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@ -129,11 +129,11 @@ bool Monster::Update(float fElapsedTime){ |
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if(!HasIframes()){ |
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for(Monster&m:MONSTER_LIST){ |
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if(&m==this)continue; |
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if(!m.HasIframes()&&OnUpperLevel()==m.OnUpperLevel()&&geom2d::overlaps(geom2d::circle(pos,12*size/2),geom2d::circle(m.GetPos(),12*m.GetSizeMult()/2))){ |
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if(!m.HasIframes()&&OnUpperLevel()==m.OnUpperLevel()&&abs(m.GetZ()-GetZ())<=1&&geom2d::overlaps(geom2d::circle(pos,12*size/2),geom2d::circle(m.GetPos(),12*m.GetSizeMult()/2))){ |
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m.Collision(*this); |
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geom2d::line line(pos,m.GetPos()); |
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float dist = line.length(); |
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m.SetPosition(line.rpoint(dist*1.1)); |
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m.SetPos(line.rpoint(dist*1.1)); |
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if(m.IsAlive()){ |
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vel=line.vector().norm()*-128; |
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} |
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@ -142,7 +142,7 @@ bool Monster::Update(float fElapsedTime){ |
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if(!game->GetPlayer()->HasIframes()&&game->GetPlayer()->OnUpperLevel()==OnUpperLevel()&&geom2d::overlaps(geom2d::circle(pos,12*size/2),geom2d::circle(game->GetPlayer()->GetPos(),12*game->GetPlayer()->GetSizeMult()/2))){ |
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geom2d::line line(pos,game->GetPlayer()->GetPos()); |
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float dist = line.length(); |
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SetPosition(line.rpoint(-0.1)); |
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SetPos(line.rpoint(-0.1)); |
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vel=line.vector().norm()*-128; |
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} |
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} |
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@ -183,6 +183,7 @@ Key Monster::GetFacingDirection(){ |
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return facingDirection; |
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} |
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void Monster::Draw(){ |
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strategyDraw(game); |
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if(GetZ()>0){ |
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vf2d shadowScale=vf2d{8*GetSizeMult()/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*GetSizeMult()},game->GFX_Circle.Decal(),shadowScale,BLACK); |
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@ -204,14 +205,14 @@ void Monster::Collision(Monster&m){ |
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Collision(); |
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} |
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void Monster::Collision(){ |
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if(strategy==0&&GetState()==MOVE_TOWARDS){//The run towards strategy causes state to return to normal upon a collision.
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SetState(NORMAL); |
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if(strategy==0&&GetState()==State::MOVE_TOWARDS){//The run towards strategy causes state to return to normal upon a collision.
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SetState(State::NORMAL); |
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} |
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} |
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void Monster::SetVelocity(vf2d vel){ |
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this->vel=vel; |
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} |
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bool Monster::SetPosition(vf2d pos){ |
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bool Monster::SetPos(vf2d pos){ |
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bool resultX=SetX(pos.x); |
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bool resultY=SetY(pos.y); |
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if(resultY&&!resultX){ |
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@ -301,7 +302,7 @@ void Monster::AddBuff(BuffType type,float duration,float intensity){ |
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} |
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void Monster::StartPathfinding(float pathingTime){ |
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SetState(PATH_AROUND); |
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SetState(State::PATH_AROUND); |
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path=game->pathfinder.Solve_AStar(pos,target,12,OnUpperLevel()); |
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if(path.size()>0){ |
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pathIndex=0; |
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@ -315,7 +316,7 @@ void Monster::PathAroundBehavior(float fElapsedTime){ |
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//Move towards the new path.
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geom2d::line moveTowardsLine=geom2d::line(pos,path[pathIndex]*24); |
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if(moveTowardsLine.length()>2){ |
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SetPosition(pos+moveTowardsLine.vector().norm()*100*fElapsedTime*GetMoveSpdMult()); |
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SetPos(pos+moveTowardsLine.vector().norm()*100*fElapsedTime*GetMoveSpdMult()); |
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if(moveTowardsLine.vector().x>0){ |
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facingDirection=RIGHT; |
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} else { |
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@ -341,11 +342,11 @@ std::vector<Buff>Monster::GetBuffs(BuffType buff){ |
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return filteredBuffs; |
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} |
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State Monster::GetState(){ |
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State::State Monster::GetState(){ |
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return state; |
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} |
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void Monster::SetState(State newState){ |
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void Monster::SetState(State::State newState){ |
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state=newState; |
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} |
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@ -408,3 +409,18 @@ bool&Monster::GetBool(Attribute a){ |
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} |
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return std::get<bool>(attributes[a]); |
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} |
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vf2d&Monster::GetVf2d(Attribute a){ |
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if(attributes.count(a)==0){ |
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attributes[a]=vf2d{}; |
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} |
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return std::get<vf2d>(attributes[a]); |
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} |
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void Monster::SetZ(float z){ |
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this->z=z; |
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} |
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void Monster::SetStrategyDrawFunction(std::function<void(Crawler*)>func){ |
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strategyDraw=func; |
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} |