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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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|
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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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|
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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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|
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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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|
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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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Portions of this software are copyright © 2023 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 "Monster.h" |
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#include "AdventuresInLestoria.h" |
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#include "MonsterStrategyHelpers.h" |
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#include "util.h" |
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INCLUDE_game |
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using A=Attribute; |
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void Monster::STRATEGY::FROG(Monster&m,float fElapsedTime,std::string strategy){ |
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phase: |
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switch(m.I(A::PHASE)){ |
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case 0:{ //Move towards phase.
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float distToPlayer=geom2d::line<float>(m.GetPos(),game->GetPlayer()->GetPos()).length(); |
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if(distToPlayer<24*ConfigInt("Range")/100.f){ |
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m.I(A::PHASE)++; |
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m.F(A::LOCKON_WAITTIME)=ConfigFloat("Lockon Wait Time"); |
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m.V(A::LOCKON_POS)=game->GetPlayer()->GetPos(); |
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float dirToPlayer=util::angleTo(m.GetPos(),m.V(A::LOCKON_POS)); |
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if(abs(dirToPlayer)<0.5f*PI){ //This sprite is supposed to be facing right (flipped)
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m.facingDirection=RIGHT; |
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m.spriteRot=dirToPlayer; |
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}else{ |
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m.facingDirection=LEFT; |
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if(dirToPlayer>0){ |
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m.spriteRot=-PI+dirToPlayer; |
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}else{ |
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m.spriteRot=PI+dirToPlayer; |
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} |
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} |
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goto phase; |
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} |
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float dirToPlayer=util::angleTo(m.GetPos(),m.target); |
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if(abs(dirToPlayer)<0.5f*PI){ //This sprite is supposed to be facing right (flipped)
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m.facingDirection=RIGHT; |
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m.spriteRot=dirToPlayer; |
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}else{ |
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m.facingDirection=LEFT; |
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if(dirToPlayer>0){ |
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m.spriteRot=-PI+dirToPlayer; |
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}else{ |
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m.spriteRot=PI+dirToPlayer; |
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} |
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} |
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RUN_TOWARDS(m,fElapsedTime,"Run Towards"); |
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m.PerformJumpAnimation(); |
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}break; |
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case 1:{ |
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m.F(A::LOCKON_WAITTIME)=std::max(0.0f,m.F(A::LOCKON_WAITTIME)-fElapsedTime); |
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if(m.F(A::LOCKON_WAITTIME)==0.0f){ |
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m.I(A::PHASE)=0; |
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} |
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m.PerformIdleAnimation(); |
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}break; |
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default:{ |
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ERR(std::format("Unhandled phase {} for {} strategy!",m.I(A::PHASE),strategy)); |
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} |
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} |
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} |
After Width: | Height: | Size: 26 KiB |
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