Retreat dash back code completed
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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@ -569,15 +569,18 @@ void Crawler::RenderWorld(float fElapsedTime){
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}
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vf2d playerScale=vf2d(player->GetSizeMult(),player->GetSizeMult());
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vf2d playerPosition=player->GetPos();
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#define RENDER_PLAYER \
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if(player->teleportAnimationTimer>0){ \
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playerScale.x=120*abs(pow(player->teleportAnimationTimer-0.175,3)); \
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playerPosition=player->teleportStartPosition.lerp(player->teleportTarget,(0.35-player->teleportAnimationTimer)/0.35); \
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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); \
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} 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);}
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auto RenderPlayer=[&](){
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if(player->teleportAnimationTimer>0){
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playerScale.x=120*abs(pow(player->teleportAnimationTimer-0.175,3));
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playerPosition=player->teleportStartPosition.lerp(player->teleportTarget,(0.35-player->teleportAnimationTimer)/0.35);
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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);
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} else {
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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);
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}
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}
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//define end
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if(!player->upperLevel){
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RENDER_PLAYER
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RenderPlayer();
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}
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if(player->GetState()==State::BLOCK){
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view.DrawDecal(player->GetPos()-vf2d{12,12},GFX_BLOCK_BUBBLE.Decal());
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@ -661,7 +664,7 @@ void Crawler::RenderWorld(float fElapsedTime){
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m->Draw();
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}
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if(player->upperLevel){
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RENDER_PLAYER
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RenderPlayer();
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}
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for(Monster*m:monstersAfterUpper){
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m->Draw();
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@ -538,3 +538,7 @@ void Player::PrepareCast(Ability&ability){
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castPrepAbility=&ability;
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SetState(State::PREP_CAST);
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}
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void Player::SetVelocity(vf2d vel){
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this->vel=vel;
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}
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@ -30,7 +30,6 @@ struct Player{
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int mana=100,maxmana=mana;
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int atk=10;
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vf2d pos;
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float friction=400;
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float z=0;
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float moveSpd=1.0f;
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float size=1.0f;
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@ -66,6 +65,7 @@ protected:
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void SetZ(float z);
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//Returns true if the move was valid and successful.
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bool SetPos(vf2d pos);
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float friction=400;
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float attack_cooldown_timer=0;
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float iframe_time=0;
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float teleportAnimationTimer=0;
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@ -81,6 +81,15 @@ protected:
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Ability*castPrepAbility;
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void PrepareCast(Ability&ability);
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vf2d precastLocation={};
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void SetVelocity(vf2d vel);
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const float RETREAT_DISTANCE=24*2.5;
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const float RETREAT_TIME=0.2; //How long the Retreat ability takes.
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const int RETREAT_GHOST_FRAMES=8;
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const float RETREAT_GHOST_FRAME_DELAY=0.025;
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float ghostFrameTimer=0;
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float ghostRemoveTimer=0;
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float retreatTimer=0;
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std::vector<vf2d>ghostPositions;
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public:
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Player();
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//So this is rather fascinating and only exists because we have the ability to change classes which means we need to initialize a class
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@ -34,6 +34,25 @@ void Ranger::OnUpdate(float fElapsedTime){
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SetState(NORMAL);
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}
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}
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if(retreatTimer>0){
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SetZ(6*sin(PI/RETREAT_TIME*retreatTimer));
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retreatTimer-=fElapsedTime;
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if(retreatTimer<=0){
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SetVelocity({});
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SetZ(0);
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}
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}
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if(ghostRemoveTimer>0){
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ghostRemoveTimer-=fElapsedTime;
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if(ghostRemoveTimer<=0){
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if(ghostPositions.size()>0){
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ghostPositions.erase(ghostPositions.begin());
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if(ghostPositions.size()>0){
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ghostRemoveTimer=RETREAT_GHOST_FRAME_DELAY;
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}
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}
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}
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}
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}
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bool Ranger::AutoAttack(){
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@ -62,7 +81,15 @@ void Ranger::InitializeClassAbilities(){
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#pragma region Ranger Right-click Ability (???)
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Ranger::rightClickAbility.action=
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[](Player*p,vf2d pos={}){
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return false;
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geom2d::line mouseDir{game->GetWorldMousePos(),p->GetPos()};
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float velocity=(0.5*-p->friction*p->RETREAT_TIME*p->RETREAT_TIME-p->RETREAT_DISTANCE)/-p->RETREAT_TIME; //Derived from kinetic motion formula.
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p->SetVelocity(mouseDir.vector().norm()*velocity);
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p->retreatTimer=p->RETREAT_TIME;
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p->iframe_time=p->RETREAT_TIME;
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p->ghostPositions.push_back(p->GetPos());
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p->ghostFrameTimer=p->RETREAT_GHOST_FRAME_DELAY;
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p->ghostRemoveTimer=p->RETREAT_GHOST_FRAMES*p->RETREAT_GHOST_FRAME_DELAY;
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return true;
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};
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#pragma endregion
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#pragma region Ranger Ability 1 (???)
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@ -13,4 +13,5 @@ enum State{
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CASTING,
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PREP_CAST,
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SHOOT_ARROW,
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RETREAT,
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};
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