpdate(Crawler*game){
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game->camera.SetTarget(currentConnectionPoint->rect.middle());
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game->UpdateCamera(game->GetElapsedTime());
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game->GetPlayer()->Update(game->GetElapsedTime());
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};
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void State_OverworldMap::Draw(Crawler*game){
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currentTime+=game->GetElapsedTime();
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for(ConnectionPoint&cp:connections){
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if(geom2d::overlaps(game->GetWorldMousePos(),cp.rect)){
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float borderThickness=4;
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vf2d crosshairExtension={std::min(0.25f*cp.rect.size.x-borderThickness/2,12.f),std::min(0.25f*cp.rect.size.y-borderThickness/2,12.f)};
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vf2d pulsatingAmt=vf2d{1,1}*std::abs(std::sin(currentTime*3))*2;
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//Lower-Left Corner
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vf2d pos=cp.rect.pos+vf2d{0,cp.rect.size.y-borderThickness}+vf2d{-pulsatingAmt.x,pulsatingAmt.y};
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vf2d size={borderThickness+crosshairExtension.x,borderThickness};
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game->view.FillRectDecal(pos,size,RED);
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pos={pos.x,pos.y-crosshairExtension.y}+vf2d{-pulsatingAmt.x,pulsatingAmt.y};
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size={borderThickness,crosshairExtension.y};
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game->view.FillRectDecal(pos,size,RED);
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//Lower-Right Corner
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pos=cp.rect.pos+vf2d{cp.rect.size.x-borderThickness-crosshairExtension.x,cp.rect.size.y-borderThickness}+vf2d{pulsatingAmt.x,pulsatingAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->view.FillRectDecal(pos,size,RED);
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pos={pos.x+crosshairExtension.x,pos.y-crosshairExtension.y}+vf2d{pulsatingAmt.x,pulsatingAmt.y};
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size={borderThickness,crosshairExtension.y};
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game->view.FillRectDecal(pos,size,RED);
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//Upper-Left Corner
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pos=cp.rect.pos+vf2d{0,0}+vf2d{-pulsatingAmt.x,-pulsatingAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->view.FillRectDecal(pos,size,RED);
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pos={pos.x,pos.y+borderThickness}+vf2d{-pulsatingAmt.x,-pulsatingAmt.y};
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size={borderThickness,crosshairExtension.y};
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game->view.FillRectDecal(pos,size,RED);
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//Upper-Right Corner
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pos=cp.rect.pos+vf2d{cp.rect.size.x-borderThickness-crosshairExtension.x,0}+vf2d{pulsatingAmt.x,-pulsatingAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->view.FillRectDecal(pos,size,RED);
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pos={pos.x+crosshairExtension.x,pos.y+borderThickness}+vf2d{pulsatingAmt.x,-pulsatingAmt.y};
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size={borderThickness,crosshairExtension.y};
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game->view.FillRectDecal(pos,size,RED);
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break;
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}
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}
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};
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void State_OverworldMap::SetStageMarker(std::string connectionName){
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for(ConnectionPoint&connection:connections){
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if(connection.name==connectionName){
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currentConnectionPoint=&connection;
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return;
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}
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}
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std::cout<<"WARNING! Could not find a connection point with name "<<connectionName<<"!"<<std::endl;
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throw;
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}
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