Add in Arena Game State. Add in a virtual override function for game states to specify if the player is active in certain states. Release Build 12140.

master
sigonasr2 1 week ago
parent 5664ee327c
commit a6002aed8a
  1. 2
      Adventures in Lestoria/Adventures in Lestoria.vcxproj
  2. 6
      Adventures in Lestoria/Adventures in Lestoria.vcxproj.filters
  3. 2
      Adventures in Lestoria/GameState.cpp
  4. 2
      Adventures in Lestoria/GameState.h
  5. 2
      Adventures in Lestoria/Player.cpp
  6. 87
      Adventures in Lestoria/State_Arena.cpp
  7. 49
      Adventures in Lestoria/State_Arena.h
  8. 1
      Adventures in Lestoria/State_Death.h
  9. 1
      Adventures in Lestoria/State_Dialog.h
  10. 1
      Adventures in Lestoria/State_GameRun.h
  11. 1
      Adventures in Lestoria/State_LevelComplete.h
  12. 1
      Adventures in Lestoria/State_MainMenu.h
  13. 1
      Adventures in Lestoria/State_OverworldMap.h
  14. 1
      Adventures in Lestoria/State_Story.h
  15. 2
      Adventures in Lestoria/Version.h

@ -661,6 +661,7 @@
</SubType>
</ClInclude>
<ClInclude Include="State.h" />
<ClInclude Include="State_Arena.h" />
<ClInclude Include="State_Death.h">
<SubType>
</SubType>
@ -1143,6 +1144,7 @@
<SubType>
</SubType>
</ClCompile>
<ClCompile Include="State_Arena.cpp" />
<ClCompile Include="ThrownProjectile.cpp">
<SubType>
</SubType>

@ -714,6 +714,9 @@
<ClInclude Include="Entity.h">
<Filter>Header Files\Utils</Filter>
</ClInclude>
<ClInclude Include="State_Arena.h">
<Filter>Header Files\State</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Player.cpp">
@ -1316,6 +1319,9 @@
<ClCompile Include="CollectedCoinEffect.cpp">
<Filter>Source Files\Effects</Filter>
</ClCompile>
<ClCompile Include="State_Arena.cpp">
<Filter>Source Files\Game States</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="cpp.hint" />

@ -44,6 +44,7 @@ All rights reserved.
#include "State_GameHub.h"
#include "State_Death.h"
#include "State_Dialog.h"
#include "State_Arena.h"
INCLUDE_game
@ -60,6 +61,7 @@ void GameState::Initialize(){
NEW_STATE(States::GAME_HUB,State_GameHub);
NEW_STATE(States::DEATH,State_Death);
NEW_STATE(States::DIALOG,State_Dialog);
NEW_STATE(States::ARENA,State_Arena);
}
void GameState::_ChangeState(States::State newState){

@ -54,6 +54,7 @@ namespace States{
DIALOG,
KEYBIND,
DEATH,
ARENA,
};
};
@ -78,5 +79,6 @@ public:
virtual void GetAnyMouseRelease(int32_t mouseButton);
static void ChangeState(States::State newState,float fadeOutDuration=0,uint8_t mosaicEffect=1U);
virtual void OnLevelLoad()=0;
virtual bool IsPlayerControlledGameplayState()=0; //Return true if this state allows the player to be controlled. Returns false for any other type of state.
static States::State GetCurrentState();
};

@ -892,7 +892,7 @@ bool Player::CanAct(){
const bool Player::CanAct(const Ability&ability){
return knockUpTimer==0&&!ability.waitForRelease&&(ability.canCancelCast||state!=State::CASTING)&&state!=State::ANIMATION_LOCK&&state!=State::DEADLYDASH&&state!=State::RETREAT&&
(GameState::STATE==GameState::states[States::GAME_RUN]||GameState::STATE==GameState::states[States::GAME_HUB]);
GameState::STATE->IsPlayerControlledGameplayState();
}
bool Player::HasIframes(){

@ -0,0 +1,87 @@
#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "State_Arena.h"
#include "AdventuresInLestoria.h"
#include "DEFINES.h"
#include "Menu.h"
#include "ItemDrop.h"
#include "VisualNovel.h"
#include "State_OverworldMap.h"
#include "GameEvent.h"
#include "SaveFile.h"
#include "MenuComponent.h"
#include "Unlock.h"
#include "Tutorial.h"
INCLUDE_MONSTER_LIST
INCLUDE_game
void State_Arena::OnStateChange(GameState*prevState){
if(Menu::IsMenuOpen()){
Menu::CloseAllMenus();
}
if(Unlock::IsUnlocked("STORY_1_3")&&!Tutorial::TaskIsComplete(TutorialTaskName::CLEAR_DEMO)){
Tutorial::SetNextTask(TutorialTaskName::CLEAR_DEMO);
}
else
if(Unlock::IsUnlocked("STORY_1_2")&&!Tutorial::TaskIsComplete(TutorialTaskName::BLACKSMITH)){
Tutorial::SetNextTask(TutorialTaskName::BLACKSMITH);
}
else
if(Unlock::IsUnlocked("BOSS_2_B")&&!Tutorial::TaskIsComplete(TutorialTaskName::ARTIFICER_INTRO)){
Tutorial::SetNextTask(TutorialTaskName::ARTIFICER_INTRO);
}
SaveFile::SaveGame();
game->GetPlayer()->SetState(State::NORMAL);
game->LoadLevel("HUB");
}
void State_Arena::OnLevelLoad(){
game->UpdateDiscordStatus("Eternal Arena",game->GetPlayer()->GetClassName());
}
void State_Arena::OnUserUpdate(AiL*game){
State_GameRun::OnUserUpdate(game);
game->ClearTimedOutGarbage();
}
void State_Arena::Draw(AiL*game){
State_GameRun::Draw(game);
}

@ -0,0 +1,49 @@
#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#pragma once
#include "State_GameRun.h"
#include "olcPGEX_ViewPort.h"
class State_Arena:public State_GameRun{
ViewPort port;
Renderable r;
virtual void OnStateChange(GameState*prevState)override final;
virtual void OnUserUpdate(AiL*game)override final;
virtual void Draw(AiL*game)override final;
virtual void OnLevelLoad()override final;
};

@ -48,4 +48,5 @@ protected:
virtual void OnUserUpdate(AiL*game)override;
virtual void Draw(AiL*game)override;
virtual void OnLevelLoad()override;
inline virtual bool IsPlayerControlledGameplayState()override final{return false;}
};

@ -43,4 +43,5 @@ class State_Dialog:public GameState {
virtual void OnUserUpdate(AiL*game)override final;
virtual void Draw(AiL*game)override final;
virtual void OnLevelLoad()override final;
inline virtual bool IsPlayerControlledGameplayState()override final{return false;}
};

@ -47,4 +47,5 @@ protected:
virtual void OnUserUpdate(AiL*game)override;
virtual void Draw(AiL*game)override;
virtual void OnLevelLoad()override;
inline virtual bool IsPlayerControlledGameplayState()override final{return true;}
};

@ -50,6 +50,7 @@ class State_LevelComplete:public GameState{
virtual void Draw(AiL*game)override final;
virtual void DrawOverlay(AiL*game)override final;
virtual void OnLevelLoad()override final;
inline virtual bool IsPlayerControlledGameplayState()override final{return false;}
public:
static void TurnOffXPSound();
};

@ -43,6 +43,7 @@ class State_MainMenu:public GameState{
virtual void OnUserUpdate(AiL*game)override final;
virtual void Draw(AiL*game)override final;
virtual void OnLevelLoad()override final;
inline virtual bool IsPlayerControlledGameplayState()override final{return false;}
const ZoneData&ChooseRandomFocusArea();
vf2d cameraMoveDir;

@ -63,6 +63,7 @@ public:
virtual void Draw(AiL*game)override final;
virtual void DrawOverlay(AiL*game)override final;
virtual void OnLevelLoad()override final;
inline virtual bool IsPlayerControlledGameplayState()override final{return false;}
static void StartLevel();
static void UpdateCurrentConnectionPoint(const ConnectionPoint&connection);
};

@ -43,4 +43,5 @@ class State_Story:public GameState{
virtual void OnUserUpdate(AiL*game)override final;
virtual void Draw(AiL*game)override final;
virtual void OnLevelLoad()override final;
inline virtual bool IsPlayerControlledGameplayState()override final{return false;}
};

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 3
#define VERSION_PATCH 0
#define VERSION_BUILD 12137
#define VERSION_BUILD 12140
#define stringify(a) stringify_(a)
#define stringify_(a) #a

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