Add burst bullet functionality, add generalized Entity connector helper class. Burst bullet explode sound effect. Burst Bullet extra bullets on explosion. Damage through Damage Data modification will cancel if set to zero if damage resolution is modified. RotatingBullet class and functionality added. Release Build 11878.

master
sigonasr2 2 months ago
parent 8da0813ac3
commit dbeb9fbee7
  1. 12
      Adventures in Lestoria/Adventures in Lestoria.vcxproj
  2. 9
      Adventures in Lestoria/Adventures in Lestoria.vcxproj.filters
  3. 3
      Adventures in Lestoria/AdventuresInLestoria.cpp
  4. 2
      Adventures in Lestoria/Animation.cpp
  5. 30
      Adventures in Lestoria/BulletTypes.h
  6. 84
      Adventures in Lestoria/BurstBullet.cpp
  7. 2
      Adventures in Lestoria/DEFINES.h
  8. 57
      Adventures in Lestoria/Entity.cpp
  9. 56
      Adventures in Lestoria/Entity.h
  10. 9
      Adventures in Lestoria/GiantOctopus.cpp
  11. 2
      Adventures in Lestoria/IBullet.cpp
  12. 1
      Adventures in Lestoria/IBullet.h
  13. 1
      Adventures in Lestoria/Monster.cpp
  14. 1
      Adventures in Lestoria/Player.cpp
  15. 65
      Adventures in Lestoria/RotateBullet.cpp
  16. 2
      Adventures in Lestoria/Version.h
  17. BIN
      Adventures in Lestoria/assets/burstbullet.png
  18. BIN
      Adventures in Lestoria/assets/burstrotatebullet.png
  19. 10
      Adventures in Lestoria/assets/config/MonsterStrategies.txt
  20. 5
      Adventures in Lestoria/assets/config/audio/events.txt
  21. 2
      Adventures in Lestoria/assets/config/gfx/gfx.txt
  22. BIN
      Adventures in Lestoria/assets/gamepack.pak
  23. BIN
      Adventures in Lestoria/assets/sounds/burstexplode.ogg
  24. 2
      Adventures in Lestoria/olcUTIL_Animate2D.h
  25. BIN
      x64/Release/Adventures in Lestoria.exe

@ -408,6 +408,10 @@
<SubType>
</SubType>
</ClInclude>
<ClInclude Include="Entity.h">
<SubType>
</SubType>
</ClInclude>
<ClInclude Include="HurtDamageInfo.h">
<SubType>
</SubType>
@ -836,6 +840,10 @@
</ClCompile>
<ClCompile Include="BurstBullet.cpp" />
<ClCompile Include="Crab.cpp" />
<ClCompile Include="Entity.cpp">
<SubType>
</SubType>
</ClCompile>
<ClCompile Include="ExplosiveTrap.cpp">
<SubType>
</SubType>
@ -1086,6 +1094,10 @@
<SubType>
</SubType>
</ClCompile>
<ClCompile Include="RotateBullet.cpp">
<SubType>
</SubType>
</ClCompile>
<ClCompile Include="ThrownProjectile.cpp">
<SubType>
</SubType>

@ -711,6 +711,9 @@
<ClInclude Include="Arc.h">
<Filter>Header Files\Utils</Filter>
</ClInclude>
<ClInclude Include="Entity.h">
<Filter>Header Files\Utils</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Player.cpp">
@ -1274,6 +1277,12 @@
<ClCompile Include="BurstBullet.cpp">
<Filter>Source Files\Bullet Types</Filter>
</ClCompile>
<ClCompile Include="Entity.cpp">
<Filter>Source Files\Utils</Filter>
</ClCompile>
<ClCompile Include="RotateBullet.cpp">
<Filter>Source Files\Bullet Types</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="cpp.hint" />

@ -100,7 +100,7 @@ safemap<std::string,Animate2D::FrameSequence>ANIMATION_DATA;
std::vector<std::shared_ptr<Monster>>MONSTER_LIST;
std::unordered_map<MonsterSpawnerID,MonsterSpawner>SPAWNER_LIST;
std::vector<std::shared_ptr<DamageNumber>>DAMAGENUMBER_LIST;
std::vector<std::unique_ptr<IBullet>>BULLET_LIST;
std::vector<std::unique_ptr<IBullet>>BULLET_LIST{MAX_BULLETS};
std::optional<std::queue<MonsterSpawnerID>>SPAWNER_CONTROLLER;
safemap<std::string,Renderable>GFX;
utils::datafile DATA;
@ -816,6 +816,7 @@ void AiL::UpdateBullets(float fElapsedTime){
IBullet*b=(*it).get();
b->_Update(fElapsedTime);
}
if(BULLET_LIST.size()>MAX_BULLETS)ERR(std::format("WARNING! Bullet list reached greater than maximum expected size: {}. Consider expanding!!!",MAX_BULLETS));
std::erase_if(BULLET_LIST,[](std::unique_ptr<IBullet>&b){return b->IsDead();});
}

@ -465,6 +465,8 @@ void sig::Animation::InitializeAnimations(){
CreateHorizontalAnimationSequence("portal.png",8,{24,24},AnimationData{.frameDuration{0.1f},.style{Animate2D::Style::Repeat}});
CreateHorizontalAnimationSequence("burstbullet.png",4,{24,24},AnimationData{.frameDuration{0.1f},.style{Animate2D::Style::OneShot}});
//!!!!!WARNING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
//DO NOT CREATE MORE ANIMATION SEQUENCES UNDERNEATH HERE AS THE NEXT BLOCK WILL CREATE DEFAULT ANIMATIONS
//FOR ALL NON-SPECIFIED ANIMATION SEQUENCES!

@ -40,6 +40,8 @@ All rights reserved.
#include "Direction.h"
#include "Effect.h"
#include "TrailEffect.h"
#include "Entity.h"
#include <variant>
struct EnergyBolt:public Bullet{
float lastParticleSpawn=0;
@ -383,11 +385,33 @@ private:
};
struct BurstBullet:public Bullet{
BurstBullet(vf2d pos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col);
BurstBullet(vf2d pos,vf2d vel,const Entity target,const float explodeDist,const int extraBulletCount,const float extraBulletHeadingAngleChange,const float extraBulletRadius,const vf2d extraBulletScale,const float extraBulletStartSpeed,const float extraBulletAcc,float radius,int damage,bool upperLevel,bool friendly,Pixel col,vf2d scale);
void Update(float fElapsedTime)override;
BulletDestroyState PlayerHit(Player*player)override;//DO NOT CALL THIS DIRECTLY! INSTEAD USE _PlayerHit()!!
BulletDestroyState MonsterHit(Monster&monster,const uint8_t markStacksBeforeHit)override;//DO NOT CALL THIS DIRECTLY! INSTEAD USE _MonsterHit()!!
void ModifyOutgoingDamageData(HurtDamageInfo&data);
private:
const float bounceExplodeRadius;
int additionalBounceCount;
void Explode();
const Entity target;
const float explodeDist;
Oscillator<vf2d>scaleOscillator;
bool activated{false};
float explodeTimer{0.f};
const int extraBulletCount;
const float extraBulletHeadingAngleChange; //In radians.
const float extraBulletRadius;
const vf2d extraBulletScale;
const float extraBulletAcc;
const float extraBulletStartSpeed;
};
struct RotateBullet:public Bullet{
//headingAngleChange determines how the startingAngle adjusts over time (in radians).
RotateBullet(vf2d pos,float startingAng,float startSpeed,float acc,float headingAngleChange,float radius,int damage,bool upperLevel,bool friendly,Pixel col);
void Update(float fElapsedTime)override;
BulletDestroyState PlayerHit(Player*player)override;//DO NOT CALL THIS DIRECTLY! INSTEAD USE _PlayerHit()!!
BulletDestroyState MonsterHit(Monster&monster,const uint8_t markStacksBeforeHit)override;//DO NOT CALL THIS DIRECTLY! INSTEAD USE _MonsterHit()!!
void ModifyOutgoingDamageData(HurtDamageInfo&data);
private:
const float headingAngleChange;
};

@ -42,69 +42,61 @@ All rights reserved.
#include "util.h"
#include "SoundEffect.h"
#include "TrailEffect.h"
#include <ranges>
INCLUDE_game
INCLUDE_MONSTER_LIST
INCLUDE_ANIMATION_DATA
BurstBullet::BurstBullet(vf2d pos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col)
:Bullet(pos,vel,radius,damage,"energy_bolt.png",upperLevel,false,INFINITE,true,friendly,col){
if(game->GetPlayer()->HasEnchant("Trail of Fire"))flameTrail=dynamic_cast<TrailEffect&>(game->AddEffect(std::make_unique<TrailEffect>(pos,"Trail of Fire"_ENC["TRAIL DURATION"],"FlamesTexture.png","Trail of Fire"_ENC["TRAIL DAMAGE"]/100.f*game->GetPlayer()->GetAttack(),"Trail of Fire"_ENC["TRAIL TICK FREQUENCY"],upperLevel,1.f,vf2d{1.f,2.f},30000.f,Oscillator<Pixel>{{255,0,0,128},Pixel(0xE74F30),2.f},EffectType::TRAIL_OF_FIRE,true),true));
BurstBullet::BurstBullet(vf2d pos,vf2d vel,const Entity target,const float explodeDist,const int extraBulletCount,const float extraBulletHeadingAngleChange,const float extraBulletRadius,const vf2d extraBulletScale,const float extraBulletStartSpeed,const float extraBulletAcc,float radius,int damage,bool upperLevel,bool friendly,Pixel col,vf2d scale)
:Bullet(pos,vel,radius,damage,"burstrotatebullet.png",upperLevel,false,INFINITE,true,friendly,col,scale),extraBulletStartSpeed(extraBulletStartSpeed),extraBulletAcc(extraBulletAcc),extraBulletRadius(extraBulletRadius),extraBulletScale(extraBulletScale),extraBulletHeadingAngleChange(extraBulletHeadingAngleChange),extraBulletCount(extraBulletCount),target(target),explodeDist(explodeDist),scaleOscillator({0.85f,0.85f},{1.f,1.f},0.3f){
animation.mult=0.f; //Prevent animating.
}
void BurstBullet::Update(float fElapsedTime){
lastParticleSpawn=std::max(0.f,lastParticleSpawn-fElapsedTime);
if(lastParticleSpawn==0){
lastParticleSpawn="Wizard.Ability 1.ParticleFrequency"_F;
game->AddEffect(std::make_unique<Effect>(pos,"Wizard.Ability 1.ParticleLifetimeRange"_FRange,"energy_particle.png",upperLevel,"Wizard.Ability 1.ParticleSizeRange"_FRange,"Wizard.Ability 1.ParticleFadeoutTime"_F,vf2d{"Wizard.Ability 1.ParticleXSpeedRange"_FRange,"Wizard.Ability 1.ParticleYSpeedRange"_FRange},Pixel{uint8_t("Wizard.Ability 1.ParticleRedRange"_FRange),uint8_t("Wizard.Ability 1.ParticleGreenRange"_FRange),uint8_t("Wizard.Ability 1.ParticleBlueRange"_FRange),uint8_t("Wizard.Ability 1.ParticleAlphaRange"_FRange)}));
}
if(distanceTraveled>"Wizard.Ability 1.Max Range"_F&&IsActivated()){
fadeOutTime="Wizard.Ability 1.BulletHitFadeoutTime"_F;
for(int i=0;i<"Wizard.Ability 1.BulletHitExplosionParticleCount"_I;i++){
game->AddEffect(std::make_unique<Effect>(pos,"Wizard.Ability 1.BulletHitExplosionParticleLifetimeRange"_FRange,"circle.png",upperLevel,"Wizard.Ability 1.BulletHitExplosionParticleSizeRange"_FRange,"Wizard.Ability 1.BulletHitExplosionParticleFadeoutTimeRange"_FRange,vf2d{"Wizard.Ability 1.BulletHitExplosionParticleSpeedRange"_FRange,"Wizard.Ability 1.BulletHitExplosionParticleSpeedRange"_FRange},Pixel{uint8_t("Wizard.Ability 1.BulletHitExplosionParticleRedRange"_FRange),uint8_t("Wizard.Ability 1.BulletHitExplosionParticleGreenRange"_FRange),uint8_t("Wizard.Ability 1.BulletHitExplosionParticleBlueRange"_FRange),uint8_t("Wizard.Ability 1.BulletHitExplosionParticleAlphaRange"_FRange)}));
void BurstBullet::Explode(){
fadeOutTime=0.1f;
HurtType targets{friendly?HurtType::MONSTER:HurtType::PLAYER};
for(const auto&[target,isHurt]:game->Hurt(pos,radius,damage,OnUpperLevel(),GetZ(),targets)){
if(isHurt){
Entity ent{target};
ent.SetIframeTime(0.3f);
}
game->SetupWorldShake("Wizard.Ability 1.WorldShakeTime"_F);
if(friendly){
game->Hurt(pos,"Wizard.Ability 1.BulletHitExplosionRange"_F/100*12,int("Wizard.Ability 1.BulletHitExplosionDamageMult"_F*game->GetPlayer()->GetAttack()),OnUpperLevel(),0,HurtType::MONSTER,HurtFlag::PLAYER_ABILITY);
}else{
if(geom2d::overlaps(geom2d::circle<float>{pos,"Wizard.Ability 1.BulletHitExplosionRange"_F/100*12},geom2d::circle<float>{game->GetPlayer()->GetPos(),12.f})){
game->GetPlayer()->Hurt(damage,OnUpperLevel(),0.f);
}
SoundEffect::PlaySFX("Burst Bullet Explode",pos);
for(int i:std::ranges::iota_view(0,extraBulletCount)){
const float angle{(360.f/extraBulletCount)*i};
const vf2d newPos{pos+vf2d{radius/2.f,angle}.cart()};
CreateBullet(RotateBullet)(newPos,angle,extraBulletStartSpeed,extraBulletAcc,extraBulletHeadingAngleChange,extraBulletRadius,damage,OnUpperLevel(),friendly,WHITE)EndBullet;
}
Deactivate();
}
void BurstBullet::Update(float fElapsedTime){
if(IsActivated()){
if(!activated){
scaleOscillator.Update(fElapsedTime);
if(util::distance(target.GetPos(),pos)<=explodeDist){
activated=true;
animation.mult=1.f;
explodeTimer=ANIMATION_DATA[animation.currentStateName].GetTotalAnimationDuration();
}
}else if(explodeTimer>0.f){
explodeTimer-=fElapsedTime;
if(explodeTimer<=0.f)Explode();
}
game->AddEffect(std::make_unique<Effect>(pos,0,"splash_effect.png",upperLevel,"Wizard.Ability 1.BulletHitExplosionRange"_F/100*2,"Wizard.Ability 1.BulletHitExplosionFadeoutTime"_F,vf2d{},"Wizard.Ability 1.BulletHitExplosionColor"_Pixel));
SoundEffect::PlaySFX("Wizard Fire Bolt Hit",pos);
}
if(flameTrail)flameTrail.value().get().SetEndPos(pos);
}
BulletDestroyState BurstBullet::PlayerHit(Player*player)
{
fadeOutTime="Wizard.Ability 1.BulletHitFadeoutTime"_F;
for(int i=0;i<"Wizard.Ability 1.BulletHitExplosionParticleCount"_I;i++){
game->AddEffect(std::make_unique<Effect>(player->GetPos(),"Wizard.Ability 1.BulletHitExplosionParticleLifetimeRange"_FRange,"circle.png",upperLevel,"Wizard.Ability 1.BulletHitExplosionParticleSizeRange"_FRange,"Wizard.Ability 1.BulletHitExplosionParticleFadeoutTimeRange"_FRange,vf2d{"Wizard.Ability 1.BulletHitExplosionParticleSpeedRange"_FRange,"Wizard.Ability 1.BulletHitExplosionParticleSpeedRange"_FRange},Pixel{uint8_t("Wizard.Ability 1.BulletHitExplosionParticleRedRange"_FRange),uint8_t("Wizard.Ability 1.BulletHitExplosionParticleGreenRange"_FRange),uint8_t("Wizard.Ability 1.BulletHitExplosionParticleBlueRange"_FRange),uint8_t("Wizard.Ability 1.BulletHitExplosionParticleAlphaRange"_FRange)}));
game->SetupWorldShake("Wizard.Ability 1.WorldShakeTime"_F);}
game->AddEffect(std::make_unique<Effect>(player->GetPos(),0,"splash_effect.png",upperLevel,5,0.25,vf2d{},Pixel{240,120,60}));
SoundEffect::PlaySFX("Wizard Fire Bolt Hit",pos);
BulletDestroyState BurstBullet::PlayerHit(Player*player){
Explode();
return BulletDestroyState::KEEP_ALIVE;
}
BulletDestroyState BurstBullet::MonsterHit(Monster&monster,const uint8_t markStacksBeforeHit)
{
fadeOutTime="Wizard.Ability 1.BulletHitFadeoutTime"_F;
for(int i=0;i<"Wizard.Ability 1.BulletHitExplosionParticleCount"_I;i++){
game->AddEffect(std::make_unique<Effect>(monster.GetPos(),"Wizard.Ability 1.BulletHitExplosionParticleLifetimeRange"_FRange,"circle.png",upperLevel,"Wizard.Ability 1.BulletHitExplosionParticleSizeRange"_FRange,"Wizard.Ability 1.BulletHitExplosionParticleFadeoutTimeRange"_FRange,vf2d{"Wizard.Ability 1.BulletHitExplosionParticleSpeedRange"_FRange,"Wizard.Ability 1.BulletHitExplosionParticleSpeedRange"_FRange},Pixel{uint8_t("Wizard.Ability 1.BulletHitExplosionParticleRedRange"_FRange),uint8_t("Wizard.Ability 1.BulletHitExplosionParticleGreenRange"_FRange),uint8_t("Wizard.Ability 1.BulletHitExplosionParticleBlueRange"_FRange),uint8_t("Wizard.Ability 1.BulletHitExplosionParticleAlphaRange"_FRange)}));
}
game->SetupWorldShake("Wizard.Ability 1.WorldShakeTime"_F);
game->Hurt(monster.GetPos(),"Wizard.Ability 1.BulletHitExplosionRange"_F/100*12,int("Wizard.Ability 1.BulletHitExplosionDamageMult"_F*game->GetPlayer()->GetAttack()),OnUpperLevel(),0,HurtType::MONSTER,HurtFlag::PLAYER_ABILITY);
game->AddEffect(std::make_unique<Effect>(monster.GetPos(),0,"splash_effect.png",upperLevel,"Wizard.Ability 1.BulletHitExplosionRange"_F/100*2,"Wizard.Ability 1.BulletHitExplosionFadeoutTime"_F,vf2d{},"Wizard.Ability 1.BulletHitExplosionColor"_Pixel));
SoundEffect::PlaySFX("Wizard Fire Bolt Hit",pos);
BulletDestroyState BurstBullet::MonsterHit(Monster&monster,const uint8_t markStacksBeforeHit){
Explode();
return BulletDestroyState::KEEP_ALIVE;
}
void BurstBullet::ModifyOutgoingDamageData(HurtDamageInfo&data){
if(friendly)data.hurtFlags|=HurtFlag::PLAYER_ABILITY;
data.damage=0; //Nullify the damage because proximity damage will occur instead.
}

@ -81,6 +81,8 @@ using MonsterSpawnerID=int;
#undef INFINITE
#define INFINITE 999999
#define MAX_BULLETS size_t(512)
#define SETUP_CLASS(class) \
class::class() \
:Player::Player(){} \

@ -0,0 +1,57 @@
#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 "Entity.h"
#include "Player.h"
#define is(type) std::holds_alternative<type>(entity)
#define get(type) std::get<type>(entity)
Entity::Entity(Player*player):entity(player){}
Entity::Entity(Monster*monster):entity(monster){}
Entity::Entity(const std::variant<Monster*,Player*>ent):entity(ent){}
const vf2d Entity::GetPos()const{
if(is(Player*))return get(Player*)->GetPos();
if(is(Monster*))return get(Monster*)->GetPos();
}
void Entity::SetIframeTime(const float iframeTime){
if(is(Player*))get(Player*)->ApplyIframes(iframeTime);
else if(is(Monster*))get(Monster*)->ApplyIframes(iframeTime);
}

@ -0,0 +1,56 @@
#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 "olcUTIL_Geometry2D.h"
#include <variant>
class Player;
class Monster;
//A helper class to connect multiple entity types based on their commonalities without using inheritance shenanigans.
class Entity{
public:
Entity(Player*player);
Entity(Monster*monster);
Entity(const std::variant<Monster*,Player*>ent);
const vf2d GetPos()const;
void SetIframeTime(const float iframeTime);
private:
const std::variant<Monster*,Player*>entity;
};

@ -135,12 +135,15 @@ void Monster::STRATEGY::GIANT_OCTOPUS(Monster&m,float fElapsedTime,std::string s
}
if(m.F(A::SHOOT_TIMER)<=0.f){
if(m.I(A::ATTACK_COUNT)>=ConfigInt("Big Bullet Frequency")-1){
CreateBullet(Bullet)(m.GetPos(),util::pointTo(m.GetPos(),game->GetPlayer()->GetPos())*ConfigFloat("Big Bullet Speed"),ConfigFloat("Big Bullet Radius")*1.5f,ConfigFloat("Big Bullet Damage"),m.OnUpperLevel(),false,ConfigPixel("Big Bullet Color"),{ConfigFloat("Big Bullet Radius"),ConfigFloat("Big Bullet Radius")})EndBullet;
CreateBullet(BurstBullet)(m.GetPos(),util::pointTo(m.GetPos(),game->GetPlayer()->GetPos())*ConfigFloat("Big Bullet Speed"),game->GetPlayer(),ConfigPixels("Big Bullet Detection Radius"),ConfigInt("Big Bullet Extra Bullet Count"),util::degToRad(ConfigFloat("Big Bullet Extra Bullet Rotate Speed")),ConfigFloat("Big Bullet Extra Bullet Radius"),vf2d{ConfigFloatArr("Big Bullet Extra Bullet Image Scale",0),ConfigFloatArr("Big Bullet Extra Bullet Image Scale",1)},ConfigFloat("Big Bullet Extra Bullet Speed"),ConfigFloat("Big Bullet Extra Bullet Acceleration"),ConfigFloat("Big Bullet Radius"),ConfigInt("Big Bullet Damage"),m.OnUpperLevel(),false,ConfigPixel("Big Bullet Color"),vf2d{ConfigFloat("Big Bullet Image Scale"),ConfigFloat("Big Bullet Image Scale")})EndBullet;
m.F(A::SHOOT_TIMER)=ConfigFloat("Big Bullet Boss Rest Time");
m.I(A::ATTACK_COUNT)=-1;
}else CreateBullet(Bullet)(m.GetPos(),util::pointTo(m.GetPos(),game->GetPlayer()->GetPos())*ConfigFloat("Bullet Speed"),ConfigFloat("Bullet Radius"),ConfigFloat("Bullet Damage"),m.OnUpperLevel(),false,ConfigPixel("Bullet Color"),{ConfigFloat("Bullet Radius"),ConfigFloat("Bullet Radius")})EndBullet;
}else{
m.F(A::SHOOT_TIMER)=ConfigFloat("Shoot Frequency");
CreateBullet(Bullet)(m.GetPos(),util::pointTo(m.GetPos(),game->GetPlayer()->GetPos())*ConfigFloat("Bullet Speed"),ConfigFloat("Bullet Radius"),ConfigFloat("Bullet Damage"),m.OnUpperLevel(),false,ConfigPixel("Bullet Color"),{ConfigFloat("Bullet Radius"),ConfigFloat("Bullet Radius")})EndBullet;
}
m.PerformShootAnimation();
m.F(A::SHOOT_TIMER)=ConfigFloat("Shoot Frequency");
m.I(A::ATTACK_COUNT)++;
}
}break;

@ -143,6 +143,7 @@ void IBullet::_Update(const float fElapsedTime){
while(iterations>0){
iterations--;
if(IsPlayerAutoAttackProjectile()){pos+=(game->GetWindSpeed()*game->GetElapsedTime())/float(totalIterations);}
vel=vf2d{vel.polar().x+(acc*fElapsedTime/float(totalIterations)),vel.polar().y}.cart();
pos+=(vel*fElapsedTime)/float(totalIterations);
if(!CollisionCheck()){
goto DeadBulletCheck;
@ -154,6 +155,7 @@ void IBullet::_Update(const float fElapsedTime){
}
}else{
if(IsPlayerAutoAttackProjectile()){pos+=game->GetWindSpeed()*game->GetElapsedTime();}
vel=vf2d{vel.polar().x+acc*fElapsedTime,vel.polar().y}.cart();
pos+=vel*fElapsedTime;
}

@ -60,6 +60,7 @@ enum class BulletDestroyState{
struct IBullet{
friend class AiL;
float acc{};
vf2d vel;
vf2d pos;
float radius;

@ -708,6 +708,7 @@ const bool Monster::AttackAvoided(const float attackZ)const{
}
bool Monster::Hurt(HurtDamageInfo damageData){
if(damageData.damage==0)return false; //Cancel the hit.
return _Hurt(damageData.damage,damageData.onUpperLevel,damageData.z,damageData.damageRule,damageData.hurtFlags);
}

@ -892,6 +892,7 @@ bool Player::HasIframes(){
}
bool Player::Hurt(HurtDamageInfo damageData){
if(damageData.damage==0)return false; //Cancel the hit.
return Hurt(damageData.damage,damageData.onUpperLevel,damageData.z,damageData.damageRule,damageData.hurtFlags);
}

@ -0,0 +1,65 @@
#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 "BulletTypes.h"
RotateBullet::RotateBullet(vf2d pos,float startingAng,float startSpeed,float acc,float headingAngleChange,float radius,int damage,bool upperLevel,bool friendly,Pixel col)
:Bullet(pos,vf2d{startSpeed,startingAng}.cart(),radius,damage,"burstrotatebullet.png",upperLevel,false,INFINITE,true,friendly,col),headingAngleChange(headingAngleChange){
this->acc=acc;
}
void RotateBullet::Update(float fElapsedTime){
const float currentAng{vel.polar().y};
const float newAng{currentAng+headingAngleChange*fElapsedTime};
vel=vf2d{vel.polar().x,newAng}.cart();
}
BulletDestroyState RotateBullet::PlayerHit(Player*player){
fadeOutTime=0.2f;
Deactivate();
return BulletDestroyState::KEEP_ALIVE;
}
BulletDestroyState RotateBullet::MonsterHit(Monster&monster,const uint8_t markStacksBeforeHit){
fadeOutTime=0.2f;
Deactivate();
return BulletDestroyState::KEEP_ALIVE;
}
void RotateBullet::ModifyOutgoingDamageData(HurtDamageInfo&data){}

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 3
#define VERSION_PATCH 0
#define VERSION_BUILD 11871
#define VERSION_BUILD 11878
#define stringify(a) stringify_(a)
#define stringify_(a) #a

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@ -1262,9 +1262,17 @@ MonsterStrategy
# Number of shots when a big bullet comes out instead.
Big Bullet Frequency = 6shots
Big Bullet Speed = 250
Big Bullet Radius = 12px
Big Bullet Radius = 18px
Big Bullet Detection Radius = 200
Big Bullet Damage = 90
# xscale, yscale
Big Bullet Image Scale = 2,2
Big Bullet Extra Bullet Count = 10
Big Bullet Extra Bullet Radius = 8px
Big Bullet Extra Bullet Rotate Speed = 40deg/sec
Big Bullet Extra Bullet Image Scale = 1,1
Big Bullet Extra Bullet Speed = 120
Big Bullet Extra Bullet Acceleration = 50
Big Bullet Boss Rest Time = 2s
Big Bullet Color = 255r,0g,0b,255a
}

@ -69,6 +69,11 @@ Events
# Specify file names, followed by volume %. Optional min and max pitch adjustment (Defaults are 90%,110%)
File[0] = burning.ogg, 100%
}
Burst Bullet Explode
{
# Specify file names, followed by volume %. Optional min and max pitch adjustment (Defaults are 90%,110%)
File[0] = burstexplode.ogg, 100%
}
Button Click
{
# Specify file names, followed by volume %. Optional min and max pitch adjustment (Defaults are 90%,110%)

@ -141,6 +141,8 @@ Images
GFX_SandSuction = sand_suction.png
GFX_Bomb = bomb.png
GFX_Molotov = molotov.png
GFX_BurstBullet = burstbullet.png
GFX_BurstRotateBullet = burstrotatebullet.png
GFX_Thief_Sheet = nico-thief.png
GFX_Trapper_Sheet = nico-trapper.png

@ -225,7 +225,7 @@ namespace olc::utils::Animate2D
{
public:
Animation() = default;
float mult = 1.f;
float mult = 1.f; //Speed multiplier of the animation. Adjust to change the speed the animation plays at.
StatesEnum currentStateName;
inline bool ChangeState(AnimationState& state, const StatesEnum& sStateName, const float frameMult)

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