Setup Item Drop rendering/physics. Handle items landing on the ground. Config file options related to item drops added. Added a spawning item function.
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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 2018 - 2023 OneLoneCoder.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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*/ |
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#pragma endregion |
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#include "ItemDrop.h" |
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#include "olcUTIL_Geometry2D.h" |
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#include "Crawler.h" |
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INCLUDE_game |
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INCLUDE_GFX |
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float ItemDrop::gravity; |
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std::vector<ItemDrop>ItemDrop::drops; |
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void ItemDrop::Initialize(){ |
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gravity="ItemDrop.Item Drop Gravity"_F; |
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} |
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ItemDrop::ItemDrop(ItemInfo*item,vf2d pos) |
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:item(item),pos(pos){ |
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speed.x=util::random("ItemDrop.Item Drop Horizontal Speed"_f[1]-"ItemDrop.Item Drop Horizontal Speed"_f[0])+"ItemDrop.Item Drop Horizontal Speed"_f[0]; |
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speed.y=util::random("ItemDrop.Item Drop Vertical Speed"_f[1]-"ItemDrop.Item Drop Vertical Speed"_f[0])+"ItemDrop.Item Drop Vertical Speed"_f[0]; |
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zSpeed="ItemDrop.Item Drop Initial Rise Speed"_F; |
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} |
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vf2d ItemDrop::GetPos(){ |
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return pos; |
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} |
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bool ItemDrop::OnUpperLevel(){ |
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return upperLevel; |
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} |
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void ItemDrop::Draw(){ |
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#pragma region Item Drop Shadow Rendering |
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if(GetZ()>0){ |
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vf2d shadowScale=vf2d{8*"ItemDrop.Item Drop Scale"_F/3.f,1}/std::max(1.f,GetZ()/24); |
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game->view.DrawDecal(GetPos()-vf2d{3,3}*shadowScale/2+vf2d{0,6*"ItemDrop.Item Drop Scale"_F},GFX["circle.png"].Decal(),shadowScale,BLACK); |
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} |
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#pragma endregion |
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game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()},item->Decal(),0,item->Decal()->sprite->Size()/2,{"ItemDrop.Item Drop Scale"_F,"ItemDrop.Item Drop Scale"_F}); |
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game->SetDecalMode(DecalMode::ADDITIVE); |
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game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()},item->Decal(),0,item->Decal()->sprite->Size()/2,{"ItemDrop.Item Drop Scale"_F,"ItemDrop.Item Drop Scale"_F},{uint8_t(abs(sin(game->levelTime*1.5)*255.f)),uint8_t(abs(sin(game->levelTime*1.5)*255.f)),uint8_t(abs(sin(game->levelTime*1.5)*255.f)),255}); |
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game->SetDecalMode(DecalMode::NORMAL); |
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} |
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void ItemDrop::UpdateDrops(float fElapsedTime){ |
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for(ItemDrop&drop:drops){ |
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#pragma region Handle Z Speed |
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drop.z+=drop.zSpeed*fElapsedTime; |
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if(drop.z<0)drop.zSpeed=0; |
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else{ |
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drop.zSpeed+=gravity*fElapsedTime; |
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drop.pos+=drop.speed*fElapsedTime; |
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} |
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#pragma endregion |
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#pragma region Check for Suction / Player pull-in |
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if(drop.zSpeed==0&&drop.OnUpperLevel()==game->GetPlayer()->OnUpperLevel()){ |
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geom2d::line<float>lineTo=geom2d::line<float>(drop.pos,game->GetPlayer()->GetPos()); |
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float dist=lineTo.length(); |
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if(dist<="ItemDrop.Item Drop Suction Range"_F){ |
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vf2d pointVel=lineTo.vector(); |
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drop.pos+=pointVel*(1/dist*fElapsedTime); |
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} |
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} |
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#pragma endregion |
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#pragma region Handle Upper/Lower Level Zone Intersecting |
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if(drop.speed.mag()>0){ |
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std::map<std::string,std::vector<ZoneData>>&zoneData=game->GetZoneData(game->GetCurrentLevel()); |
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for(ZoneData&upperLevelZone:zoneData["UpperZone"]){ |
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if(geom2d::overlaps(upperLevelZone.zone,drop.pos)){ |
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drop.upperLevel=true; |
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} |
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} |
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for(ZoneData&lowerLevelZone:zoneData["LowerZone"]){ |
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if(geom2d::overlaps(lowerLevelZone.zone,drop.pos)){ |
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drop.upperLevel=false; |
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} |
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} |
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} |
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#pragma endregion |
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} |
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} |
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float ItemDrop::GetZ(){ |
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return z; |
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} |
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void ItemDrop::SpawnItem(ItemInfo*item,vf2d pos){ |
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drops.push_back(ItemDrop{item,pos}); |
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} |
@ -0,0 +1,59 @@ |
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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 2018 - 2023 OneLoneCoder.com |
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|
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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 |
||||||
|
be used to endorse or promote products derived from this software without specific |
||||||
|
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, |
||||||
|
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED |
||||||
|
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR |
||||||
|
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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*/ |
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#pragma endregion |
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#include "olcPixelGameEngine.h" |
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#include "Item.h" |
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#include "util.h" |
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#include "Crawler.h" |
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class ItemDrop{ |
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friend class Crawler; |
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vf2d pos; |
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vf2d speed{}; |
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float zSpeed=0; |
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float z=0; |
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float randomSpinOffset=0; |
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ItemInfo*item=nullptr; |
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bool upperLevel=false; |
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static float gravity; |
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static std::vector<ItemDrop>drops; |
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ItemDrop(ItemInfo*item,vf2d pos); |
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public: |
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static void Initialize(); |
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vf2d GetPos(); |
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bool OnUpperLevel(); |
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void Draw(); |
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static void UpdateDrops(float fElapsedTime); |
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float GetZ(); |
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static void SpawnItem(ItemInfo*item,vf2d pos); |
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}; |
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