#include "Class.h" #include "DEFINES.h" #include "Crawler.h" #include "BulletTypes.h" INCLUDE_game INCLUDE_MONSTER_LIST INCLUDE_PLAYER_BULLET_LIST std::map>CLASS_DATA; void ClassData::InitializeClassData(){ CLASS_DATA[WARRIOR]=std::make_unique(Warrior("Warrior",WARRIOR, {"Block",15,0,VERY_DARK_BLUE,DARK_BLUE}, {"Battlecry",12,40}, {"Ground Slam",15,50}, {"Sonic Slash",40,60}, WARRIOR_WALK_N,WARRIOR_WALK_E,WARRIOR_WALK_S,WARRIOR_WALK_W, WARRIOR_IDLE_N,WARRIOR_IDLE_E,WARRIOR_IDLE_S,WARRIOR_IDLE_W)); CLASS_DATA[RANGER]=std::make_unique(Ranger("Ranger",RANGER, {"Retreat",7,0,VERY_DARK_BLUE,DARK_BLUE}, {"Rapid Fire",12,35}, {"Charged Shot",15,40}, {"Multishot",25,50}, RANGER_WALK_N,RANGER_WALK_E,RANGER_WALK_S,RANGER_WALK_W, RANGER_IDLE_N,RANGER_IDLE_E,RANGER_IDLE_S,RANGER_IDLE_W)); CLASS_DATA[BARD]=std::make_unique(Bard("Bard",BARD, {"???",7,0,VERY_DARK_BLUE,DARK_BLUE}, {"???",12,0}, {"???",15,0}, {"???",25,0}, WARRIOR_WALK_N,WARRIOR_WALK_E,WARRIOR_WALK_S,WARRIOR_WALK_W, WARRIOR_IDLE_N,WARRIOR_IDLE_E,WARRIOR_IDLE_S,WARRIOR_IDLE_W)); CLASS_DATA[WIZARD]=std::make_unique(Wizard("Wizard",WIZARD, {"Teleport",8,5,VERY_DARK_BLUE,DARK_BLUE}, {"Firebolt",6,30}, {"Lightning Bolt",6,25}, {"Meteor",40,75}, WIZARD_WALK_N,WIZARD_WALK_E,WIZARD_WALK_S,WIZARD_WALK_W, WIZARD_IDLE_N,WIZARD_IDLE_E,WIZARD_IDLE_S,WIZARD_IDLE_W)); CLASS_DATA[WITCH]=std::make_unique(Witch("Witch",WITCH, {"???",8,0,VERY_DARK_BLUE,DARK_BLUE}, {"???",6,0}, {"???",6,0}, {"???",40,0}, WARRIOR_WALK_N,WARRIOR_WALK_E,WARRIOR_WALK_S,WARRIOR_WALK_W, WARRIOR_IDLE_N,WARRIOR_IDLE_E,WARRIOR_IDLE_S,WARRIOR_IDLE_W)); } ClassData::ClassData(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3, AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w) :name(name),cl(cl),rightClickAbility(rightClickAbility),ability1(ability1),ability2(ability2),ability3(ability3), walk_n(walk_n),walk_e(walk_e),walk_s(walk_s),walk_w(walk_w),idle_n(idle_n),idle_w(idle_w),idle_s(idle_s),idle_e(idle_e) {} Warrior::Warrior(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3, AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w) :ClassData(name,cl,rightClickAbility,ability1,ability2,ability3, walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w) {} void Warrior::Update(float fElapsedTime){ } bool Warrior::AutoAttack(){ ACCESS_PLAYER if(p.state!=State::SPIN){ bool attack=false; Monster*closest=nullptr; float closest_dist=999999; for(Monster&m:MONSTER_LIST){ if(m.IsAlive() &&geom2d::overlaps(geom2d::circle(p.pos-vf2d{p.GetSizeMult()*12,p.GetSizeMult()*12},p.attack_range*p.GetSizeMult()*12),geom2d::circle(m.GetPos()-vf2d{m.GetSizeMult()*12,m.GetSizeMult()*12},m.GetSizeMult()*12)) &&geom2d::line(game->GetWorldMousePos(),m.GetPos()).length()(game->GetWorldMousePos(),m.GetPos()).length(); closest=&m; } } if(closest!=nullptr&&closest->Hurt(p.GetAttack())){ p.attack_cooldown_timer=p.ATTACK_COOLDOWN; p.swordSwingTimer=0.2; p.SetState(State::SWING_SWORD); switch(p.facingDirection){ case DOWN:{ p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_S); }break; case RIGHT:{ p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_E); }break; case LEFT:{ p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_W); }break; case UP:{ p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_N); }break; } } } return true; } bool Warrior::Ability1(){ ACCESS_PLAYER game->AddEffect(Effect(p.pos,0.1,AnimationState::BATTLECRY_EFFECT,1,0.3)); p.AddBuff(BuffType::ATTACK_UP,10,0.1); p.AddBuff(BuffType::DAMAGE_REDUCTION,10,0.1); for(Monster&m:MONSTER_LIST){ if(m.GetSizeMult()<=1&&geom2d::overlaps(geom2d::circle(p.pos,12*3.5),geom2d::circle(m.GetPos(),m.GetSizeMult()*12))){ m.AddBuff(BuffType::SLOWDOWN,5,0.3); } } return true; } bool Warrior::Ability2(){ ACCESS_PLAYER p.Spin(p.GROUND_SLAM_SPIN_TIME,14*PI); p.iframe_time=p.GROUND_SLAM_SPIN_TIME+0.1; return true; } bool Warrior::Ability3(){ ACCESS_PLAYER p.SetState(State::SWING_SONIC_SWORD); p.AddBuff(BuffType::SLOWDOWN,0.5,1); vf2d bulletVel={}; switch(p.GetFacingDirection()){ case UP:{ p.vel.y=70; bulletVel.y=-400; p.UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_N); }break; case LEFT:{ p.vel.x=70; bulletVel.x=-400; p.UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_W); }break; case RIGHT:{ p.vel.x=-70; bulletVel.x=400; p.UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_E); }break; case DOWN:{ p.vel.y=-70; bulletVel.y=400; p.UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_S); }break; } PLAYER_BULLET_LIST.push_back(std::make_unique(p.pos,bulletVel,30,p.GetAttack()*8,AnimationState::SONICSLASH,true,2.25,true)); game->SetupWorldShake(0.5); return true; } bool Warrior::RightClickAbility(){ ACCESS_PLAYER if(p.GetState()==State::NORMAL){ rightClickAbility.cooldown=rightClickAbility.COOLDOWN_TIME; p.SetState(State::BLOCK); p.AddBuff(BuffType::SLOWDOWN,3,0.3); return true; } return false; } Thief::Thief(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3, AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w) :ClassData(name,cl,rightClickAbility,ability1,ability2,ability3, walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w) {} void Thief::Update(float fElapsedTime){ } bool Thief::AutoAttack(){ return true; } bool Thief::Ability1(){ return true; } bool Thief::Ability2(){ return true; } bool Thief::Ability3(){ return true; } bool Thief::RightClickAbility(){ return true; } Ranger::Ranger(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3, AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w) :ClassData(name,cl,rightClickAbility,ability1,ability2,ability3, walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w) {} void Ranger::Update(float fElapsedTime){ } bool Ranger::AutoAttack(){ return true; } bool Ranger::Ability1(){ return true; } bool Ranger::Ability2(){ return true; } bool Ranger::Ability3(){ return true; } bool Ranger::RightClickAbility(){ return true; } Bard::Bard(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3, AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w) :ClassData(name,cl,rightClickAbility,ability1,ability2,ability3, walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w) {} void Bard::Update(float fElapsedTime){ } bool Bard::AutoAttack(){ return true; } bool Bard::Ability1(){ return true; } bool Bard::Ability2(){ return true; } bool Bard::Ability3(){ return true; } bool Bard::RightClickAbility(){ return true; } Wizard::Wizard(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3, AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w) :ClassData(name,cl,rightClickAbility,ability1,ability2,ability3, walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w) {} void Wizard::Update(float fElapsedTime){ ACCESS_PLAYER if(p.attack_cooldown_timer>0){ CLASS_DATA[cl]->idle_n=AnimationState::WIZARD_IDLE_ATTACK_N; CLASS_DATA[cl]->idle_e=AnimationState::WIZARD_IDLE_ATTACK_E; CLASS_DATA[cl]->idle_s=AnimationState::WIZARD_IDLE_ATTACK_S; CLASS_DATA[cl]->idle_w=AnimationState::WIZARD_IDLE_ATTACK_W; CLASS_DATA[cl]->walk_n=AnimationState::WIZARD_ATTACK_N; CLASS_DATA[cl]->walk_e=AnimationState::WIZARD_ATTACK_E; CLASS_DATA[cl]->walk_s=AnimationState::WIZARD_ATTACK_S; CLASS_DATA[cl]->walk_w=AnimationState::WIZARD_ATTACK_W; } else { CLASS_DATA[cl]->idle_n=AnimationState::WIZARD_IDLE_N; CLASS_DATA[cl]->idle_e=AnimationState::WIZARD_IDLE_E; CLASS_DATA[cl]->idle_s=AnimationState::WIZARD_IDLE_S; CLASS_DATA[cl]->idle_w=AnimationState::WIZARD_IDLE_W; CLASS_DATA[cl]->walk_n=AnimationState::WIZARD_WALK_N; CLASS_DATA[cl]->walk_e=AnimationState::WIZARD_WALK_E; CLASS_DATA[cl]->walk_s=AnimationState::WIZARD_WALK_S; CLASS_DATA[cl]->walk_w=AnimationState::WIZARD_WALK_W; } } bool Wizard::AutoAttack(){ ACCESS_PLAYER p.attack_cooldown_timer=p.MAGIC_ATTACK_COOLDOWN; float angleToCursor=atan2(game->GetWorldMousePos().y-p.pos.y,game->GetWorldMousePos().x-p.pos.x); PLAYER_BULLET_LIST.push_back(std::make_unique(EnergyBolt(p.pos,{cos(angleToCursor)*200,sin(angleToCursor)*200},12,p.GetAttack()))); return true; } bool Wizard::Ability1(){ return true; } bool Wizard::Ability2(){ return true; } bool Wizard::Ability3(){ return true; } bool Wizard::RightClickAbility(){ return true; } Witch::Witch(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3, AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w) :ClassData(name,cl,rightClickAbility,ability1,ability2,ability3, walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w) {} void Witch::Update(float fElapsedTime){ } bool Witch::AutoAttack(){ return true; } bool Witch::Ability1(){ return true; } bool Witch::Ability2(){ return true; } bool Witch::Ability3(){ return true; } bool Witch::RightClickAbility(){ return true; }