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/Monster.cpp

136 lines
3.1 KiB

#include "Monster.h"
#include "DamageNumber.h"
#include "DEFINES.h"
INCLUDE_ANIMATION_DATA
INCLUDE_MONSTER_DATA
INCLUDE_MONSTER_LIST
INCLUDE_DAMAGENUMBER_LIST
MonsterData::MonsterData(){}
MonsterData::MonsterData(MonsterName type,int hp,int atk,std::vector<AnimationState>animations,float moveSpd,float size,MonsterStrategy strategy):
type(type),hp(hp),atk(atk),moveSpd(moveSpd),size(size),strategy(strategy),animations(animations){
}
int MonsterData::GetHealth(){
return hp;
}
int MonsterData::GetAttack(){
return atk;
}
float MonsterData::GetMoveSpdMult(){
return moveSpd;
}
float MonsterData::GetSizeMult(){
return size;
}
MonsterName MonsterData::GetType(){
return type;
}
MonsterStrategy MonsterData::GetAIStrategy(){
return strategy;
}
Monster::Monster(){}
Monster::Monster(vf2d pos,MonsterData data):
pos(pos),hp(data.GetHealth()),maxhp(data.GetHealth()),atk(data.GetAttack()),moveSpd(data.GetMoveSpdMult()),size(data.GetSizeMult()),strategy(data.GetAIStrategy()),type(data.GetType()){
bool firstAnimation=true;
for(AnimationState&anim:data.GetAnimations()){
animation.AddState(anim,ANIMATION_DATA[anim]);
if(firstAnimation){
animation.ChangeState(internal_animState,anim);
firstAnimation=false;
}
}
randomFrameOffset=(rand()%1000)/1000.f;
}
vf2d&Monster::GetPos(){
return pos;
}
int Monster::GetHealth(){
return hp;
}
int Monster::GetAttack(){
return atk;
}
float Monster::GetMoveSpdMult(){
return moveSpd;
}
float Monster::GetSizeMult(){
return size;
}
Animate2D::Frame Monster::GetFrame(){
return animation.GetFrame(internal_animState);
}
void Monster::UpdateAnimation(AnimationState state){
animation.ChangeState(internal_animState,state);
}
bool Monster::Update(float fElapsedTime){
switch(strategy){
RUN_TOWARDS:{
}break;
SHOOT_AFAR:{
}break;
}
if(hp<=0){
deathTimer+=fElapsedTime;
if(deathTimer>3){
return false;
}
}
animation.UpdateState(internal_animState,randomFrameOffset+fElapsedTime);
randomFrameOffset=0;
return true;
}
AnimationState Monster::GetDeathAnimationName(){
switch(type){
case SLIME_GREEN:{
return AnimationState::GREEN_SLIME_DIE;
}
case SLIME_BLUE:{
return AnimationState::BLUE_SLIME_DIE;
}
case SLIME_RED:{
return AnimationState::RED_SLIME_DIE;
}
default:{
return AnimationState::IDLE_S;
}
}
}
bool Monster::Hurt(int damage){
if(hp<=0) return false;
hp=std::max(0,hp-damage);
DAMAGENUMBER_LIST.push_back(DamageNumber(pos,damage));
if(hp<=0){
animation.ChangeState(internal_animState,GetDeathAnimationName());
}
return true;
}
bool Monster::IsAlive(){
return hp>0;
}
MonsterSpawner::MonsterSpawner(){}
MonsterSpawner::MonsterSpawner(vf2d pos,int range,std::vector<std::pair<MonsterName,vf2d>>monsters):
pos(pos),range(range),monsters(monsters){
}
bool MonsterSpawner::SpawnTriggered(){
return triggered;
}
int MonsterSpawner::GetRange(){
return range;
}
vf2d MonsterSpawner::GetPos(){
return pos;
}
void MonsterSpawner::SetTriggered(bool trigger,bool spawnMonsters){
triggered=trigger;
if(spawnMonsters){
for(std::pair<MonsterName,vf2d>&monsterInfo:monsters){
MONSTER_LIST.push_back(Monster(pos+monsterInfo.second,MONSTER_DATA[monsterInfo.first]));
}
}
}