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#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "Class.h"
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#include "DEFINES.h"
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#include "Player.h"
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#include "Effect.h"
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#include "AdventuresInLestoria.h"
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#include "config.h"
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#include "SoundEffect.h"
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#include "BulletTypes.h"
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INCLUDE_MONSTER_LIST
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INCLUDE_BULLET_LIST
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INCLUDE_game
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void Witch::Initialize(){
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READFROMCONFIG(Witch,WITCH);
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Witch::idle_n="WITCH_IDLE_N";
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Witch::idle_e="WITCH_IDLE_E";
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Witch::idle_s="WITCH_IDLE_S";
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Witch::idle_w="WITCH_IDLE_W";
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Witch::walk_n="WITCH_WALK_N";
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Witch::walk_e="WITCH_WALK_E";
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Witch::walk_s="WITCH_WALK_S";
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Witch::walk_w="WITCH_WALK_W";
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}
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SETUP_CLASS(Witch)
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void Witch::OnUpdate(float fElapsedTime){
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}
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bool Witch::AutoAttack(){
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attack_cooldown_timer=MAGIC_ATTACK_COOLDOWN-GetAttackRecoveryRateReduction();
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float angleToCursor=atan2(GetWorldAimingLocation().y-GetPos().y,GetWorldAimingLocation().x-GetPos().x);
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CreateBullet(PurpleEnergyBall)(GetPos(),"Witch.Auto Attack.Radius"_F/100*12,"Witch.Auto Attack.Homing Range"_F/100*24,int(GetAttack()*"Witch.Auto Attack.DamageMult"_F),upperLevel,{cos(angleToCursor)*"Witch.Auto Attack.Speed"_F,sin(angleToCursor)*"Witch.Auto Attack.Speed"_F},false,INFINITE,true)EndBullet;
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BULLET_LIST.back()->SetIsPlayerAutoAttackProjectile();
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SoundEffect::PlaySFX("Wizard Auto Attack",SoundEffect::CENTERED);
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return true;
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}
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void Witch::InitializeClassAbilities(){
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#pragma region Witch Right-click Ability (Transform)
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Witch::rightClickAbility.action=
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[](Player*p,vf2d pos={}){
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p->SetupAfterImage();
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return true;
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};
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#pragma endregion
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#pragma region Witch Ability 1 (???)
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Witch::ability1.action=
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[](Player*p,vf2d pos={}){
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return false;
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};
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#pragma endregion
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#pragma region Witch Ability 2 (???)
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Witch::ability2.action=
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[](Player*p,vf2d pos={}){
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return false;
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};
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#pragma endregion
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#pragma region Witch Ability 3 (???)
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Witch::ability3.action=
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[](Player*p,vf2d pos={}){
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return false;
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};
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#pragma endregion
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}
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