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/Class.cpp

334 lines
10 KiB

#include "Class.h"
#include "DEFINES.h"
#include "Crawler.h"
#include "BulletTypes.h"
INCLUDE_game
INCLUDE_MONSTER_LIST
INCLUDE_PLAYER_BULLET_LIST
std::map<Class,std::unique_ptr<ClassData>>CLASS_DATA;
void ClassData::InitializeClassData(){
CLASS_DATA[WARRIOR]=std::make_unique<Warrior>(Warrior("Warrior",WARRIOR,
{"Block",15,0,VERY_DARK_BLUE,DARK_BLUE},
{"Battlecry",12,40},
{"Ground Slam",15,50},
{"Sonic Slash",40,60},
WARRIOR_WALK_N,WARRIOR_WALK_E,WARRIOR_WALK_S,WARRIOR_WALK_W,
WARRIOR_IDLE_N,WARRIOR_IDLE_E,WARRIOR_IDLE_S,WARRIOR_IDLE_W));
CLASS_DATA[RANGER]=std::make_unique<Ranger>(Ranger("Ranger",RANGER,
{"Retreat",7,0,VERY_DARK_BLUE,DARK_BLUE},
{"Rapid Fire",12,35},
{"Charged Shot",15,40},
{"Multishot",25,50},
RANGER_WALK_N,RANGER_WALK_E,RANGER_WALK_S,RANGER_WALK_W,
RANGER_IDLE_N,RANGER_IDLE_E,RANGER_IDLE_S,RANGER_IDLE_W));
CLASS_DATA[BARD]=std::make_unique<Bard>(Bard("Bard",BARD,
{"???",7,0,VERY_DARK_BLUE,DARK_BLUE},
{"???",12,0},
{"???",15,0},
{"???",25,0},
WARRIOR_WALK_N,WARRIOR_WALK_E,WARRIOR_WALK_S,WARRIOR_WALK_W,
WARRIOR_IDLE_N,WARRIOR_IDLE_E,WARRIOR_IDLE_S,WARRIOR_IDLE_W));
CLASS_DATA[WIZARD]=std::make_unique<Wizard>(Wizard("Wizard",WIZARD,
{"Teleport",8,5,VERY_DARK_BLUE,DARK_BLUE},
{"Firebolt",6,30},
{"Lightning Bolt",6,25},
{"Meteor",40,75},
WIZARD_WALK_N,WIZARD_WALK_E,WIZARD_WALK_S,WIZARD_WALK_W,
WIZARD_IDLE_N,WIZARD_IDLE_E,WIZARD_IDLE_S,WIZARD_IDLE_W));
CLASS_DATA[WITCH]=std::make_unique<Witch>(Witch("Witch",WITCH,
{"???",8,0,VERY_DARK_BLUE,DARK_BLUE},
{"???",6,0},
{"???",6,0},
{"???",40,0},
WARRIOR_WALK_N,WARRIOR_WALK_E,WARRIOR_WALK_S,WARRIOR_WALK_W,
WARRIOR_IDLE_N,WARRIOR_IDLE_E,WARRIOR_IDLE_S,WARRIOR_IDLE_W));
}
ClassData::ClassData(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w)
:name(name),cl(cl),rightClickAbility(rightClickAbility),ability1(ability1),ability2(ability2),ability3(ability3),
walk_n(walk_n),walk_e(walk_e),walk_s(walk_s),walk_w(walk_w),idle_n(idle_n),idle_w(idle_w),idle_s(idle_s),idle_e(idle_e)
{}
Warrior::Warrior(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w)
:ClassData(name,cl,rightClickAbility,ability1,ability2,ability3,
walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w)
{}
void Warrior::Update(float fElapsedTime){
}
bool Warrior::AutoAttack(){
ACCESS_PLAYER
if(p.state!=State::SPIN){
bool attack=false;
Monster*closest=nullptr;
float closest_dist=999999;
for(Monster&m:MONSTER_LIST){
if(m.IsAlive()
&&geom2d::overlaps(geom2d::circle<float>(p.pos-vf2d{p.GetSizeMult()*12,p.GetSizeMult()*12},p.attack_range*p.GetSizeMult()*12),geom2d::circle<float>(m.GetPos()-vf2d{m.GetSizeMult()*12,m.GetSizeMult()*12},m.GetSizeMult()*12))
&&geom2d::line<float>(game->GetWorldMousePos(),m.GetPos()).length()<closest_dist){
closest_dist=geom2d::line<float>(game->GetWorldMousePos(),m.GetPos()).length();
closest=&m;
}
}
if(closest!=nullptr&&closest->Hurt(p.GetAttack())){
p.attack_cooldown_timer=p.ATTACK_COOLDOWN;
p.swordSwingTimer=0.2;
p.SetState(State::SWING_SWORD);
switch(p.facingDirection){
case DOWN:{
p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_S);
}break;
case RIGHT:{
p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_E);
}break;
case LEFT:{
p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_W);
}break;
case UP:{
p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_N);
}break;
}
}
}
return true;
}
bool Warrior::Ability1(){
ACCESS_PLAYER
game->AddEffect(Effect(p.pos,0.1,AnimationState::BATTLECRY_EFFECT,1,0.3));
p.AddBuff(BuffType::ATTACK_UP,10,0.1);
p.AddBuff(BuffType::DAMAGE_REDUCTION,10,0.1);
for(Monster&m:MONSTER_LIST){
if(m.GetSizeMult()<=1&&geom2d::overlaps(geom2d::circle<float>(p.pos,12*3.5),geom2d::circle<float>(m.GetPos(),m.GetSizeMult()*12))){
m.AddBuff(BuffType::SLOWDOWN,5,0.3);
}
}
return true;
}
bool Warrior::Ability2(){
ACCESS_PLAYER
p.Spin(p.GROUND_SLAM_SPIN_TIME,14*PI);
p.iframe_time=p.GROUND_SLAM_SPIN_TIME+0.1;
return true;
}
bool Warrior::Ability3(){
ACCESS_PLAYER
p.SetState(State::SWING_SONIC_SWORD);
p.AddBuff(BuffType::SLOWDOWN,0.5,1);
vf2d bulletVel={};
switch(p.GetFacingDirection()){
case UP:{
p.vel.y=70;
bulletVel.y=-400;
p.UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_N);
}break;
case LEFT:{
p.vel.x=70;
bulletVel.x=-400;
p.UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_W);
}break;
case RIGHT:{
p.vel.x=-70;
bulletVel.x=400;
p.UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_E);
}break;
case DOWN:{
p.vel.y=-70;
bulletVel.y=400;
p.UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_S);
}break;
}
PLAYER_BULLET_LIST.push_back(std::make_unique<Bullet>(p.pos,bulletVel,30,p.GetAttack()*8,AnimationState::SONICSLASH,true,2.25,true));
game->SetupWorldShake(0.5);
return true;
}
bool Warrior::RightClickAbility(){
ACCESS_PLAYER
if(p.GetState()==State::NORMAL){
rightClickAbility.cooldown=rightClickAbility.COOLDOWN_TIME;
p.SetState(State::BLOCK);
p.AddBuff(BuffType::SLOWDOWN,3,0.3);
return true;
}
return false;
}
Thief::Thief(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w)
:ClassData(name,cl,rightClickAbility,ability1,ability2,ability3,
walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w)
{}
void Thief::Update(float fElapsedTime){
}
bool Thief::AutoAttack(){
return true;
}
bool Thief::Ability1(){
return true;
}
bool Thief::Ability2(){
return true;
}
bool Thief::Ability3(){
return true;
}
bool Thief::RightClickAbility(){
return true;
}
Ranger::Ranger(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w)
:ClassData(name,cl,rightClickAbility,ability1,ability2,ability3,
walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w)
{}
void Ranger::Update(float fElapsedTime){
}
bool Ranger::AutoAttack(){
return true;
}
bool Ranger::Ability1(){
return true;
}
bool Ranger::Ability2(){
return true;
}
bool Ranger::Ability3(){
return true;
}
bool Ranger::RightClickAbility(){
return true;
}
Bard::Bard(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w)
:ClassData(name,cl,rightClickAbility,ability1,ability2,ability3,
walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w)
{}
void Bard::Update(float fElapsedTime){
}
bool Bard::AutoAttack(){
return true;
}
bool Bard::Ability1(){
return true;
}
bool Bard::Ability2(){
return true;
}
bool Bard::Ability3(){
return true;
}
bool Bard::RightClickAbility(){
return true;
}
Wizard::Wizard(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w)
:ClassData(name,cl,rightClickAbility,ability1,ability2,ability3,
walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w)
{}
void Wizard::Update(float fElapsedTime){
ACCESS_PLAYER
if(p.attack_cooldown_timer>0){
CLASS_DATA[cl]->idle_n=AnimationState::WIZARD_IDLE_ATTACK_N;
CLASS_DATA[cl]->idle_e=AnimationState::WIZARD_IDLE_ATTACK_E;
CLASS_DATA[cl]->idle_s=AnimationState::WIZARD_IDLE_ATTACK_S;
CLASS_DATA[cl]->idle_w=AnimationState::WIZARD_IDLE_ATTACK_W;
CLASS_DATA[cl]->walk_n=AnimationState::WIZARD_ATTACK_N;
CLASS_DATA[cl]->walk_e=AnimationState::WIZARD_ATTACK_E;
CLASS_DATA[cl]->walk_s=AnimationState::WIZARD_ATTACK_S;
CLASS_DATA[cl]->walk_w=AnimationState::WIZARD_ATTACK_W;
} else {
CLASS_DATA[cl]->idle_n=AnimationState::WIZARD_IDLE_N;
CLASS_DATA[cl]->idle_e=AnimationState::WIZARD_IDLE_E;
CLASS_DATA[cl]->idle_s=AnimationState::WIZARD_IDLE_S;
CLASS_DATA[cl]->idle_w=AnimationState::WIZARD_IDLE_W;
CLASS_DATA[cl]->walk_n=AnimationState::WIZARD_WALK_N;
CLASS_DATA[cl]->walk_e=AnimationState::WIZARD_WALK_E;
CLASS_DATA[cl]->walk_s=AnimationState::WIZARD_WALK_S;
CLASS_DATA[cl]->walk_w=AnimationState::WIZARD_WALK_W;
}
}
bool Wizard::AutoAttack(){
ACCESS_PLAYER
p.attack_cooldown_timer=p.MAGIC_ATTACK_COOLDOWN;
float angleToCursor=atan2(game->GetWorldMousePos().y-p.pos.y,game->GetWorldMousePos().x-p.pos.x);
PLAYER_BULLET_LIST.push_back(std::make_unique<EnergyBolt>(EnergyBolt(p.pos,{cos(angleToCursor)*200,sin(angleToCursor)*200},12,p.GetAttack())));
return true;
}
bool Wizard::Ability1(){
return true;
}
bool Wizard::Ability2(){
return true;
}
bool Wizard::Ability3(){
return true;
}
bool Wizard::RightClickAbility(){
return true;
}
Witch::Witch(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w)
:ClassData(name,cl,rightClickAbility,ability1,ability2,ability3,
walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w)
{}
void Witch::Update(float fElapsedTime){
}
bool Witch::AutoAttack(){
return true;
}
bool Witch::Ability1(){
return true;
}
bool Witch::Ability2(){
return true;
}
bool Witch::Ability3(){
return true;
}
bool Witch::RightClickAbility(){
return true;
}