#include "Class.h" #include "olcPixelGameEngine.h" #include "DEFINES.h" #include "Player.h" #include "Effect.h" #include "Crawler.h" #include "BulletTypes.h" INCLUDE_MONSTER_LIST INCLUDE_BULLET_LIST INCLUDE_game std::string Ranger::name="Ranger"; Class Ranger::cl=RANGER; Ability Ranger::rightClickAbility=Ability("Retreat",7,0,VERY_DARK_BLUE,DARK_BLUE); Ability Ranger::ability1=Ability("Rapid Fire",12,35); Ability Ranger::ability2=Ability("Charged Shot",15,40); Ability Ranger::ability3=Ability("Multishot",25,50); Ability Ranger::ability4=Ability("???",0,0); AnimationState Ranger::idle_n=RANGER_IDLE_N; AnimationState Ranger::idle_e=RANGER_IDLE_E; AnimationState Ranger::idle_s=RANGER_IDLE_S; AnimationState Ranger::idle_w=RANGER_IDLE_W; AnimationState Ranger::walk_n=RANGER_WALK_N; AnimationState Ranger::walk_e=RANGER_WALK_E; AnimationState Ranger::walk_s=RANGER_WALK_S; AnimationState Ranger::walk_w=RANGER_WALK_W; SETUP_CLASS(Ranger) void Ranger::OnUpdate(float fElapsedTime){ if(GetState()==SHOOT_ARROW){ if(attack_cooldown_timer<=ARROW_ATTACK_COOLDOWN-0.3){ SetState(NORMAL); } } if(retreatTimer>0){ SetZ(6*sin(PI/RETREAT_TIME*retreatTimer)); retreatTimer-=fElapsedTime; if(retreatTimer<=0){ SetVelocity({}); SetZ(0); } } if(ghostRemoveTimer>0){ ghostRemoveTimer-=fElapsedTime; if(ghostRemoveTimer<=0){ if(ghostPositions.size()>0){ ghostPositions.erase(ghostPositions.begin()); if(ghostPositions.size()>0){ ghostRemoveTimer=RETREAT_GHOST_FRAME_DELAY; } } } } } bool Ranger::AutoAttack(){ attack_cooldown_timer=ARROW_ATTACK_COOLDOWN; geom2d::line pointTowardsCursor(GetPos(),game->GetWorldMousePos()); vf2d extendedLine=pointTowardsCursor.upoint(1.1); float angleToCursor=atan2(extendedLine.y-GetPos().y,extendedLine.x-GetPos().x); BULLET_LIST.push_back(std::make_unique(Arrow(GetPos(),extendedLine,vf2d{cos(angleToCursor)*250,float(sin(angleToCursor)*250-PI/8*250)}+movementVelocity,12,GetAttack(),OnUpperLevel(),true))); SetState(State::SHOOT_ARROW); if(angleToCursor<=PI/4&&angleToCursor>-PI/4){ UpdateAnimation(AnimationState::RANGER_SHOOT_E); } else if(angleToCursor>=3*PI/4||angleToCursor<-3*PI/4){ UpdateAnimation(AnimationState::RANGER_SHOOT_W); } else if(angleToCursor<=3*PI/4&&angleToCursor>PI/4){ UpdateAnimation(AnimationState::RANGER_SHOOT_S); } else if(angleToCursor>=-3*PI/4&&angleToCursor<-PI/4){ UpdateAnimation(AnimationState::RANGER_SHOOT_N); } return false; } void Ranger::InitializeClassAbilities(){ #pragma region Ranger Right-click Ability (???) 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()); p->ghostFrameTimer=p->RETREAT_GHOST_FRAME_DELAY; p->ghostRemoveTimer=p->RETREAT_GHOST_FRAMES*p->RETREAT_GHOST_FRAME_DELAY; return true; }; #pragma endregion #pragma region Ranger Ability 1 (???) Ranger::ability1.action= [](Player*p,vf2d pos={}){ return false; }; #pragma endregion #pragma region Ranger Ability 2 (???) Ranger::ability2.action= [](Player*p,vf2d pos={}){ return false; }; #pragma endregion #pragma region Ranger Ability 3 (???) Ranger::ability3.action= [](Player*p,vf2d pos={}){ return false; }; #pragma endregion }