Fix missing strategy draw call for monsters. Add in death state and basic transition effects. Release Build 7662.
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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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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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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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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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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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Portions of this software are copyright © 2024 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 "State_Death.h" |
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#include "AdventuresInLestoria.h" |
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#include "DEFINES.h" |
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#include "Menu.h" |
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#include "ItemDrop.h" |
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#include "VisualNovel.h" |
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#include "State_OverworldMap.h" |
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#include "GameEvent.h" |
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#include "MenuComponent.h" |
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#include "Unlock.h" |
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INCLUDE_MONSTER_LIST |
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INCLUDE_game |
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void State_Death::OnStateChange(GameState*prevState){ |
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if(Menu::IsMenuOpen()){ |
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Menu::CloseAllMenus(); |
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} |
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game->GetPlayer()->SetState(State::DEATH); |
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} |
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void State_Death::OnLevelLoad(){ |
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Component<MenuComponent>(MenuType::PAUSE,"Return to Camp Button")->SetGrayedOut( |
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!Unlock::IsUnlocked("HUB")||game->GetCurrentMapName()=="HUB" |
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); |
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} |
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void State_Death::OnUserUpdate(AiL*game){ |
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accTime+=game->GetElapsedTime(); |
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if(gameSlowdownPct<10.f){ |
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gameSlowdownPct+=3.f*game->GetElapsedTime(); |
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}else{ |
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game->SetMosaicEffect(1U); |
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} |
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game->view.SetZoom(util::lerp(1.f,2.f,(gameSlowdownPct-1)/10.f),game->view.WorldToScreen(game->GetPlayer()->GetPos())); |
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game->SetWorldColor({uint8_t(util::lerp(255,0,(gameSlowdownPct-1)/10.f)),uint8_t(util::lerp(255,0,(gameSlowdownPct-1)/10.f)),uint8_t(util::lerp(255,0,(gameSlowdownPct-1)/10.f)),255}); |
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Audio::SetBGMPitch(util::lerp(1.f,0,(gameSlowdownPct-1)/10.f)); |
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if(gameSlowdownPct<5.f){ |
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game->SetMosaicEffect(uint8_t(util::lerp(1.f,4.f,(gameSlowdownPct-1)/5.f))); |
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}else{ |
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game->SetMosaicEffect(uint8_t(util::lerp(4.f,1.f,(gameSlowdownPct-5)/5.f))); |
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} |
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if(gameSlowdownPct<10.f){ |
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if(accTime>=1/60.f*gameSlowdownPct){ |
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game->SetElapsedTime(1/60.f*gameSlowdownPct); |
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game->HandleUserInput(game->GetElapsedTime()); |
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game->UpdateEffects(game->GetElapsedTime()); |
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GameEvent::UpdateEvents(); |
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game->GetPlayer()->Update(game->GetElapsedTime()); |
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game->UpdateMonsters(); |
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ItemDrop::UpdateDrops(game->GetElapsedTime()); |
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game->UpdateBullets(game->GetElapsedTime()); |
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//game->UpdateCamera(game->GetElapsedTime());
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accTime=0.f; |
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} |
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} |
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} |
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void State_Death::Draw(AiL*game){} |
@ -0,0 +1,51 @@ |
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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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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com> |
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|
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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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|
|
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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 |
||||||
|
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 |
||||||
|
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, |
||||||
|
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED |
||||||
|
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR |
||||||
|
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
||||||
|
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 © 2024 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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#pragma once |
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#include "GameState.h" |
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#include "olcPGEX_ViewPort.h" |
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class State_Death:public GameState{ |
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protected: |
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float gameSlowdownPct=1.f; |
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float accTime=0.f; |
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float zoom=1.f; |
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virtual void OnStateChange(GameState*prevState)override; |
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virtual void OnUserUpdate(AiL*game)override; |
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virtual void Draw(AiL*game)override; |
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virtual void OnLevelLoad()override; |
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}; |
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