Refactored all the game classes into derived classes.

pull/28/head
sigonasr2 2 years ago
parent 5566eced77
commit 9aef66db47
  1. 337
      Crawler/Class.cpp
  2. 70
      Crawler/Class.h
  3. 4
      Crawler/Crawler.cpp
  4. 4
      Crawler/DEFINES.h
  5. 225
      Crawler/Player.cpp
  6. 6
      Crawler/Player.h
  7. 2
      Crawler/Version.h

@ -1,58 +1,333 @@
#include "Class.h" #include "Class.h"
#include "DEFINES.h"
#include "Crawler.h"
#include "BulletTypes.h"
std::map<Class,ClassData>CLASS_DATA={ INCLUDE_game
{WARRIOR,{ INCLUDE_MONSTER_LIST
"Warrior",WARRIOR, INCLUDE_PLAYER_BULLET_LIST
std::map<Class,std::unique_ptr<ClassData>>CLASS_DATA;
void ClassData::InitializeClassData(){
CLASS_DATA[WARRIOR]=std::make_unique<Warrior>(Warrior("Warrior",WARRIOR,
{"Block",15,0,VERY_DARK_BLUE,DARK_BLUE}, {"Block",15,0,VERY_DARK_BLUE,DARK_BLUE},
{"Battlecry",12,40}, {"Battlecry",12,40},
{"Ground Slam",15,50}, {"Ground Slam",15,50},
{"Sonic Slash",40,60}, {"Sonic Slash",40,60},
WARRIOR_WALK_N,WARRIOR_WALK_E,WARRIOR_WALK_S,WARRIOR_WALK_W, WARRIOR_WALK_N,WARRIOR_WALK_E,WARRIOR_WALK_S,WARRIOR_WALK_W,
WARRIOR_IDLE_N,WARRIOR_IDLE_E,WARRIOR_IDLE_S,WARRIOR_IDLE_W, WARRIOR_IDLE_N,WARRIOR_IDLE_E,WARRIOR_IDLE_S,WARRIOR_IDLE_W));
}}, CLASS_DATA[RANGER]=std::make_unique<Ranger>(Ranger("Ranger",RANGER,
{THIEF,{
"Thief",THIEF,
{"???",15,0,VERY_DARK_BLUE,DARK_BLUE},
{"???",12,0},
{"???",15,0},
{"???",40,0},
WARRIOR_WALK_N,WARRIOR_WALK_E,WARRIOR_WALK_S,WARRIOR_WALK_W,
WARRIOR_IDLE_N,WARRIOR_IDLE_E,WARRIOR_IDLE_S,WARRIOR_IDLE_W,
}},
{RANGER,{
"Ranger",RANGER,
{"Retreat",7,0,VERY_DARK_BLUE,DARK_BLUE}, {"Retreat",7,0,VERY_DARK_BLUE,DARK_BLUE},
{"Rapid Fire",12,35}, {"Rapid Fire",12,35},
{"Charged Shot",15,40}, {"Charged Shot",15,40},
{"Multishot",25,50}, {"Multishot",25,50},
RANGER_WALK_N,RANGER_WALK_E,RANGER_WALK_S,RANGER_WALK_W, RANGER_WALK_N,RANGER_WALK_E,RANGER_WALK_S,RANGER_WALK_W,
RANGER_IDLE_N,RANGER_IDLE_E,RANGER_IDLE_S,RANGER_IDLE_W, RANGER_IDLE_N,RANGER_IDLE_E,RANGER_IDLE_S,RANGER_IDLE_W));
}}, CLASS_DATA[BARD]=std::make_unique<Bard>(Bard("Bard",BARD,
{BARD,{
"Bard",BARD,
{"???",7,0,VERY_DARK_BLUE,DARK_BLUE}, {"???",7,0,VERY_DARK_BLUE,DARK_BLUE},
{"???",12,0}, {"???",12,0},
{"???",15,0}, {"???",15,0},
{"???",25,0}, {"???",25,0},
WARRIOR_WALK_N,WARRIOR_WALK_E,WARRIOR_WALK_S,WARRIOR_WALK_W, WARRIOR_WALK_N,WARRIOR_WALK_E,WARRIOR_WALK_S,WARRIOR_WALK_W,
WARRIOR_IDLE_N,WARRIOR_IDLE_E,WARRIOR_IDLE_S,WARRIOR_IDLE_W, WARRIOR_IDLE_N,WARRIOR_IDLE_E,WARRIOR_IDLE_S,WARRIOR_IDLE_W));
}}, CLASS_DATA[WIZARD]=std::make_unique<Wizard>(Wizard("Wizard",WIZARD,
{WIZARD,{
"Wizard",WIZARD,
{"Teleport",8,5,VERY_DARK_BLUE,DARK_BLUE}, {"Teleport",8,5,VERY_DARK_BLUE,DARK_BLUE},
{"Firebolt",6,30}, {"Firebolt",6,30},
{"Lightning Bolt",6,25}, {"Lightning Bolt",6,25},
{"Meteor",40,75}, {"Meteor",40,75},
WIZARD_WALK_N,WIZARD_WALK_E,WIZARD_WALK_S,WIZARD_WALK_W, WIZARD_WALK_N,WIZARD_WALK_E,WIZARD_WALK_S,WIZARD_WALK_W,
WIZARD_IDLE_N,WIZARD_IDLE_E,WIZARD_IDLE_S,WIZARD_IDLE_W, WIZARD_IDLE_N,WIZARD_IDLE_E,WIZARD_IDLE_S,WIZARD_IDLE_W));
}}, CLASS_DATA[WITCH]=std::make_unique<Witch>(Witch("Witch",WITCH,
{WITCH,{
"Witch",WITCH,
{"???",8,0,VERY_DARK_BLUE,DARK_BLUE}, {"???",8,0,VERY_DARK_BLUE,DARK_BLUE},
{"???",6,0}, {"???",6,0},
{"???",6,0}, {"???",6,0},
{"???",40,0}, {"???",40,0},
WARRIOR_WALK_N,WARRIOR_WALK_E,WARRIOR_WALK_S,WARRIOR_WALK_W, WARRIOR_WALK_N,WARRIOR_WALK_E,WARRIOR_WALK_S,WARRIOR_WALK_W,
WARRIOR_IDLE_N,WARRIOR_IDLE_E,WARRIOR_IDLE_S,WARRIOR_IDLE_W, WARRIOR_IDLE_N,WARRIOR_IDLE_E,WARRIOR_IDLE_S,WARRIOR_IDLE_W));
}}, }
};
ClassData::ClassData(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w)
:name(name),cl(cl),rightClickAbility(rightClickAbility),ability1(ability1),ability2(ability2),ability3(ability3),
walk_n(walk_n),walk_e(walk_e),walk_s(walk_s),walk_w(walk_w),idle_n(idle_n),idle_w(idle_w),idle_s(idle_s),idle_e(idle_e)
{}
Warrior::Warrior(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w)
:ClassData(name,cl,rightClickAbility,ability1,ability2,ability3,
walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w)
{}
void Warrior::Update(float fElapsedTime){
}
bool Warrior::AutoAttack(){
ACCESS_PLAYER
if(p.state!=State::SPIN){
bool attack=false;
Monster*closest=nullptr;
float closest_dist=999999;
for(Monster&m:MONSTER_LIST){
if(m.IsAlive()
&&geom2d::overlaps(geom2d::circle<float>(p.pos-vf2d{p.GetSizeMult()*12,p.GetSizeMult()*12},p.attack_range*p.GetSizeMult()*12),geom2d::circle<float>(m.GetPos()-vf2d{m.GetSizeMult()*12,m.GetSizeMult()*12},m.GetSizeMult()*12))
&&geom2d::line<float>(game->GetWorldMousePos(),m.GetPos()).length()<closest_dist){
closest_dist=geom2d::line<float>(game->GetWorldMousePos(),m.GetPos()).length();
closest=&m;
}
}
if(closest!=nullptr&&closest->Hurt(p.GetAttack())){
p.attack_cooldown_timer=p.ATTACK_COOLDOWN;
p.swordSwingTimer=0.2;
p.SetState(State::SWING_SWORD);
switch(p.facingDirection){
case DOWN:{
p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_S);
}break;
case RIGHT:{
p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_E);
}break;
case LEFT:{
p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_W);
}break;
case UP:{
p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_N);
}break;
}
}
}
return true;
}
bool Warrior::Ability1(){
ACCESS_PLAYER
game->AddEffect(Effect(p.pos,0.1,AnimationState::BATTLECRY_EFFECT,1,0.3));
p.AddBuff(BuffType::ATTACK_UP,10,0.1);
p.AddBuff(BuffType::DAMAGE_REDUCTION,10,0.1);
for(Monster&m:MONSTER_LIST){
if(m.GetSizeMult()<=1&&geom2d::overlaps(geom2d::circle<float>(p.pos,12*3.5),geom2d::circle<float>(m.GetPos(),m.GetSizeMult()*12))){
m.AddBuff(BuffType::SLOWDOWN,5,0.3);
}
}
return true;
}
bool Warrior::Ability2(){
ACCESS_PLAYER
p.Spin(p.GROUND_SLAM_SPIN_TIME,14*PI);
p.iframe_time=p.GROUND_SLAM_SPIN_TIME+0.1;
return true;
}
bool Warrior::Ability3(){
ACCESS_PLAYER
p.SetState(State::SWING_SONIC_SWORD);
p.AddBuff(BuffType::SLOWDOWN,0.5,1);
vf2d bulletVel={};
switch(p.GetFacingDirection()){
case UP:{
p.vel.y=70;
bulletVel.y=-400;
p.UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_N);
}break;
case LEFT:{
p.vel.x=70;
bulletVel.x=-400;
p.UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_W);
}break;
case RIGHT:{
p.vel.x=-70;
bulletVel.x=400;
p.UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_E);
}break;
case DOWN:{
p.vel.y=-70;
bulletVel.y=400;
p.UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_S);
}break;
}
PLAYER_BULLET_LIST.push_back(std::make_unique<Bullet>(p.pos,bulletVel,30,p.GetAttack()*8,AnimationState::SONICSLASH,true,2.25,true));
game->SetupWorldShake(0.5);
return true;
}
bool Warrior::RightClickAbility(){
ACCESS_PLAYER
if(p.GetState()==State::NORMAL){
rightClickAbility.cooldown=rightClickAbility.COOLDOWN_TIME;
p.SetState(State::BLOCK);
p.AddBuff(BuffType::SLOWDOWN,3,0.3);
return true;
}
return false;
}
Thief::Thief(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w)
:ClassData(name,cl,rightClickAbility,ability1,ability2,ability3,
walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w)
{}
void Thief::Update(float fElapsedTime){
}
bool Thief::AutoAttack(){
return true;
}
bool Thief::Ability1(){
return true;
}
bool Thief::Ability2(){
return true;
}
bool Thief::Ability3(){
return true;
}
bool Thief::RightClickAbility(){
return true;
}
Ranger::Ranger(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w)
:ClassData(name,cl,rightClickAbility,ability1,ability2,ability3,
walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w)
{}
void Ranger::Update(float fElapsedTime){
}
bool Ranger::AutoAttack(){
return true;
}
bool Ranger::Ability1(){
return true;
}
bool Ranger::Ability2(){
return true;
}
bool Ranger::Ability3(){
return true;
}
bool Ranger::RightClickAbility(){
return true;
}
Bard::Bard(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w)
:ClassData(name,cl,rightClickAbility,ability1,ability2,ability3,
walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w)
{}
void Bard::Update(float fElapsedTime){
}
bool Bard::AutoAttack(){
return true;
}
bool Bard::Ability1(){
return true;
}
bool Bard::Ability2(){
return true;
}
bool Bard::Ability3(){
return true;
}
bool Bard::RightClickAbility(){
return true;
}
Wizard::Wizard(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w)
:ClassData(name,cl,rightClickAbility,ability1,ability2,ability3,
walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w)
{}
void Wizard::Update(float fElapsedTime){
ACCESS_PLAYER
if(p.attack_cooldown_timer>0){
CLASS_DATA[cl]->idle_n=AnimationState::WIZARD_IDLE_ATTACK_N;
CLASS_DATA[cl]->idle_e=AnimationState::WIZARD_IDLE_ATTACK_E;
CLASS_DATA[cl]->idle_s=AnimationState::WIZARD_IDLE_ATTACK_S;
CLASS_DATA[cl]->idle_w=AnimationState::WIZARD_IDLE_ATTACK_W;
CLASS_DATA[cl]->walk_n=AnimationState::WIZARD_ATTACK_N;
CLASS_DATA[cl]->walk_e=AnimationState::WIZARD_ATTACK_E;
CLASS_DATA[cl]->walk_s=AnimationState::WIZARD_ATTACK_S;
CLASS_DATA[cl]->walk_w=AnimationState::WIZARD_ATTACK_W;
} else {
CLASS_DATA[cl]->idle_n=AnimationState::WIZARD_IDLE_N;
CLASS_DATA[cl]->idle_e=AnimationState::WIZARD_IDLE_E;
CLASS_DATA[cl]->idle_s=AnimationState::WIZARD_IDLE_S;
CLASS_DATA[cl]->idle_w=AnimationState::WIZARD_IDLE_W;
CLASS_DATA[cl]->walk_n=AnimationState::WIZARD_WALK_N;
CLASS_DATA[cl]->walk_e=AnimationState::WIZARD_WALK_E;
CLASS_DATA[cl]->walk_s=AnimationState::WIZARD_WALK_S;
CLASS_DATA[cl]->walk_w=AnimationState::WIZARD_WALK_W;
}
}
bool Wizard::AutoAttack(){
ACCESS_PLAYER
p.attack_cooldown_timer=p.MAGIC_ATTACK_COOLDOWN;
float angleToCursor=atan2(game->GetWorldMousePos().y-p.pos.y,game->GetWorldMousePos().x-p.pos.x);
PLAYER_BULLET_LIST.push_back(std::make_unique<EnergyBolt>(EnergyBolt(p.pos,{cos(angleToCursor)*200,sin(angleToCursor)*200},12,p.GetAttack())));
return true;
}
bool Wizard::Ability1(){
return true;
}
bool Wizard::Ability2(){
return true;
}
bool Wizard::Ability3(){
return true;
}
bool Wizard::RightClickAbility(){
return true;
}
Witch::Witch(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w)
:ClassData(name,cl,rightClickAbility,ability1,ability2,ability3,
walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w)
{}
void Witch::Update(float fElapsedTime){
}
bool Witch::AutoAttack(){
return true;
}
bool Witch::Ability1(){
return true;
}
bool Witch::Ability2(){
return true;
}
bool Witch::Ability3(){
return true;
}
bool Witch::RightClickAbility(){
return true;
}

@ -11,4 +11,74 @@ struct ClassData{
Class cl; Class cl;
Ability rightClickAbility,ability1,ability2,ability3; Ability rightClickAbility,ability1,ability2,ability3;
AnimationState walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w; AnimationState walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w;
static void InitializeClassData();
ClassData(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w);
virtual void Update(float fElapsedTime)=0;
virtual bool AutoAttack()=0;
virtual bool Ability1()=0;
virtual bool Ability2()=0;
virtual bool Ability3()=0;
virtual bool RightClickAbility()=0;
};
struct Warrior:public ClassData{
Warrior(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w);
void Update(float fElapsedTime)override;
bool AutoAttack()override;
bool Ability1()override;
bool Ability2()override;
bool Ability3()override;
bool RightClickAbility()override;
};
struct Thief:public ClassData{
Thief(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w);
void Update(float fElapsedTime)override;
bool AutoAttack()override;
bool Ability1()override;
bool Ability2()override;
bool Ability3()override;
bool RightClickAbility()override;
};
struct Ranger:public ClassData{
Ranger(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w);
void Update(float fElapsedTime)override;
bool AutoAttack()override;
bool Ability1()override;
bool Ability2()override;
bool Ability3()override;
bool RightClickAbility()override;
};
struct Bard:public ClassData{
Bard(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w);
void Update(float fElapsedTime)override;
bool AutoAttack()override;
bool Ability1()override;
bool Ability2()override;
bool Ability3()override;
bool RightClickAbility()override;
};
struct Wizard:public ClassData{
Wizard(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w);
void Update(float fElapsedTime)override;
bool AutoAttack()override;
bool Ability1()override;
bool Ability2()override;
bool Ability3()override;
bool RightClickAbility()override;
};
struct Witch:public ClassData{
Witch(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w);
void Update(float fElapsedTime)override;
bool AutoAttack()override;
bool Ability1()override;
bool Ability2()override;
bool Ability3()override;
bool RightClickAbility()override;
}; };

@ -11,6 +11,8 @@
#include "Map.h" #include "Map.h"
#include "DEFINES.h" #include "DEFINES.h"
INCLUDE_CLASS_DATA
//192x192 //192x192
const vi2d WINDOW_SIZE={24*15,24*10}; const vi2d WINDOW_SIZE={24*15,24*10};
std::map<AnimationState,Animate2D::FrameSequence>ANIMATION_DATA; std::map<AnimationState,Animate2D::FrameSequence>ANIMATION_DATA;
@ -32,6 +34,8 @@ bool Crawler::OnUserCreate(){
InitializeLevel("assets/maps/Level2.tmx",LEVEL2); InitializeLevel("assets/maps/Level2.tmx",LEVEL2);
InitializeLevel("assets/Campaigns/1_1_test.tmx",CAMPAIGN_1_1); InitializeLevel("assets/Campaigns/1_1_test.tmx",CAMPAIGN_1_1);
ClassData::InitializeClassData();
//Initialize Camera. //Initialize Camera.
camera=Camera2D{WINDOW_SIZE}; camera=Camera2D{WINDOW_SIZE};
camera.SetMode(olc::utils::Camera2D::Mode::LazyFollow); camera.SetMode(olc::utils::Camera2D::Mode::LazyFollow);

@ -6,6 +6,8 @@
#define INCLUDE_game extern Crawler*game; #define INCLUDE_game extern Crawler*game;
#define INCLUDE_MONSTER_DATA extern std::map<MonsterName,MonsterData>MONSTER_DATA; #define INCLUDE_MONSTER_DATA extern std::map<MonsterName,MonsterData>MONSTER_DATA;
#define INCLUDE_BULLET_LIST extern std::vector<std::unique_ptr<Bullet>>BULLET_LIST; #define INCLUDE_BULLET_LIST extern std::vector<std::unique_ptr<Bullet>>BULLET_LIST;
#define INCLUDE_CLASS_DATA extern std::map<Class,ClassData>CLASS_DATA; #define INCLUDE_CLASS_DATA extern std::map<Class,std::unique_ptr<ClassData>>CLASS_DATA;
#define INCLUDE_PLAYER_BULLET_LIST extern std::vector<std::unique_ptr<Bullet>>PLAYER_BULLET_LIST; #define INCLUDE_PLAYER_BULLET_LIST extern std::vector<std::unique_ptr<Bullet>>PLAYER_BULLET_LIST;
#define INCLUDE_PARTICLE_LIST extern std::vector<Particle>PARTICLE_LIST; #define INCLUDE_PARTICLE_LIST extern std::vector<Particle>PARTICLE_LIST;
#define ACCESS_PLAYER Player&p=game->GetPlayer();

@ -21,11 +21,11 @@ Player::Player():
state(State::NORMAL),lastReleasedMovementKey(DOWN),facingDirection(DOWN){} state(State::NORMAL),lastReleasedMovementKey(DOWN),facingDirection(DOWN){}
void Player::SetClass(Class cl){ void Player::SetClass(Class cl){
this->cl=CLASS_DATA[cl].cl; this->cl=CLASS_DATA[cl]->cl;
rightClickAbility=CLASS_DATA[cl].rightClickAbility; rightClickAbility=CLASS_DATA[cl]->rightClickAbility;
ability1=CLASS_DATA[cl].ability1; ability1=CLASS_DATA[cl]->ability1;
ability2=CLASS_DATA[cl].ability2; ability2=CLASS_DATA[cl]->ability2;
ability3=CLASS_DATA[cl].ability3; ability3=CLASS_DATA[cl]->ability3;
UpdateIdleAnimation(DOWN); UpdateIdleAnimation(DOWN);
} }
@ -149,39 +149,7 @@ void Player::Update(float fElapsedTime){
} }
} }
//Class-specific update events. //Class-specific update events.
switch (cl) { CLASS_DATA[cl]->Update(fElapsedTime);
case WARRIOR: {
}break;
case THIEF: {
}break;
case RANGER: {
}break;
case BARD: {
}break;
case WIZARD: {
if(attack_cooldown_timer>0){
CLASS_DATA[cl].idle_n=AnimationState::WIZARD_IDLE_ATTACK_N;
CLASS_DATA[cl].idle_e=AnimationState::WIZARD_IDLE_ATTACK_E;
CLASS_DATA[cl].idle_s=AnimationState::WIZARD_IDLE_ATTACK_S;
CLASS_DATA[cl].idle_w=AnimationState::WIZARD_IDLE_ATTACK_W;
CLASS_DATA[cl].walk_n=AnimationState::WIZARD_ATTACK_N;
CLASS_DATA[cl].walk_e=AnimationState::WIZARD_ATTACK_E;
CLASS_DATA[cl].walk_s=AnimationState::WIZARD_ATTACK_S;
CLASS_DATA[cl].walk_w=AnimationState::WIZARD_ATTACK_W;
} else {
CLASS_DATA[cl].idle_n=AnimationState::WIZARD_IDLE_N;
CLASS_DATA[cl].idle_e=AnimationState::WIZARD_IDLE_E;
CLASS_DATA[cl].idle_s=AnimationState::WIZARD_IDLE_S;
CLASS_DATA[cl].idle_w=AnimationState::WIZARD_IDLE_W;
CLASS_DATA[cl].walk_n=AnimationState::WIZARD_WALK_N;
CLASS_DATA[cl].walk_e=AnimationState::WIZARD_WALK_E;
CLASS_DATA[cl].walk_s=AnimationState::WIZARD_WALK_S;
CLASS_DATA[cl].walk_w=AnimationState::WIZARD_WALK_W;
}
}break;
case WITCH: {
}break;
}
switch(state){ switch(state){
case SPIN:{ case SPIN:{
switch(facingDirection){ switch(facingDirection){
@ -284,176 +252,42 @@ void Player::Update(float fElapsedTime){
SetY(newY); SetY(newY);
} }
if(attack_cooldown_timer==0&&game->GetMouse(0).bHeld){ if(attack_cooldown_timer==0&&game->GetMouse(0).bHeld){
switch (cl) { CLASS_DATA[cl]->AutoAttack();
case WARRIOR:{
if(state!=State::SPIN){
bool attack=false;
Monster*closest=nullptr;
float closest_dist=999999;
for(Monster&m:MONSTER_LIST){
if(m.IsAlive()
&&geom2d::overlaps(geom2d::circle<float>(pos-vf2d{size*12,size*12},attack_range*size*12),geom2d::circle<float>(m.GetPos()-vf2d{m.GetSizeMult()*12,m.GetSizeMult()*12},m.GetSizeMult()*12))
&&geom2d::line<float>(game->GetWorldMousePos(),m.GetPos()).length()<closest_dist){
closest_dist=geom2d::line<float>(game->GetWorldMousePos(),m.GetPos()).length();
closest=&m;
}
}
if(closest!=nullptr&&closest->Hurt(GetAttack())){
attack_cooldown_timer=ATTACK_COOLDOWN;
swordSwingTimer=0.2;
SetState(State::SWING_SWORD);
switch(facingDirection){
case DOWN:{
UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_S);
}break;
case RIGHT:{
UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_E);
}break;
case LEFT:{
UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_W);
}break;
case UP:{
UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_N);
}break;
}
}
}
}break;
case THIEF: {
}break;
case RANGER: {
}break;
case BARD: {
}break;
case WIZARD: {
attack_cooldown_timer=MAGIC_ATTACK_COOLDOWN;
float angleToCursor=atan2(game->GetWorldMousePos().y-pos.y,game->GetWorldMousePos().x-pos.x);
PLAYER_BULLET_LIST.push_back(std::make_unique<EnergyBolt>(EnergyBolt(pos,{cos(angleToCursor)*200,sin(angleToCursor)*200},12,GetAttack())));
}break;
case WITCH: {
}break;
}
} }
if(ability1.cooldown==0&&GetMana()>=ability1.manaCost&&game->GetKey(SHIFT).bHeld){ if(ability1.cooldown==0&&GetMana()>=ability1.manaCost&&game->GetKey(SHIFT).bHeld){
switch (cl) {
case WARRIOR: { if(CLASS_DATA[cl]->Ability1()){
game->AddEffect(Effect(pos,0.1,AnimationState::BATTLECRY_EFFECT,1,0.3)); ability1.cooldown=ability1.COOLDOWN_TIME;
ability1.cooldown=ability1.COOLDOWN_TIME; mana-=ability1.manaCost;
AddBuff(BuffType::ATTACK_UP,10,0.1);
AddBuff(BuffType::DAMAGE_REDUCTION,10,0.1);
for(Monster&m:MONSTER_LIST){
if(m.GetSizeMult()<=1&&geom2d::overlaps(geom2d::circle<float>(pos,12*3.5),geom2d::circle<float>(m.GetPos(),m.GetSizeMult()*12))){
m.AddBuff(BuffType::SLOWDOWN,5,0.3);
}
}
}break;
case THIEF: {
}break;
case RANGER: {
}break;
case BARD: {
}break;
case WIZARD: {
}break;
case WITCH: {
}break;
} }
mana-=ability1.manaCost;
} else } else
if(ability1.cooldown==0&&GetMana()<ability1.manaCost&&game->GetKey(SHIFT).bPressed){ if(ability1.cooldown==0&&GetMana()<ability1.manaCost&&game->GetKey(SHIFT).bPressed){
notEnoughManaDisplay={ability1.name,1}; notEnoughManaDisplay={ability1.name,1};
} }
if(ability2.cooldown==0&&GetMana()>=ability2.manaCost&&game->GetKey(SPACE).bPressed){ if(ability2.cooldown==0&&GetMana()>=ability2.manaCost&&game->GetKey(SPACE).bPressed){
switch(cl){ if(CLASS_DATA[cl]->Ability2()){
case WARRIOR:{ ability2.cooldown=ability2.COOLDOWN_TIME;
Spin(GROUND_SLAM_SPIN_TIME,14*PI); mana-=ability2.manaCost;
iframe_time=GROUND_SLAM_SPIN_TIME+0.1;
}break;
case THIEF:{
}break;
case RANGER:{
}break;
case BARD:{
}break;
case WIZARD:{
}break;
case WITCH:{
}break;
} }
mana-=ability2.manaCost;
} else } else
if(ability2.cooldown==0&&GetMana()<ability2.manaCost&&game->GetKey(SPACE).bPressed){ if(ability2.cooldown==0&&GetMana()<ability2.manaCost&&game->GetKey(SPACE).bPressed){
notEnoughManaDisplay={ability2.name,1}; notEnoughManaDisplay={ability2.name,1};
} }
if(ability3.cooldown==0&&GetMana()>=ability3.manaCost&&game->GetKey(CTRL).bPressed){ if(ability3.cooldown==0&&GetMana()>=ability3.manaCost&&game->GetKey(CTRL).bPressed){
switch(cl){ if(CLASS_DATA[cl]->Ability3()){
case WARRIOR:{ ability3.cooldown=ability3.COOLDOWN_TIME;
ability3.cooldown=ability3.COOLDOWN_TIME; mana-=ability3.manaCost;
SetState(State::SWING_SONIC_SWORD);
AddBuff(BuffType::SLOWDOWN,0.5,1);
vf2d bulletVel={};
switch(GetFacingDirection()){
case UP:{
vel.y=70;
bulletVel.y=-400;
UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_N);
}break;
case LEFT:{
vel.x=70;
bulletVel.x=-400;
UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_W);
}break;
case RIGHT:{
vel.x=-70;
bulletVel.x=400;
UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_E);
}break;
case DOWN:{
vel.y=-70;
bulletVel.y=400;
UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_S);
}break;
}
PLAYER_BULLET_LIST.push_back(std::make_unique<Bullet>(pos,bulletVel,30,GetAttack()*8,AnimationState::SONICSLASH,true,2.25,true));
game->SetupWorldShake(0.5);
}break;
case THIEF:{
}break;
case RANGER:{
}break;
case BARD:{
}break;
case WIZARD:{
}break;
case WITCH:{
}break;
} }
mana-=ability3.manaCost;
} else } else
if(ability3.cooldown==0&&GetMana()<ability3.manaCost&&game->GetKey(CTRL).bPressed){ if(ability3.cooldown==0&&GetMana()<ability3.manaCost&&game->GetKey(CTRL).bPressed){
notEnoughManaDisplay={ability3.name,1}; notEnoughManaDisplay={ability3.name,1};
} }
if(rightClickAbility.cooldown==0&&GetMana()>=rightClickAbility.manaCost&&game->GetMouse(1).bHeld){ if(rightClickAbility.cooldown==0&&GetMana()>=rightClickAbility.manaCost&&game->GetMouse(1).bHeld){
switch (cl) { if(CLASS_DATA[cl]->RightClickAbility()){
case WARRIOR: { rightClickAbility.cooldown=rightClickAbility.COOLDOWN_TIME;
if(GetState()==State::NORMAL){ mana-=rightClickAbility.manaCost;
rightClickAbility.cooldown=rightClickAbility.COOLDOWN_TIME;
SetState(State::BLOCK);
AddBuff(BuffType::SLOWDOWN,3,0.3);
}
}break;
case THIEF: {
}break;
case RANGER: {
}break;
case BARD: {
}break;
case WIZARD: {
}break;
case WITCH: {
}break;
} }
mana-=rightClickAbility.manaCost;
} else } else
if(rightClickAbility.cooldown==0&&GetMana()<rightClickAbility.manaCost&&game->GetMouse(1).bPressed){ if(rightClickAbility.cooldown==0&&GetMana()<rightClickAbility.manaCost&&game->GetMouse(1).bPressed){
notEnoughManaDisplay={rightClickAbility.name,1}; notEnoughManaDisplay={rightClickAbility.name,1};
@ -540,16 +374,15 @@ void Player::Spin(float duration,float spinSpd){
spin_attack_timer=duration; spin_attack_timer=duration;
spin_spd=spinSpd; spin_spd=spinSpd;
spin_angle=0; spin_angle=0;
ability2.cooldown=ability2.COOLDOWN_TIME;
} }
void Player::UpdateWalkingAnimation(Key direction){ void Player::UpdateWalkingAnimation(Key direction){
AnimationState anim; AnimationState anim;
switch(direction){ switch(direction){
case UP:anim=CLASS_DATA[cl].walk_n;break; case UP:anim=CLASS_DATA[cl]->walk_n;break;
case RIGHT:anim=CLASS_DATA[cl].walk_e;break; case RIGHT:anim=CLASS_DATA[cl]->walk_e;break;
case DOWN:anim=CLASS_DATA[cl].walk_s;break; case DOWN:anim=CLASS_DATA[cl]->walk_s;break;
case LEFT:anim=CLASS_DATA[cl].walk_w;break; case LEFT:anim=CLASS_DATA[cl]->walk_w;break;
} }
UpdateAnimation(anim); UpdateAnimation(anim);
} }
@ -557,10 +390,10 @@ void Player::UpdateWalkingAnimation(Key direction){
void Player::UpdateIdleAnimation(Key direction){ void Player::UpdateIdleAnimation(Key direction){
AnimationState anim; AnimationState anim;
switch(direction){ switch(direction){
case UP:anim=CLASS_DATA[cl].idle_n;break; case UP:anim=CLASS_DATA[cl]->idle_n;break;
case RIGHT:anim=CLASS_DATA[cl].idle_e;break; case RIGHT:anim=CLASS_DATA[cl]->idle_e;break;
case DOWN:anim=CLASS_DATA[cl].idle_s;break; case DOWN:anim=CLASS_DATA[cl]->idle_s;break;
case LEFT:anim=CLASS_DATA[cl].idle_w;break; case LEFT:anim=CLASS_DATA[cl]->idle_w;break;
} }
UpdateAnimation(anim); UpdateAnimation(anim);
} }

@ -9,6 +9,12 @@
struct Player{ struct Player{
friend class Crawler; friend class Crawler;
friend class Warrior;
friend class Thief;
friend class Ranger;
friend class Bard;
friend class Wizard;
friend class Witch;
private: private:
Class cl=WARRIOR; Class cl=WARRIOR;
int hp=100,maxhp=hp; int hp=100,maxhp=hp;

@ -2,7 +2,7 @@
#define VERSION_MAJOR 0 #define VERSION_MAJOR 0
#define VERSION_MINOR 2 #define VERSION_MINOR 2
#define VERSION_PATCH 0 #define VERSION_PATCH 0
#define VERSION_BUILD 352 #define VERSION_BUILD 369
#define stringify(a) stringify_(a) #define stringify(a) stringify_(a)
#define stringify_(a) #a #define stringify_(a) #a

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