The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
AdventuresInLestoria/Crawler/Ranger.cpp

105 lines
5.4 KiB

#include "Class.h"
#include "olcPixelGameEngine.h"
#include "DEFINES.h"
#include "Player.h"
#include "Effect.h"
#include "Crawler.h"
#include "BulletTypes.h"
#include "util.h"
#include "config.h"
INCLUDE_MONSTER_LIST
INCLUDE_BULLET_LIST
INCLUDE_game
void Ranger::Initialize(){
READFROMCONFIG(Ranger,RANGER);
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)*"Ranger.Auto Attack.ArrowSpd"_F,float(sin(angleToCursor)*"Ranger.Auto Attack.ArrowSpd"_F-PI/8*"Ranger.Auto Attack.ArrowSpd"_F)}+movementVelocity,"Ranger.Auto Attack.Radius"_F/100*12,GetAttack()*"Ranger.Auto Attack.DamageMult"_F,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;
if("Ranger.Ability 1.IsAnimationLocked"_I){
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*"Ranger.Ability 2.Speed"_F,12*"Ranger.Ability 2.Radius"_F/100,p->GetAttack()*"Ranger.Ability 2.DamageMult"_F,p->OnUpperLevel(),true));
p->SetAnimationBasedOnTargetingDirection(atan2(arrowVelocity.y,arrowVelocity.x));
game->SetupWorldShake("Ranger.Ability 2.WorldShakeTime"_F);
p->Knockback(-1.f*arrowVelocity.norm()*"Ranger.Ability 2.Knockback"_F);
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);
int arrowCount="Ranger.Ability 3.ArrowCount"_I%2==0?"Ranger.Ability 3.ArrowCount"_I+1:"Ranger.Ability 3.ArrowCount"_I;
for(int i=0;i<arrowCount;i++){
if("Ranger.Ability 3.ArrowCount"_I%2==0&&i=="Ranger.Ability 3.ArrowCount"_I/2)continue;
const float halfAngle="Ranger.Ability 3.MultiShotSpread"_F*PI/180;
const float leftAngle=-halfAngle;
const float increment=halfAngle/"Ranger.Ability 3.ArrowCount"_I;
const float newAngle=shootingAngle+leftAngle/2+i*increment;
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)*"Ranger.Ability 3.ArrowSpd"_F,float(sin(newAngle)*"Ranger.Ability 3.ArrowSpd"_F-PI/8*"Ranger.Ability 3.ArrowSpd"_F)}+p->movementVelocity,12*"Ranger.Ability 3.ArrowRadius"_F/100,p->GetAttack()*"Ranger.Ability 3.DamageMult"_F,p->OnUpperLevel(),true)));
}
p->SetAnimationBasedOnTargetingDirection(shootingAngle);
return true;
};
#pragma endregion
}