#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 Wizard::name="Wizard"; Class Wizard::cl=WIZARD; Ability Wizard::rightClickAbility={"Teleport",8,5,VERY_DARK_BLUE,DARK_BLUE}; Ability Wizard::ability1={"Firebolt",6,30}; Ability Wizard::ability2={"Lightning Bolt",6,25}; Ability Wizard::ability3={"Meteor",40,75,VERY_DARK_RED,VERY_DARK_RED,PrecastData(1.5,9*24,4*24)}; Ability Wizard::ability4={"???",0,0}; AnimationState Wizard::idle_n=WIZARD_IDLE_N; AnimationState Wizard::idle_e=WIZARD_IDLE_E; AnimationState Wizard::idle_s=WIZARD_IDLE_S; AnimationState Wizard::idle_w=WIZARD_IDLE_W; AnimationState Wizard::walk_n=WIZARD_WALK_N; AnimationState Wizard::walk_e=WIZARD_WALK_E; AnimationState Wizard::walk_s=WIZARD_WALK_S; AnimationState Wizard::walk_w=WIZARD_WALK_W; SETUP_CLASS(Wizard) void Wizard::OnUpdate(float fElapsedTime){ if(attack_cooldown_timer>0){ idle_n=AnimationState::WIZARD_IDLE_ATTACK_N; idle_e=AnimationState::WIZARD_IDLE_ATTACK_E; idle_s=AnimationState::WIZARD_IDLE_ATTACK_S; idle_w=AnimationState::WIZARD_IDLE_ATTACK_W; walk_n=AnimationState::WIZARD_ATTACK_N; walk_e=AnimationState::WIZARD_ATTACK_E; walk_s=AnimationState::WIZARD_ATTACK_S; walk_w=AnimationState::WIZARD_ATTACK_W; } else { idle_n=AnimationState::WIZARD_IDLE_N; idle_e=AnimationState::WIZARD_IDLE_E; idle_s=AnimationState::WIZARD_IDLE_S; idle_w=AnimationState::WIZARD_IDLE_W; walk_n=AnimationState::WIZARD_WALK_N; walk_e=AnimationState::WIZARD_WALK_E; walk_s=AnimationState::WIZARD_WALK_S; walk_w=AnimationState::WIZARD_WALK_W; } if(GetState()==State::CASTING){ switch(GetFacingDirection()){ case UP:{ UpdateAnimation(AnimationState::WIZARD_CAST_N,WIZARD|WITCH); }break; case DOWN:{ UpdateAnimation(AnimationState::WIZARD_CAST_S,WIZARD|WITCH); }break; case LEFT:{ UpdateAnimation(AnimationState::WIZARD_CAST_W,WIZARD|WITCH); }break; case RIGHT:{ UpdateAnimation(AnimationState::WIZARD_CAST_E,WIZARD|WITCH); }break; } } } bool Wizard::AutoAttack(){ attack_cooldown_timer=MAGIC_ATTACK_COOLDOWN; float angleToCursor=atan2(game->GetWorldMousePos().y-GetPos().y,game->GetWorldMousePos().x-GetPos().x); BULLET_LIST.push_back(std::make_unique(EnergyBolt(GetPos(),{cos(angleToCursor)*200,sin(angleToCursor)*200},12,GetAttack(),upperLevel,true,WHITE))); return true; } void Wizard::InitializeClassAbilities(){ #pragma region Wizard Right-click Ability (Teleport) Wizard::rightClickAbility.action= [](Player*p,vf2d pos={}){ if(p->GetState()==State::CASTING)return false; float pointMouseDirection=atan2(game->GetWorldMousePos().y-p->GetPos().y,game->GetWorldMousePos().x-p->GetPos().x); vf2d pointTowardsMouse={cos(pointMouseDirection),sin(pointMouseDirection)}; float dist=std::clamp(geom2d::line{p->GetPos(),game->GetWorldMousePos()}.length(),0.f,6.5f*24); if(dist<12)return false; vf2d teleportPoint=p->GetPos()+pointTowardsMouse*dist; while(dist>0&&game->HasTileCollision(game->GetCurrentLevel(),teleportPoint)&&p->CanPathfindTo(p->GetPos(),teleportPoint)){ dist-=24; teleportPoint=p->GetPos()+pointTowardsMouse*dist; } if(dist>0&&p->CanPathfindTo(p->GetPos(),teleportPoint)){ p->SetState(State::TELEPORT); p->teleportAnimationTimer=0.35; p->teleportTarget=teleportPoint; p->teleportStartPosition=p->GetPos(); p->iframe_time=0.35; for(int i=0;i<16;i++){ game->AddEffect(std::make_unique(p->GetPos()+vf2d{(rand()%160-80)/10.f,(rand()%160-80)/10.f},float(rand()%300)/1000,AnimationState::DOT_PARTICLE,p->upperLevel,0.3,0.2,vf2d{float(rand()%1000-500)/100,float(rand()%1000-500)/100},BLACK)); } return true; } else { p->notificationDisplay={"Cannot Teleport to that location!",0.5}; return false; } }; #pragma endregion #pragma region Wizard Ability 1 (Fire Bolt) Wizard::ability1.action= [](Player*p,vf2d pos={}){ float angleToCursor=atan2(game->GetWorldMousePos().y-p->GetPos().y,game->GetWorldMousePos().x-p->GetPos().x); BULLET_LIST.push_back(std::make_unique(FireBolt(p->GetPos(),{cos(angleToCursor)*275,sin(angleToCursor)*275},12,p->GetAttack(),p->upperLevel,true,{240,120,60}))); return true; }; #pragma endregion #pragma region Wizard Ability 2 (Lightning Bolt) Wizard::ability2.action= [](Player*p,vf2d pos={}){ float angleToCursor=atan2(game->GetWorldMousePos().y-p->GetPos().y,game->GetWorldMousePos().x-p->GetPos().x); BULLET_LIST.push_back(std::make_unique(LightningBolt(p->GetPos(),{cos(angleToCursor)*230,sin(angleToCursor)*230},12,p->GetAttack()*4,p->upperLevel,true,WHITE))); return true; }; #pragma endregion #pragma region Wizard Ability 3 (Meteor) Wizard::ability3.action= [](Player*p,vf2d pos={}){ p->CastSpell(Wizard::ability3); game->AddEffect(std::make_unique(pos,3,AnimationState::METEOR,p->OnUpperLevel(),vf2d{1,1},2)); return true; }; #pragma endregion }