#pragma once #include "State_OverworldMap.h" #include "Crawler.h" #include "DEFINES.h" #include "Menu.h" #include "Unlock.h" #include "ConnectionPoint.h" #include "util.h" #include "drawutil.h" #include "MenuLabel.h" #include "EncountersSpawnListScrollableWindowComponent.h" INCLUDE_MONSTER_LIST INCLUDE_game std::vectorState_OverworldMap::connections; State_OverworldMap::State_OverworldMap(){ SetStageMarker("Stage I-I"); //Eventually we will load the game from a file and this will not be necessary. We just set it to this for now. } void State_OverworldMap::OnStateChange(GameState*prevState){ if(Menu::IsMenuOpen()){ Menu::CloseAllMenus(); } game->GetPlayer()->SetPos(currentConnectionPoint->rect.pos+currentConnectionPoint->rect.size/2+vf2d{0,16}); playerTargetPos=currentConnectionPoint->rect.pos+currentConnectionPoint->rect.size/2+vf2d{0,16}; game->GetPlayer()->UpdateWalkingAnimation(DOWN); game->GetPlayer()->SetState(State::FORCE_WALK); game->GetPlayer()->SetSizeMult(1); game->camera.MoveCamera(currentConnectionPoint->rect.middle()+vf2d{game->GetScreenSize().x/6.0f,0}); Component(OVERWORLD_LEVEL_SELECT,"Chapter Label")->SetLabel("Chapter "+std::to_string(game->GetCurrentChapter())); Component(OVERWORLD_LEVEL_SELECT,"Stage Label")->SetLabel(currentConnectionPoint->name); Component(OVERWORLD_LEVEL_SELECT,"Spawns List")->UpdateSpawns(currentConnectionPoint->spawns); Component(OVERWORLD_LEVEL_SELECT,"Enter Button")->Enable(currentConnectionPoint->levelDataExists); Menu::OpenMenu(OVERWORLD_LEVEL_SELECT,false); }; void State_OverworldMap::OnUserUpdate(Crawler*game){ game->camera.SetTarget(currentConnectionPoint->rect.middle()+vf2d{game->GetScreenSize().x/6.0f,0}); game->UpdateCamera(game->GetElapsedTime()); game->GetPlayer()->Update(game->GetElapsedTime()); if(game->GetPlayer()->GetPos()!=playerTargetPos){ if(geom2d::line(game->GetPlayer()->GetPos(),playerTargetPos).length()<2){ game->GetPlayer()->SetPos(playerTargetPos); }else{ game->GetPlayer()->SetPos(game->GetPlayer()->GetPos()+util::pointTo(game->GetPlayer()->GetPos(),playerTargetPos)*playerMoveSpd*game->GetElapsedTime()); } } for(ConnectionPoint&cp:connections){ if(game->GetMouse(Mouse::LEFT).bPressed&&geom2d::overlaps(game->GetWorldMousePos(),cp.rect)){ for(int neighborInd:currentConnectionPoint->neighbors){ if(neighborInd==-1)continue; ConnectionPoint&neighbor=ConnectionPointFromIndex(neighborInd); if(Unlock::IsUnlocked(neighbor.name)&&&cp==&neighbor){ currentConnectionPoint=&neighbor; playerTargetPos=currentConnectionPoint->rect.pos+currentConnectionPoint->rect.size/2+vf2d{0,16}; float angleTo=util::angleTo(game->GetPlayer()->GetPos(),playerTargetPos); if(angleTo>=-3*PI/4&&angleTo<-PI/4){ game->GetPlayer()->UpdateWalkingAnimation(UP); }else if(angleTo=-PI/4){ game->GetPlayer()->UpdateWalkingAnimation(RIGHT); }else if(angleTo>=PI/4&&angleTo<3*PI/4){ game->GetPlayer()->UpdateWalkingAnimation(DOWN); }else{ game->GetPlayer()->UpdateWalkingAnimation(LEFT); } Component(OVERWORLD_LEVEL_SELECT,"Stage Label")->SetLabel(currentConnectionPoint->name); Component(OVERWORLD_LEVEL_SELECT,"Spawns List")->UpdateSpawns(currentConnectionPoint->spawns); Component(OVERWORLD_LEVEL_SELECT,"Enter Button")->Enable(currentConnectionPoint->levelDataExists); break; } } } } }; void State_OverworldMap::Draw(Crawler*game){ currentTime+=game->GetElapsedTime(); for(ConnectionPoint&cp:connections){ if(!Unlock::IsUnlocked(cp)){ game->view.FillRectDecal(cp.rect.pos,cp.rect.size,{0,0,0,128}); } } for(ConnectionPoint&cp:connections){ if(Unlock::IsUnlocked(cp)&&geom2d::overlaps(game->GetWorldMousePos(),cp.rect)&&(&cp==currentConnectionPoint||cp.IsNeighbor(*currentConnectionPoint))){ drawutil::DrawCrosshairDecalTransformedView(game->view,cp.rect,currentTime); break; } } }; void State_OverworldMap::SetStageMarker(std::string connectionName){ for(ConnectionPoint&connection:connections){ if(connection.name==connectionName){ currentConnectionPoint=&connection; return; } } ERR("WARNING! Could not find a connection point with name "<currentConnectionPoint; } void State_OverworldMap::StartLevel(){ game->LoadLevel(LEVEL_NAMES.at(State_OverworldMap::GetCurrentConnectionPoint().map)); GameState::ChangeState(States::GAME_RUN); }