#pragma region License /* License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2024 Joshua Sigona Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions or derivations of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions or derivative works in binary form must reproduce the above copyright notice. This list of conditions and the following disclaimer must be reproduced in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Portions of this software are copyright © 2024 The FreeType Project (www.freetype.org). Please see LICENSE_FT.txt for more information. All rights reserved. */ #pragma endregion #include "State_LevelComplete.h" #include "AdventuresInLestoria.h" #include "DEFINES.h" #include "Menu.h" #include "MenuLabel.h" #include "SaveFile.h" #include "ProgressBar.h" #include "SoundEffect.h" INCLUDE_MONSTER_LIST INCLUDE_game void State_LevelComplete::OnStateChange(GameState*prevState){ game->ResumeGame(); if(xpGainSound==std::numeric_limits::max()){ xpGainSound=Audio::LoadAndPlay("xpgain.ogg"_SFX,true); Audio::Engine().SetVolume(xpGainSound,0.f); } if(Menu::IsMenuOpen()){ Menu::CloseAllMenus(); } levelUpTextPos={-100.f,-100.f}; Component(MenuType::LEVEL_COMPLETE,"XP Bar")->ResetProgressBar(game->GetPlayer()->CurrentXP(),game->GetPlayer()->NextLevelXPRequired()); accumulatedXP=game->GetPlayer()->GetAccumulatedXP(); float xpBonus=1.1f; //10% XP bonus for finishing a stage. if(Component(LEVEL_COMPLETE,"Stage Complete Label")->GetLabel()!="Stage Summary"){ //If the label says stage summary, we didn't actually complete the level. Don't reward any stage items to the player. for(const ItemMapData&data:game->GetCurrentMap().GetStageLoot()){ uint8_t amountDiff=data.maxAmt-data.minAmt; uint8_t randomAmt=data.maxAmt; if(amountDiff>0){ //This check avoids division by zero. randomAmt=util::random()%(amountDiff+1)+data.minAmt; } for(uint8_t rolls=0;rolls(MenuType::LEVEL_COMPLETE,"Level EXP Gain Outline")->SetLabel(std::format("+{} Exp",accumulatedXP)); game->GetPlayer()->AddXP(game->GetPlayer()->GetAccumulatedXP()); game->GetPlayer()->SetState(State::NORMAL); Menu::OpenMenu(LEVEL_COMPLETE); }; void State_LevelComplete::OnLevelLoad(){} void State_LevelComplete::OnUserUpdate(AiL*game){ if(levelUpTimer>0.f){ levelUpTimer=std::max(0.f,levelUpTimer-game->GetElapsedTime()); levelUpTextPos.y-=(16/"Interface.HUD Level Up Timer"_F)*game->GetElapsedTime(); if(levelUpTimer<0.f){ levelUpTimer=0.f; levelUpTextPos=Menu::menus[LEVEL_COMPLETE]->pos.x+Component(LEVEL_COMPLETE,"Level Display")->GetPos()+Component(LEVEL_COMPLETE,"Level Display")->GetSize()-vf2d{0.f,16.f}; } } if(accumulatedXP>0){ lastXPChangeTimer-=game->GetElapsedTime(); Audio::Engine().SetVolume(xpGainSound,0.6f); if(lastXPChangeTimer<=0.f){ int incrementAmt=int(accumulatedXP/(1/"Interface.HUD XP Bar Tick Rate"_F))+1; accumulatedXP-=incrementAmt; auto progressBar=Component(MenuType::LEVEL_COMPLETE,"XP Bar"); progressBar->UpdateProgressBar(progressBar->GetCurrentProgress()+incrementAmt); if(progressBar->GetCurrentProgress()>=progressBar->GetFinalProgress()){ levelUpTextPos=Menu::menus[LEVEL_COMPLETE]->pos+Component(LEVEL_COMPLETE,"Level Display")->GetPos()+Component(LEVEL_COMPLETE,"Level Display")->GetSize(); levelUpTimer="Interface.HUD Level Up Timer"_F; progressBar->ResetProgressBar(progressBar->GetCurrentProgress()-progressBar->GetFinalProgress(),game->GetPlayer()->NextLevelXPRequired()); SoundEffect::PlaySFX("Level Up",SoundEffect::CENTERED); } lastXPChangeTimer="Interface.HUD XP Bar Tick Rate"_F; } }else{ Audio::Engine().SetVolume(xpGainSound,0.f); } }; void State_LevelComplete::Draw(AiL*game){ game->RenderHud(); }; void State_LevelComplete::DrawOverlay(AiL*game){ game->DrawShadowStringPropDecal(levelUpTextPos+vf2d{8.f,0.f},"Level Up!",YELLOW); game->DrawRotatedDecal(levelUpTextPos+vf2d{2.f,1.f},GFX["overworld_arrow.png"].Decal(),-PI/2,GFX["overworld_arrow.png"].Sprite()->Size(),{1.f,1.f},BLACK); game->DrawRotatedDecal(levelUpTextPos+vf2d{2.f,0.f},GFX["overworld_arrow.png"].Decal(),-PI/2,GFX["overworld_arrow.png"].Sprite()->Size(),{1.f,1.f},YELLOW); }