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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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|
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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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|
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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 "SoundEffect.h" |
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#include "AdventuresInLestoria.h" |
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#include "DEFINES.h" |
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INCLUDE_game |
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INCLUDE_ANIMATION_DATA |
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DaggerStab::DaggerStab(Monster&sourceMonster,float radius,int damage,bool upperLevel,const Direction facingDir,const float daggerFrameDuration,const float daggerStabDistance,const HorizontalFlip horizontalFlip,const DirectionOffsets offsets,bool friendly,Pixel col) |
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:Bullet(sourceMonster.GetPos(),{},radius,damage,"dagger_stab.png",upperLevel,false,daggerFrameDuration*ANIMATION_DATA["dagger_stab.png"].GetFrameCountBasedOnAnimationStyle(),true,friendly,col), |
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sourceMonster(sourceMonster),frameDuration(daggerFrameDuration),daggerStabDistance(daggerStabDistance),facingDir(facingDir),daggerPositionOffsets(offsets),horizontalFlip(horizontalFlip){} |
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void DaggerStab::Update(float fElapsedTime){ |
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ANIMATION_DATA["dagger_stab.png"].ChangeFrameDuration(frameDuration); |
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#pragma region Dagger Position Offset |
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vf2d daggerOffset=daggerPositionOffsets.offsets[facingDir]; |
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if(horizontalFlip==HorizontalFlip::FLIPPED)daggerOffset.x*=-1; |
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pos=sourceMonster.GetPos()+daggerOffset; |
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#pragma endregion |
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#pragma region Dagger stabbing |
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if(lifetime<=ANIMATION_DATA["dagger_stab.png"].GetTotalAnimationDuration()*0.6667f&& |
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lifetime>=ANIMATION_DATA["dagger_stab.png"].GetTotalAnimationDuration()*0.3333f){ |
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switch(facingDir){ |
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case Direction::NORTH:{ |
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pos+=vf2d{0,-daggerStabDistance}; |
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}break; |
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case Direction::EAST:{ |
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pos+=vf2d{daggerStabDistance,0}; |
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}break; |
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case Direction::SOUTH:{ |
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pos+=vf2d{0,daggerStabDistance}; |
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}break; |
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case Direction::WEST:{ |
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pos+=vf2d{-daggerStabDistance,0}; |
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}break; |
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default:ERR(std::format("WARNING! Unknown direction value {} was supplied! THIS SHOULD NOT BE HAPPENING!",int(facingDir))); |
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} |
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} |
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#pragma endregion |
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#pragma region Dagger rotation handling |
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switch(facingDir){ |
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case Direction::NORTH:{ |
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vel={0,-0.001f}; |
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}break; |
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case Direction::EAST:{ |
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vel={0.001f,0}; |
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}break; |
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case Direction::SOUTH:{ |
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vel={0,0.001f}; |
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}break; |
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case Direction::WEST:{ |
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vel={-0.001f,0}; |
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}break; |
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default:ERR(std::format("WARNING! Unknown direction value {} was supplied! THIS SHOULD NOT BE HAPPENING!",int(facingDir))); |
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} |
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#pragma endregion |
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} |
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bool DaggerStab::PlayerHit(Player*player){ |
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deactivated=true; |
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game->AddEffect(std::make_unique<Effect>(pos,0,"lightning_splash_effect.png",upperLevel,player->GetSizeMult()*0.25f,0.25,vf2d{})); |
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return false; |
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} |
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bool DaggerStab::MonsterHit(Monster&monster){ |
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deactivated=true; |
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game->AddEffect(std::make_unique<Effect>(pos,0,"lightning_splash_effect.png",upperLevel,monster.GetSizeMult()*0.25f,0.25,vf2d{})); |
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return false; |
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} |
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