Fix Wizards and Rangers being able to override iframe timer when using Teleport and Retreat respectively. Remove last released key state. Seemed redundant when animation facing direction exists. Make player animation changes be reflected in the facing direction variable. Add pathfinding to Thief's Deadly Dash attack so it can't go through barriers. Added new class counterpoints as equippable classes for the prior weapons. Release Build 10146.
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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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|
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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 "BulletTypes.h" |
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#include <ranges> |
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#include "util.h" |
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#include "AdventuresInLestoria.h" |
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INCLUDE_ANIMATION_DATA |
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INCLUDE_game |
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DeadlyDash::DeadlyDash(vf2d startPos,vf2d endPos,float radius,float afterImagesLingeringTime,int damage,float knockbackAmt,bool upperLevel,bool friendly,float afterImagesSpreadDist,const std::string&animation,Pixel col) |
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:animation(animation),startPos(startPos),endPos(endPos),checkRadius(radius),afterImagesSpreadDist(afterImagesSpreadDist),afterImagesLingeringTime(afterImagesLingeringTime),knockbackAmt(knockbackAmt),Bullet({},{},0.f,damage,"circle.png",upperLevel,true,INFINITE,false,friendly,col,{1.f,1.f},0.f){ |
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const geom2d::line<float>afterImageLine{startPos,endPos}; |
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const int afterImageCount{int(afterImageLine.length()/afterImagesSpreadDist)+1}; |
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lifetime=afterImageCount*afterImagesLingeringTime; |
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for(int i:std::ranges::iota_view(0,afterImageCount)){ |
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const float offsetDist{afterImagesSpreadDist*(i+1)}; |
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const vf2d afterImagePos{geom2d::line<float>{startPos,endPos}.rpoint(offsetDist)}; |
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if(friendly){ |
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const HurtList&hitList{game->HurtNotHit(afterImagePos,radius,damage,this->hitList,OnUpperLevel(),GetZ(),HurtType::MONSTER)}; |
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for(auto&[entityPtr,wasHit]:hitList){ |
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if(wasHit){ |
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Monster*monster{std::get<Monster*>(entityPtr)}; |
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monster->ProximityKnockback(afterImagePos,knockbackAmt); |
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this->hitList.insert(monster); |
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} |
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} |
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}else{ |
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const HurtList&hitList{game->HurtNotHit(afterImagePos,radius,damage,this->hitList,OnUpperLevel(),GetZ(),HurtType::PLAYER)}; |
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for(auto&[entityPtr,wasHit]:hitList){ |
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if(wasHit){ |
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Player*player{std::get<Player*>(entityPtr)}; |
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player->ProximityKnockback(afterImagePos,knockbackAmt); |
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} |
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} |
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} |
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} |
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} |
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void DeadlyDash::Draw(const Pixel blendCol)const{ |
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const geom2d::line<float>afterImageLine{startPos,endPos}; |
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const int afterImageCount{int(afterImageLine.length()/afterImagesSpreadDist)+1}; |
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for(int i:std::ranges::iota_view(0,afterImageCount)){ |
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const float fadeTimeBegins{(i+1)*afterImagesLingeringTime}; |
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uint8_t alpha{255U}; |
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if(GetAliveTime()>fadeTimeBegins)alpha=std::max(0.f,util::lerp(255,0,(GetAliveTime()-fadeTimeBegins)/afterImagesLingeringTime)); |
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const Animate2D::FrameSequence&animation{ANIMATION_DATA[this->animation]}; |
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const float animationFrameTimer{i*animation.m_fFrameDuration}; |
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const float offsetDist{afterImagesSpreadDist*(i+1)}; |
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const vf2d drawPos{geom2d::line<float>{startPos,endPos}.rpoint(offsetDist)}; |
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const Animate2D::Frame&frame{animation.GetFrame(animationFrameTimer)}; |
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game->SetDecalMode(DecalMode::ADDITIVE); |
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game->view.DrawPartialRotatedDecal(drawPos,frame.GetSourceImage()->Decal(),0.f,frame.GetSourceRect().size/2,frame.GetSourceRect().pos,frame.GetSourceRect().size,{game->GetPlayer()->GetSizeMult(),game->GetPlayer()->GetSizeMult()},{col.r,col.g,col.b,alpha}); |
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game->SetDecalMode(DecalMode::NORMAL); |
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} |
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} |
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