Retreat dash back code completed

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
pull/28/head
Nic0Nic0Nii 1 year ago
parent 24030733bd
commit 664ca68010
  1. 19
      Crawler/Crawler.cpp
  2. 4
      Crawler/Player.cpp
  3. 11
      Crawler/Player.h
  4. 29
      Crawler/Ranger.cpp
  5. 1
      Crawler/State.h

@ -569,15 +569,18 @@ void Crawler::RenderWorld(float fElapsedTime){
}
vf2d playerScale=vf2d(player->GetSizeMult(),player->GetSizeMult());
vf2d playerPosition=player->GetPos();
#define RENDER_PLAYER \
if(player->teleportAnimationTimer>0){ \
playerScale.x=120*abs(pow(player->teleportAnimationTimer-0.175,3)); \
playerPosition=player->teleportStartPosition.lerp(player->teleportTarget,(0.35-player->teleportAnimationTimer)/0.35); \
view.DrawPartialRotatedDecal(playerPosition+vf2d{0,-player->GetZ()},player->GetFrame().GetSourceImage()->Decal(),player->GetSpinAngle(),{12,12},player->GetFrame().GetSourceRect().pos,player->GetFrame().GetSourceRect().size,playerScale,player->GetBuffs(BuffType::ATTACK_UP).size()>0?Pixel{255,uint8_t(255*abs(sin(1.4*player->GetBuffs(BuffType::ATTACK_UP)[0].duration))),uint8_t(255*abs(sin(1.4*player->GetBuffs(BuffType::ATTACK_UP)[0].duration)))}:WHITE); \
} else {view.DrawPartialRotatedDecal(playerPosition+vf2d{0,-player->GetZ()},player->GetFrame().GetSourceImage()->Decal(),player->GetSpinAngle(),{12,12},player->GetFrame().GetSourceRect().pos,player->GetFrame().GetSourceRect().size,playerScale,player->GetBuffs(BuffType::ATTACK_UP).size()>0?Pixel{255,uint8_t(255*abs(sin(1.4*player->GetBuffs(BuffType::ATTACK_UP)[0].duration))),uint8_t(255*abs(sin(1.4*player->GetBuffs(BuffType::ATTACK_UP)[0].duration)))}:WHITE);}
auto RenderPlayer=[&](){
if(player->teleportAnimationTimer>0){
playerScale.x=120*abs(pow(player->teleportAnimationTimer-0.175,3));
playerPosition=player->teleportStartPosition.lerp(player->teleportTarget,(0.35-player->teleportAnimationTimer)/0.35);
view.DrawPartialRotatedDecal(playerPosition+vf2d{0,-player->GetZ()},player->GetFrame().GetSourceImage()->Decal(),player->GetSpinAngle(),{12,12},player->GetFrame().GetSourceRect().pos,player->GetFrame().GetSourceRect().size,playerScale,player->GetBuffs(BuffType::ATTACK_UP).size()>0?Pixel{255,uint8_t(255*abs(sin(1.4*player->GetBuffs(BuffType::ATTACK_UP)[0].duration))),uint8_t(255*abs(sin(1.4*player->GetBuffs(BuffType::ATTACK_UP)[0].duration)))}:WHITE);
} else {
view.DrawPartialRotatedDecal(playerPosition+vf2d{0,-player->GetZ()},player->GetFrame().GetSourceImage()->Decal(),player->GetSpinAngle(),{12,12},player->GetFrame().GetSourceRect().pos,player->GetFrame().GetSourceRect().size,playerScale,player->GetBuffs(BuffType::ATTACK_UP).size()>0?Pixel{255,uint8_t(255*abs(sin(1.4*player->GetBuffs(BuffType::ATTACK_UP)[0].duration))),uint8_t(255*abs(sin(1.4*player->GetBuffs(BuffType::ATTACK_UP)[0].duration)))}:WHITE);
}
}
//define end
if(!player->upperLevel){
RENDER_PLAYER
RenderPlayer();
}
if(player->GetState()==State::BLOCK){
view.DrawDecal(player->GetPos()-vf2d{12,12},GFX_BLOCK_BUBBLE.Decal());
@ -661,7 +664,7 @@ void Crawler::RenderWorld(float fElapsedTime){
m->Draw();
}
if(player->upperLevel){
RENDER_PLAYER
RenderPlayer();
}
for(Monster*m:monstersAfterUpper){
m->Draw();

@ -537,4 +537,8 @@ bool Player::CanPathfindTo(vf2d pos,vf2d targetPos,float range){
void Player::PrepareCast(Ability&ability){
castPrepAbility=&ability;
SetState(State::PREP_CAST);
}
void Player::SetVelocity(vf2d vel){
this->vel=vel;
}

@ -30,7 +30,6 @@ struct Player{
int mana=100,maxmana=mana;
int atk=10;
vf2d pos;
float friction=400;
float z=0;
float moveSpd=1.0f;
float size=1.0f;
@ -66,6 +65,7 @@ protected:
void SetZ(float z);
//Returns true if the move was valid and successful.
bool SetPos(vf2d pos);
float friction=400;
float attack_cooldown_timer=0;
float iframe_time=0;
float teleportAnimationTimer=0;
@ -81,6 +81,15 @@ protected:
Ability*castPrepAbility;
void PrepareCast(Ability&ability);
vf2d precastLocation={};
void SetVelocity(vf2d vel);
const float RETREAT_DISTANCE=24*2.5;
const float RETREAT_TIME=0.2; //How long the Retreat ability takes.
const int RETREAT_GHOST_FRAMES=8;
const float RETREAT_GHOST_FRAME_DELAY=0.025;
float ghostFrameTimer=0;
float ghostRemoveTimer=0;
float retreatTimer=0;
std::vector<vf2d>ghostPositions;
public:
Player();
//So this is rather fascinating and only exists because we have the ability to change classes which means we need to initialize a class

@ -34,6 +34,25 @@ void Ranger::OnUpdate(float fElapsedTime){
SetState(NORMAL);
}
}
if(retreatTimer>0){
SetZ(6*sin(PI/RETREAT_TIME*retreatTimer));
retreatTimer-=fElapsedTime;
if(retreatTimer<=0){
SetVelocity({});
SetZ(0);
}
}
if(ghostRemoveTimer>0){
ghostRemoveTimer-=fElapsedTime;
if(ghostRemoveTimer<=0){
if(ghostPositions.size()>0){
ghostPositions.erase(ghostPositions.begin());
if(ghostPositions.size()>0){
ghostRemoveTimer=RETREAT_GHOST_FRAME_DELAY;
}
}
}
}
}
bool Ranger::AutoAttack(){
@ -62,7 +81,15 @@ void Ranger::InitializeClassAbilities(){
#pragma region Ranger Right-click Ability (???)
Ranger::rightClickAbility.action=
[](Player*p,vf2d pos={}){
return false;
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());
p->ghostFrameTimer=p->RETREAT_GHOST_FRAME_DELAY;
p->ghostRemoveTimer=p->RETREAT_GHOST_FRAMES*p->RETREAT_GHOST_FRAME_DELAY;
return true;
};
#pragma endregion
#pragma region Ranger Ability 1 (???)

@ -13,4 +13,5 @@ enum State{
CASTING,
PREP_CAST,
SHOOT_ARROW,
RETREAT,
};
Loading…
Cancel
Save