Monsters that ignore terrain collision should not be moved by other solid objects. Hide fade timers and the internal UpdateFadeTime function from inherited bullet types. Add large stone graphic. Apply fixed time step to large stone throw. Add in physics for large stone throw attack. Release Build 9630.
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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 "BulletTypes.h" |
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#include "AdventuresInLestoria.h" |
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INCLUDE_game |
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LargeStone::LargeStone(vf2d pos,const float stoneThrowTime,const vf2d landingPos,float moveVelWaitTimer,float radius,float z,float gravity,int damage,bool upperLevel,bool hitsMultiple,float lifetime,bool friendly,Pixel col,vf2d scale,float image_angle) |
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:stoneThrowTime(stoneThrowTime),startingPos(pos),landingPos(landingPos),gravity(gravity),initialMoveWaitTime(moveVelWaitTimer),moveTimer(moveVelWaitTimer),Bullet(pos,{},radius,damage,"large_rock.png",upperLevel,false,INFINITE,false,friendly,col,scale,image_angle){ |
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this->z=z; |
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Deactivate(); |
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} |
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void LargeStone::Update(float fElapsedTime){ |
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fixedTimeStepAcc+=fElapsedTime; |
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while(fixedTimeStepAcc>fixedTimeStep){ |
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Bullet::Update(fixedTimeStep); |
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if(moveTimer>0.f)moveTimer-=fixedTimeStep; |
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if(moveTimer<=0.f){ |
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if(z<=0.f&&fadeOutTime==0.f){ |
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game->Hurt(pos,radius,damage,OnUpperLevel(),0.f,friendly?HurtType::MONSTER:HurtType::PLAYER); |
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fadeOutTime=0.5f; |
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}else |
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if(z>0.f&&fadeOutTime>=0.f){ |
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pos=startingPos.lerp(landingPos,(GetTimeAlive()-initialMoveWaitTime)/stoneThrowTime); |
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zVel+=gravity*fixedTimeStep; |
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z+=zVel*fixedTimeStep; |
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} |
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} |
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fixedTimeStepAcc-=fixedTimeStep; |
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} |
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} |
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BulletDestroyState LargeStone::PlayerHit(Player*player){ |
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return BulletDestroyState::KEEP_ALIVE; |
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} |
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BulletDestroyState LargeStone::MonsterHit(Monster&monster){ |
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return BulletDestroyState::KEEP_ALIVE; |
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} |
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