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/Crawler/Ranger.cpp

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4.7 KiB

#include "Class.h"
#include "olcPixelGameEngine.h"
#include "DEFINES.h"
#include "Player.h"
#include "Effect.h"
#include "Crawler.h"
#include "BulletTypes.h"
#include "utils.h"
INCLUDE_MONSTER_LIST
INCLUDE_BULLET_LIST
INCLUDE_game
void Ranger::Initialize(){
Ranger::name="Ranger";
Ranger::cl=RANGER;
Ranger::rightClickAbility=Ability("Retreat",7,0,VERY_DARK_BLUE,DARK_BLUE);
Ranger::ability1=Ability("Rapid Fire",12,35);
Ranger::ability2=Ability("Charged Shot",15,40,VERY_DARK_RED,DARK_RED,PrecastData(0.3));
Ranger::ability3=Ability("Multishot",25,50);
Ranger::ability4=Ability("???",0,0);
Ranger::idle_n=RANGER_IDLE_N;
Ranger::idle_e=RANGER_IDLE_E;
Ranger::idle_s=RANGER_IDLE_S;
Ranger::idle_w=RANGER_IDLE_W;
Ranger::walk_n=RANGER_WALK_N;
Ranger::walk_e=RANGER_WALK_E;
Ranger::walk_s=RANGER_WALK_S;
Ranger::walk_w=RANGER_WALK_W;
}
SETUP_CLASS(Ranger)
void Ranger::OnUpdate(float fElapsedTime){
}
bool Ranger::AutoAttack(){
geom2d::line pointTowardsCursor(GetPos(),game->GetWorldMousePos());
vf2d extendedLine=pointTowardsCursor.upoint(1.1);
float angleToCursor=atan2(extendedLine.y-GetPos().y,extendedLine.x-GetPos().x);
attack_cooldown_timer=ARROW_ATTACK_COOLDOWN;
BULLET_LIST.push_back(std::make_unique<Arrow>(Arrow(GetPos(),extendedLine,vf2d{cos(angleToCursor)*250,float(sin(angleToCursor)*250-PI/8*250)}+movementVelocity,12,GetAttack(),OnUpperLevel(),true)));
SetState(State::SHOOT_ARROW);
SetAnimationBasedOnTargetingDirection(angleToCursor);
return true;
}
void Ranger::InitializeClassAbilities(){
#pragma region Ranger Right-click Ability (Retreat)
Ranger::rightClickAbility.action=
[](Player*p,vf2d pos={}){
geom2d::line mouseDir{game->GetWorldMousePos(),p->GetPos()};
float velocity=(0.5*-p->friction*p->RETREAT_TIME*p->RETREAT_TIME-p->RETREAT_DISTANCE)/-p->RETREAT_TIME; //Derived from kinetic motion formula.
p->SetVelocity(mouseDir.vector().norm()*velocity);
p->retreatTimer=p->RETREAT_TIME;
p->iframe_time=p->RETREAT_TIME;
p->ghostPositions.push_back(p->GetPos()+vf2d{0,-p->GetZ()});
p->ghostFrameTimer=p->RETREAT_GHOST_FRAME_DELAY;
p->ghostRemoveTimer=p->RETREAT_GHOST_FRAMES*p->RETREAT_GHOST_FRAME_DELAY;
float angleToCursor=atan2(game->GetWorldMousePos().y-p->GetPos().y,game->GetWorldMousePos().x-p->GetPos().x);
p->SetAnimationBasedOnTargetingDirection(angleToCursor);
p->SetState(State::RETREAT);
return true;
};
#pragma endregion
#pragma region Ranger Ability 1 (Rapid Fire)
Ranger::ability1.action=
[](Player*p,vf2d pos={}){
p->remainingRapidFireShots=p->RAPID_FIRE_SHOOT_AMOUNT;
p->rapidFireTimer=p->RAPID_FIRE_SHOOT_DELAY;
p->SetState(State::ANIMATION_LOCK);
return true;
};
#pragma endregion
#pragma region Ranger Ability 2 (Charged Shot)
Ranger::ability2.action=
[](Player*p,vf2d pos={}){
vf2d arrowVelocity=util::pointTo(p->GetPos(),game->GetWorldMousePos());
BULLET_LIST.push_back(std::make_unique<ChargedArrow>(p->GetPos(),arrowVelocity*600,20,p->GetAttack()*2.5,p->OnUpperLevel(),true));
p->SetAnimationBasedOnTargetingDirection(atan2(arrowVelocity.y,arrowVelocity.x));
game->SetupWorldShake(0.3);
return true;
};
#pragma endregion
#pragma region Ranger Ability 3 (Multi Shot)
Ranger::ability3.action=
[](Player*p,vf2d pos={}){
geom2d::line pointTowardsCursor=geom2d::line(p->GetPos(),game->GetWorldMousePos());
float shootingDist=pointTowardsCursor.length();
vf2d shootingDirMiddle=pointTowardsCursor.vector();
float shootingAngle=atan2(shootingDirMiddle.y,shootingDirMiddle.x);
for(int i=0;i<7;i++){
if(i==3)continue;
float newAngle=shootingAngle-3.f/16*PI+i*1.f/16*PI;
geom2d::line pointTowardsCursor=geom2d::line(p->GetPos(),p->GetPos()+vf2d{cos(newAngle),sin(newAngle)}*shootingDist);
vf2d extendedLine=pointTowardsCursor.upoint(1.1);
BULLET_LIST.push_back(std::make_unique<Arrow>(Arrow(p->GetPos(),extendedLine,vf2d{cos(newAngle)*250,float(sin(newAngle)*250-PI/8*250)}+p->movementVelocity,12,p->GetAttack(),p->OnUpperLevel(),true)));
}
p->SetAnimationBasedOnTargetingDirection(shootingAngle);
return true;
};
#pragma endregion
}