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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 "BulletTypes.h"
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#include "DEFINES.h"
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#include "safemap.h"
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#include "utils.h"
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#include "Key.h"
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#include "Menu.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_BULLET_LIST
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INCLUDE_DAMAGENUMBER_LIST
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INCLUDE_game
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INCLUDE_DATA
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float Player::GROUND_SLAM_SPIN_TIME=0.6f;
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InputGroup Player::KEY_ABILITY1;
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InputGroup Player::KEY_ABILITY2;
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InputGroup Player::KEY_ABILITY3;
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InputGroup Player::KEY_ABILITY4;
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InputGroup Player::KEY_DEFENSIVE;
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Player::Player()
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:lastReleasedMovementKey(DOWN),facingDirection(DOWN),state(State::NORMAL){
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Initialize();
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}
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Player::Player(Player*player)
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:pos(player->GetPos()),vel(player->GetVelocity()),iframe_time(player->iframe_time),lastReleasedMovementKey(DOWN),
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facingDirection(DOWN),state(State::NORMAL){
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Initialize();
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}
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void Player::Initialize(){
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Player::GROUND_SLAM_SPIN_TIME="Warrior.Ability 2.SpinTime"_F;
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}
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bool Player::SetX(float x){
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vf2d newPos={x,pos.y};
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vi2d tilePos=vi2d(newPos/game->GetCurrentMap().tilewidth)*game->GetCurrentMap().tilewidth;
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geom2d::rect<int>collisionRect=game->GetTileCollision(game->GetCurrentLevel(),newPos,upperLevel);
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#pragma region lambdas
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auto NoTileCollisionExistsHere=[&](){return collisionRect.pos==game->NO_COLLISION.pos&&collisionRect.size==game->NO_COLLISION.size;};
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#pragma endregion
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if(NoTileCollisionExistsHere()){
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pos.x=std::clamp(x,game->GetCurrentMap().tilewidth/2*GetSizeMult(),float(game->GetCurrentMap().width*game->GetCurrentMap().tilewidth-game->GetCurrentMap().tilewidth/2*GetSizeMult()));
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Moved();
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return true;
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} else {
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geom2d::rect<float>collision={collisionRect.pos,collisionRect.size};
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#pragma region lambdas
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auto NoPlayerCollisionWithTile=[&](){return !geom2d::overlaps(newPos,collision);};
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#pragma endregion
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collision.pos+=tilePos;
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if(NoPlayerCollisionWithTile()){
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pos.x=std::clamp(x,game->GetCurrentMap().tilewidth/2*GetSizeMult(),float(game->GetCurrentMap().width*game->GetCurrentMap().tilewidth-game->GetCurrentMap().tilewidth/2*GetSizeMult()));
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Moved();
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return true;
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}
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}
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return false;
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};
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bool Player::SetY(float y){
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vf2d newPos={pos.x,y};
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vi2d tilePos=vi2d(newPos/game->GetCurrentMap().tilewidth)*game->GetCurrentMap().tilewidth;
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geom2d::rect<int>collisionRect=game->GetTileCollision(game->GetCurrentLevel(),newPos,upperLevel);
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#pragma region lambdas
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auto NoTileCollisionExistsHere=[&](){return collisionRect.pos==game->NO_COLLISION.pos&&collisionRect.size==game->NO_COLLISION.size;};
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#pragma endregion
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if(NoTileCollisionExistsHere()){
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pos.y=std::clamp(y,game->GetCurrentMap().tilewidth/2*GetSizeMult(),float(game->GetCurrentMap().height*game->GetCurrentMap().tilewidth-game->GetCurrentMap().tilewidth/2*GetSizeMult()));
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Moved();
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return true;
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} else {
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geom2d::rect<float>collision={collisionRect.pos,collisionRect.size};
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#pragma region lambdas
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auto NoPlayerCollisionWithTile=[&](){return !geom2d::overlaps(newPos,collision);};
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#pragma endregion
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collision.pos+=tilePos;
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if(NoPlayerCollisionWithTile()){
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pos.y=std::clamp(y,game->GetCurrentMap().tilewidth/2*GetSizeMult(),float(game->GetCurrentMap().height*game->GetCurrentMap().tilewidth-game->GetCurrentMap().tilewidth/2*GetSizeMult()));
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Moved();
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return true;
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}
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}
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return false;
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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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bool Player::SetPos(vf2d pos){
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bool resultX=SetX(pos.x);
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bool resultY=SetY(pos.y);
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if(resultY&&!resultX){
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resultX=SetX(pos.x);
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}
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return resultX|resultY;
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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-=mod_moveSpd*b.intensity;
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}
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for(Buff&b:GetBuffs(BuffType::BLOCK_SLOWDOWN)){
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mod_moveSpd-=mod_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::State Player::GetState(){
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return state;
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}
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void Player::Knockback(vf2d vel){
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this->vel+=vel;
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}
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void Player::Update(float fElapsedTime){
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Ability&rightClickAbility=GetRightClickAbility(),
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&ability=GetAbility1(),
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&ability2=GetAbility2(),
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&ability3=GetAbility3(),
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&ability4=GetAbility4();
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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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notificationDisplay.second=std::max(0.f,notificationDisplay.second-fElapsedTime);
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lastHitTimer=std::max(0.f,lastHitTimer-fElapsedTime);
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blockTimer=std::max(0.f,blockTimer-fElapsedTime);
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manaTickTimer-=fElapsedTime;
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if(castInfo.castTimer>0){
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castInfo.castTimer-=fElapsedTime;
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if(castInfo.castTimer<=0){
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if(castPrepAbility->action(this,castInfo.castPos)){
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castPrepAbility->cooldown=castPrepAbility->COOLDOWN_TIME;
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ConsumeMana(castPrepAbility->manaCost);
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}
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castInfo.castTimer=0;
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SetState(State::NORMAL);
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}
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}
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while(manaTickTimer<=0){
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manaTickTimer+=0.2;
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RestoreMana(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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//Class-specific update events.
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OnUpdate(fElapsedTime);
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switch(state){
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case State::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,"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,"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=float("Warrior.Ability 2.SpinMaxHeight"_I)*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(State::NORMAL);
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spin_angle=0;
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z=0;
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float numb=4;
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game->HurtEnemies(pos,"Warrior.Ability 2.Range"_F/100*12,GetAttack()*"Warrior.Ability 2.DamageMult"_F,OnUpperLevel(),0);
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game->AddEffect(std::make_unique<Effect>(GetPos(),"Warrior.Ability 2.EffectLifetime"_F,"ground-slam-attack-front.png",upperLevel,"Warrior.Ability 2.Range"_F/300*1.33f,"Warrior.Ability 2.EffectFadetime"_F),std::make_unique<Effect>(GetPos(),"Warrior.Ability 2.EffectLifetime"_F,"ground-slam-attack-back.png",upperLevel,"Warrior.Ability 2.Range"_F/300*1.33f,"Warrior.Ability 2.EffectFadetime"_F));
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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 State::BLOCK:{
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if(blockTimer<=0){
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SetState(State::NORMAL);
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}
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}break;
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case State::SWING_SONIC_SWORD:{
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if(ability3.COOLDOWN_TIME-ability3.cooldown>0.5){
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SetState(State::NORMAL);
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switch(facingDirection){
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case DOWN:{
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UpdateAnimation("WARRIOR_IDLE_S");
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}break;
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case RIGHT:{
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UpdateAnimation("WARRIOR_IDLE_E");
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}break;
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case LEFT:{
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UpdateAnimation("WARRIOR_IDLE_W");
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}break;
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case UP:{
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UpdateAnimation("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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case State::TELEPORT:{
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teleportAnimationTimer=std::max(0.f,teleportAnimationTimer-fElapsedTime);
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if(teleportAnimationTimer<=0){
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SetPos(teleportTarget);
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SetState(State::NORMAL);
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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-=fElapsedTime;
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ability.cooldown-=fElapsedTime;
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ability2.cooldown-=fElapsedTime;
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ability3.cooldown-=fElapsedTime;
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ability4.cooldown-=fElapsedTime;
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if(rightClickAbility.cooldown<0){
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rightClickAbility.cooldown=0;
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}
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if(ability.cooldown<0){
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ability.cooldown=0;
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}
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if(ability2.cooldown<0){
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ability2.cooldown=0;
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}
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if(ability3.cooldown<0){
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ability3.cooldown=0;
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}
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if(ability4.cooldown<0){
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ability4.cooldown=0;
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}
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for(Monster&m:MONSTER_LIST){
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if(!HasIframes()&&abs(m.GetZ()-GetZ())<=1&&OnUpperLevel()==m.OnUpperLevel()&&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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if(dist<=0.001){
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m.SetPos(m.GetPos()+vf2d{util::random(2)-1,util::random(2)-1});
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}else{
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m.SetPos(line.rpoint(dist*1.1));
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}
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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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if(vel!=vf2d{0,0}){
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float newX=pos.x+vel.x*fElapsedTime;
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float newY=pos.y+vel.y*fElapsedTime;
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SetX(newX);
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SetY(newY);
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}
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if(Menu::stack.empty()){
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if(CanAct()&&attack_cooldown_timer==0&&Crawler::KEY_ATTACK.Held()){
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AutoAttack();
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}
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|
|
|
auto AllowedToCast=[&](Ability&ability){return !ability.precastInfo.precastTargetingRequired&&GetState()!=State::ANIMATION_LOCK;};
|
|
|
|
//If pressed is set to false, uses held instead.
|
|
|
|
auto CheckAndPerformAbility=[&](Ability&ability,InputGroup key){
|
|
|
|
if(ability.name!="???"){
|
|
|
|
if(CanAct(ability)){
|
|
|
|
if(ability.cooldown==0&&GetMana()>=ability.manaCost){
|
|
|
|
if(key.Held()||key.Released()&&&ability==castPrepAbility&&GetState()==State::PREP_CAST){
|
|
|
|
if(GetState()==State::CASTING){
|
|
|
|
SetState(State::NORMAL);
|
|
|
|
castInfo.castTimer=castInfo.castTotalTime=0;
|
|
|
|
}
|
|
|
|
if(AllowedToCast(ability)&&ability.action(this,{})){
|
|
|
|
ability.cooldown=ability.COOLDOWN_TIME;
|
|
|
|
ConsumeMana(ability.manaCost);
|
|
|
|
}else
|
|
|
|
if(ability.precastInfo.precastTargetingRequired&&GetState()==State::NORMAL){
|
|
|
|
PrepareCast(ability);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else
|
|
|
|
if(ability.cooldown==0&&GetMana()<ability.manaCost&&key.Pressed()){
|
|
|
|
notEnoughManaDisplay={ability.name,1};
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
CheckAndPerformAbility(GetAbility1(),Player::KEY_ABILITY1);
|
|
|
|
CheckAndPerformAbility(GetAbility2(),Player::KEY_ABILITY2);
|
|
|
|
CheckAndPerformAbility(GetAbility3(),Player::KEY_ABILITY3);
|
|
|
|
CheckAndPerformAbility(GetAbility4(),Player::KEY_ABILITY4);
|
|
|
|
CheckAndPerformAbility(GetRightClickAbility(),Player::KEY_DEFENSIVE);
|
|
|
|
|
|
|
|
if(GetState()==State::PREP_CAST){
|
|
|
|
#define CheckAbilityKeyReleasedAndCastSpell(ability,releaseState) \
|
|
|
|
if(&ability==castPrepAbility&&releaseState){CastSpell(ability);}
|
|
|
|
|
|
|
|
CheckAbilityKeyReleasedAndCastSpell(rightClickAbility,Player::KEY_DEFENSIVE.Released())
|
|
|
|
else
|
|
|
|
CheckAbilityKeyReleasedAndCastSpell(ability,Player::KEY_ABILITY1.Released())
|
|
|
|
else
|
|
|
|
CheckAbilityKeyReleasedAndCastSpell(ability2,Player::KEY_ABILITY2.Released())
|
|
|
|
else
|
|
|
|
CheckAbilityKeyReleasedAndCastSpell(ability3,Player::KEY_ABILITY3.Released())
|
|
|
|
else
|
|
|
|
CheckAbilityKeyReleasedAndCastSpell(ability4,Player::KEY_ABILITY4.Released())
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
#pragma region Warrior
|
|
|
|
switch(GetState()){
|
|
|
|
case State::SWING_SWORD:{
|
|
|
|
switch(GetFacingDirection()){
|
|
|
|
case UP:{
|
|
|
|
UpdateAnimation("WARRIOR_SWINGSWORD_N");
|
|
|
|
}break;
|
|
|
|
case DOWN:{
|
|
|
|
UpdateAnimation("WARRIOR_SWINGSWORD_S");
|
|
|
|
}break;
|
|
|
|
case LEFT:{
|
|
|
|
UpdateAnimation("WARRIOR_SWINGSWORD_W");
|
|
|
|
}break;
|
|
|
|
case RIGHT:{
|
|
|
|
UpdateAnimation("WARRIOR_SWINGSWORD_E");
|
|
|
|
}break;
|
|
|
|
}
|
|
|
|
SetSwordSwingTimer(GetSwordSwingTimer()-fElapsedTime);
|
|
|
|
if(GetSwordSwingTimer()<=0){
|
|
|
|
SetSwordSwingTimer(0);
|
|
|
|
SetState(State::NORMAL);
|
|
|
|
}
|
|
|
|
}break;
|
|
|
|
}
|
|
|
|
#pragma endregion
|
|
|
|
|
|
|
|
#pragma region Ranger
|
|
|
|
if(GetState()==State::SHOOT_ARROW){
|
|
|
|
if(attack_cooldown_timer<=ARROW_ATTACK_COOLDOWN-0.3){
|
|
|
|
SetState(State::NORMAL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if(retreatTimer>0){
|
|
|
|
SetZ(6*sin(PI/RETREAT_TIME*retreatTimer));
|
|
|
|
retreatTimer-=fElapsedTime;
|
|
|
|
if(retreatTimer<=0){
|
|
|
|
SetVelocity({});
|
|
|
|
SetZ(0);
|
|
|
|
SetState(State::NORMAL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if(ghostRemoveTimer>0){
|
|
|
|
ghostRemoveTimer-=fElapsedTime;
|
|
|
|
if(ghostRemoveTimer<=0){
|
|
|
|
if(ghostPositions.size()>0){
|
|
|
|
ghostPositions.erase(ghostPositions.begin());
|
|
|
|
if(ghostPositions.size()>0){
|
|
|
|
ghostRemoveTimer=RETREAT_GHOST_FRAME_DELAY;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if(ghostFrameTimer>0){
|
|
|
|
ghostFrameTimer-=fElapsedTime;
|
|
|
|
if(ghostFrameTimer<=0&&GetState()==State::RETREAT){
|
|
|
|
ghostPositions.push_back(GetPos()+vf2d{0,-GetZ()});
|
|
|
|
ghostFrameTimer=RETREAT_GHOST_FRAME_DELAY;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if(rapidFireTimer>0){
|
|
|
|
rapidFireTimer-=fElapsedTime;
|
|
|
|
if(rapidFireTimer<=0){
|
|
|
|
if(remainingRapidFireShots>0){
|
|
|
|
remainingRapidFireShots--;
|
|
|
|
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)*"Ranger.Ability 1.ArrowSpd"_F,float(sin(angleToCursor)*"Ranger.Ability 1.ArrowSpd"_F-PI/8*"Ranger.Ability 1.ArrowSpd"_F)}+movementVelocity,12*"Ranger.Ability 1.ArrowRadius"_F/100,GetAttack()*"Ranger.Ability 1.DamageMult"_F,OnUpperLevel(),true)));
|
|
|
|
SetAnimationBasedOnTargetingDirection(angleToCursor);
|
|
|
|
rapidFireTimer=RAPID_FIRE_SHOOT_DELAY;
|
|
|
|
}else{
|
|
|
|
SetState(State::NORMAL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#pragma endregion
|
|
|
|
}
|
|
|
|
|
|
|
|
float Player::GetSwordSwingTimer(){
|
|
|
|
return swordSwingTimer;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::SetSwordSwingTimer(float val){
|
|
|
|
swordSwingTimer=val;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::SetState(State::State newState){
|
|
|
|
if(GetState()==State::BLOCK){
|
|
|
|
RemoveAllBuffs(BuffType::BLOCK_SLOWDOWN);
|
|
|
|
}
|
|
|
|
state=newState;
|
|
|
|
}
|
|
|
|
|
|
|
|
vf2d Player::GetVelocity(){
|
|
|
|
return vel;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Player::CanMove(){
|
|
|
|
return state!=State::CASTING&&state!=State::ANIMATION_LOCK;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Player::CanAct(){
|
|
|
|
Ability dummyAbility;
|
|
|
|
return CanAct(dummyAbility);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Player::CanAct(Ability&ability){
|
|
|
|
return (ability.canCancelCast||state!=State::CASTING)&&state!=State::ANIMATION_LOCK;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Player::HasIframes(){
|
|
|
|
return iframe_time>0;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Player::Hurt(int damage,bool onUpperLevel,float z){
|
|
|
|
if(hp<=0||HasIframes()||OnUpperLevel()!=onUpperLevel||abs(GetZ()-z)>1) return false;
|
|
|
|
if(GetState()==State::BLOCK)damage*=1-"Warrior.Right Click Ability.DamageReduction"_F;
|
|
|
|
float mod_dmg=damage;
|
|
|
|
for(Buff&b:GetBuffs(BuffType::DAMAGE_REDUCTION)){
|
|
|
|
mod_dmg-=damage*b.intensity;
|
|
|
|
}
|
|
|
|
hp=std::max(0,hp-int(mod_dmg));
|
|
|
|
if(lastHitTimer>0){
|
|
|
|
damageNumberPtr.get()->damage+=int(mod_dmg);
|
|
|
|
damageNumberPtr.get()->pauseTime=0.4;
|
|
|
|
} else {
|
|
|
|
damageNumberPtr=std::make_shared<DamageNumber>(pos,int(mod_dmg),true);
|
|
|
|
DAMAGENUMBER_LIST.push_back(damageNumberPtr);
|
|
|
|
}
|
|
|
|
lastHitTimer=0.05;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::AddAnimation(std::string state){
|
|
|
|
animation.AddState(state,ANIMATION_DATA.at(state));
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::UpdateAnimation(std::string animState,int specificClass){
|
|
|
|
if(specificClass==ANY||specificClass&GetClass()){
|
|
|
|
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()&&spawner.DoesUpperLevelSpawning()==OnUpperLevel()&&geom2d::contains(geom2d::rect<float>{spawner.GetPos(),spawner.GetRange()},pos)){
|
|
|
|
spawner.SetTriggered(true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ZoneData&zoneData=game->GetZoneData(game->GetCurrentLevel());
|
|
|
|
for(geom2d::rect<int>&upperLevelZone:zoneData["UpperZone"]){
|
|
|
|
if(geom2d::overlaps(upperLevelZone,pos)){
|
|
|
|
upperLevel=true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for(geom2d::rect<int>&lowerLevelZone:zoneData["LowerZone"]){
|
|
|
|
if(geom2d::overlaps(lowerLevelZone,pos)){
|
|
|
|
upperLevel=false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::Spin(float duration,float spinSpd){
|
|
|
|
SetState(State::SPIN);
|
|
|
|
spin_attack_timer=duration;
|
|
|
|
spin_spd=spinSpd;
|
|
|
|
spin_angle=0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::UpdateWalkingAnimation(Key direction){
|
|
|
|
std::string anim;
|
|
|
|
switch(direction){
|
|
|
|
case UP:anim=GetWalkNAnimation();break;
|
|
|
|
case RIGHT:anim=GetWalkEAnimation();break;
|
|
|
|
case DOWN:anim=GetWalkSAnimation();break;
|
|
|
|
case LEFT:anim=GetWalkWAnimation();break;
|
|
|
|
}
|
|
|
|
UpdateAnimation(anim);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::UpdateIdleAnimation(Key direction){
|
|
|
|
std::string anim;
|
|
|
|
switch(direction){
|
|
|
|
case UP:anim=GetIdleNAnimation();break;
|
|
|
|
case RIGHT:anim=GetIdleEAnimation();break;
|
|
|
|
case DOWN:anim=GetIdleSAnimation();break;
|
|
|
|
case LEFT:anim=GetIdleWAnimation();break;
|
|
|
|
}
|
|
|
|
UpdateAnimation(anim);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::AddBuff(BuffType type,float duration,float intensity){
|
|
|
|
buffList.push_back(Buff{type,duration,intensity});
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Player::OnUpperLevel(){
|
|
|
|
return upperLevel;
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::RemoveBuff(BuffType buff){
|
|
|
|
for(auto it=buffList.begin();it!=buffList.end();++it){
|
|
|
|
Buff&b=*it;
|
|
|
|
if(b.type==buff){
|
|
|
|
buffList.erase(it);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::RemoveAllBuffs(BuffType buff){
|
|
|
|
std::erase_if(buffList,[&](Buff&b){return b.type==buff;});
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::RemoveAllBuffs(){
|
|
|
|
buffList.clear();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::CastSpell(Ability&ability){
|
|
|
|
vf2d castPosition=game->GetWorldMousePos();
|
|
|
|
float distance=sqrt(pow(GetX()-game->GetWorldMousePos().x,2)+pow(GetY()-game->GetWorldMousePos().y,2));
|
|
|
|
if(distance>ability.precastInfo.range){//Clamp the distance.
|
|
|
|
vf2d pointToCursor = {game->GetWorldMousePos().x-GetX(),game->GetWorldMousePos().y-GetY()};
|
|
|
|
pointToCursor=pointToCursor.norm()*ability.precastInfo.range;
|
|
|
|
castPosition=GetPos()+pointToCursor;
|
|
|
|
}
|
|
|
|
castInfo={ability.name,ability.precastInfo.castTime,ability.precastInfo.castTime,castPosition};
|
|
|
|
SetState(State::CASTING);
|
|
|
|
}
|
|
|
|
|
|
|
|
CastInfo&Player::GetCastInfo(){
|
|
|
|
return castInfo;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Player::CanPathfindTo(vf2d pos,vf2d targetPos,float range){
|
|
|
|
if(targetPos.x<0||targetPos.y<0||targetPos.x>game->GetCurrentMap().width*game->GetCurrentMap().tilewidth||targetPos.y>game->GetCurrentMap().height*game->GetCurrentMap().tileheight)return false;
|
|
|
|
std::vector<vf2d>pathing=game->pathfinder.Solve_AStar(pos,targetPos,range,upperLevel);
|
|
|
|
return pathing.size()>0&&pathing.size()<range;//We'll say 7 tiles or less is close enough to 650 range. Have a little bit of wiggle room.
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::PrepareCast(Ability&ability){
|
|
|
|
castPrepAbility=&ability;
|
|
|
|
if(ability.precastInfo.range>0){
|
|
|
|
SetState(State::PREP_CAST);
|
|
|
|
}else{
|
|
|
|
CastSpell(ability);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::SetVelocity(vf2d vel){
|
|
|
|
this->vel=vel;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::SetAnimationBasedOnTargetingDirection(float targetDirection){
|
|
|
|
if(GetClass()==Class::RANGER){
|
|
|
|
if(targetDirection<=PI/4&&targetDirection>-PI/4){
|
|
|
|
UpdateAnimation("RANGER_SHOOT_E");
|
|
|
|
} else
|
|
|
|
if(targetDirection>=3*PI/4||targetDirection<-3*PI/4){
|
|
|
|
UpdateAnimation("RANGER_SHOOT_W");
|
|
|
|
} else
|
|
|
|
if(targetDirection<=3*PI/4&&targetDirection>PI/4){
|
|
|
|
UpdateAnimation("RANGER_SHOOT_S");
|
|
|
|
} else
|
|
|
|
if(targetDirection>=-3*PI/4&&targetDirection<-PI/4){
|
|
|
|
UpdateAnimation("RANGER_SHOOT_N");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::SetIframes(float duration){
|
|
|
|
iframe_time=duration;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Player::Heal(int damage){
|
|
|
|
hp=std::clamp(hp+damage,0,maxhp);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Player::RestoreMana(int amt){
|
|
|
|
mana=std::clamp(mana+amt,0,maxmana);
|
|
|
|
}
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void Player::ConsumeMana(int amt){
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mana=std::clamp(mana-amt,0,maxmana);
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}
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