#include "Class.h" #include "olcPixelGameEngine.h" #include "DEFINES.h" #include "Player.h" #include "Effect.h" #include "Crawler.h" #include "BulletTypes.h" #include "utils.h" #include "config.h" INCLUDE_MONSTER_LIST INCLUDE_BULLET_LIST INCLUDE_game void Ranger::Initialize(){ READFROMCONFIG(Ranger,RANGER); Ranger::idle_n=RANGER_IDLE_N; Ranger::idle_e=RANGER_IDLE_E; Ranger::idle_s=RANGER_IDLE_S; Ranger::idle_w=RANGER_IDLE_W; Ranger::walk_n=RANGER_WALK_N; Ranger::walk_e=RANGER_WALK_E; Ranger::walk_s=RANGER_WALK_S; Ranger::walk_w=RANGER_WALK_W; } SETUP_CLASS(Ranger) void Ranger::OnUpdate(float fElapsedTime){ } bool Ranger::AutoAttack(){ geom2d::line pointTowardsCursor(GetPos(),game->GetWorldMousePos()); vf2d extendedLine=pointTowardsCursor.upoint(1.1); float angleToCursor=atan2(extendedLine.y-GetPos().y,extendedLine.x-GetPos().x); attack_cooldown_timer=ARROW_ATTACK_COOLDOWN; BULLET_LIST.push_back(std::make_unique(Arrow(GetPos(),extendedLine,vf2d{cos(angleToCursor)*"Ranger.Auto Attack.ArrowSpd"_F,float(sin(angleToCursor)*"Ranger.Auto Attack.ArrowSpd"_F-PI/8*"Ranger.Auto Attack.ArrowSpd"_F)}+movementVelocity,"Ranger.Auto Attack.Radius"_F/100*12,GetAttack()*"Ranger.Auto Attack.DamageMult"_F,OnUpperLevel(),true))); SetState(State::SHOOT_ARROW); SetAnimationBasedOnTargetingDirection(angleToCursor); return true; } void Ranger::InitializeClassAbilities(){ #pragma region Ranger Right-click Ability (Retreat) Ranger::rightClickAbility.action= [](Player*p,vf2d pos={}){ geom2d::line mouseDir{game->GetWorldMousePos(),p->GetPos()}; float velocity=(0.5*-p->friction*p->RETREAT_TIME*p->RETREAT_TIME-p->RETREAT_DISTANCE)/-p->RETREAT_TIME; //Derived from kinetic motion formula. p->SetVelocity(mouseDir.vector().norm()*velocity); p->retreatTimer=p->RETREAT_TIME; p->iframe_time=p->RETREAT_TIME; p->ghostPositions.push_back(p->GetPos()+vf2d{0,-p->GetZ()}); p->ghostFrameTimer=p->RETREAT_GHOST_FRAME_DELAY; p->ghostRemoveTimer=p->RETREAT_GHOST_FRAMES*p->RETREAT_GHOST_FRAME_DELAY; float angleToCursor=atan2(game->GetWorldMousePos().y-p->GetPos().y,game->GetWorldMousePos().x-p->GetPos().x); p->SetAnimationBasedOnTargetingDirection(angleToCursor); p->SetState(State::RETREAT); return true; }; #pragma endregion #pragma region Ranger Ability 1 (Rapid Fire) Ranger::ability1.action= [](Player*p,vf2d pos={}){ p->remainingRapidFireShots=p->RAPID_FIRE_SHOOT_AMOUNT; p->rapidFireTimer=p->RAPID_FIRE_SHOOT_DELAY; p->SetState(State::ANIMATION_LOCK); return true; }; #pragma endregion #pragma region Ranger Ability 2 (Charged Shot) Ranger::ability2.action= [](Player*p,vf2d pos={}){ vf2d arrowVelocity=util::pointTo(p->GetPos(),game->GetWorldMousePos()); BULLET_LIST.push_back(std::make_unique(p->GetPos(),arrowVelocity*600,20,p->GetAttack()*2.5,p->OnUpperLevel(),true)); p->SetAnimationBasedOnTargetingDirection(atan2(arrowVelocity.y,arrowVelocity.x)); game->SetupWorldShake(0.3); return true; }; #pragma endregion #pragma region Ranger Ability 3 (Multi Shot) Ranger::ability3.action= [](Player*p,vf2d pos={}){ geom2d::line pointTowardsCursor=geom2d::line(p->GetPos(),game->GetWorldMousePos()); float shootingDist=pointTowardsCursor.length(); vf2d shootingDirMiddle=pointTowardsCursor.vector(); float shootingAngle=atan2(shootingDirMiddle.y,shootingDirMiddle.x); for(int i=0;i<7;i++){ if(i==3)continue; float newAngle=shootingAngle-3.f/16*PI+i*1.f/16*PI; geom2d::line pointTowardsCursor=geom2d::line(p->GetPos(),p->GetPos()+vf2d{cos(newAngle),sin(newAngle)}*shootingDist); vf2d extendedLine=pointTowardsCursor.upoint(1.1); BULLET_LIST.push_back(std::make_unique(Arrow(p->GetPos(),extendedLine,vf2d{cos(newAngle)*250,float(sin(newAngle)*250-PI/8*250)}+p->movementVelocity,12,p->GetAttack(),p->OnUpperLevel(),true))); } p->SetAnimationBasedOnTargetingDirection(shootingAngle); return true; }; #pragma endregion }