#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 "ItemDrop.h" #include "olcUTIL_Geometry2D.h" #include "AdventuresInLestoria.h" #include "SoundEffect.h" INCLUDE_game INCLUDE_GFX float ItemDrop::gravity; std::vectorItemDrop::drops; void ItemDrop::Initialize(){ gravity="ItemDrop.Item Drop Gravity"_F; } ItemDrop::ItemDrop(const ItemInfo*item,const vf2d pos,const bool isUpper) :item(item),pos(pos),upperLevel(isUpper){ const bool HasBossArenaBounds=game->GetCurrentMap().GetMapType()==Map::MapType::BOSS; if(HasBossArenaBounds){ const geom2d::rectarenaBounds=game->GetZones().at("BossArena")[0].zone; this->pos.x=std::clamp(this->pos.x,float(arenaBounds.pos.x),float(arenaBounds.pos.x+arenaBounds.size.x)); this->pos.y=std::clamp(this->pos.y,float(arenaBounds.pos.y),float(arenaBounds.pos.y+arenaBounds.size.y)); } speed.x=util::random_range("ItemDrop.Item Drop Horizontal Speed"_f[0],"ItemDrop.Item Drop Horizontal Speed"_f[1]); speed.y=util::random_range("ItemDrop.Item Drop Vertical Speed"_f[0],"ItemDrop.Item Drop Vertical Speed"_f[1]); zSpeed="ItemDrop.Item Drop Initial Rise Speed"_F; randomSpinOffset=util::random(PI/2); } vf2d ItemDrop::GetPos()const{ return pos; } bool ItemDrop::OnUpperLevel(){ return upperLevel; } void ItemDrop::Draw()const{ #pragma region Item Drop Shadow Rendering if(GetZ()>0){ vf2d shadowScale=vf2d{8*"ItemDrop.Item Drop Scale"_F/3.f,1}/std::max(1.f,GetZ()/24); game->view.DrawDecal(GetPos()-vf2d{3,3}*shadowScale/2+vf2d{0,6*"ItemDrop.Item Drop Scale"_F},GFX["circle.png"].Decal(),shadowScale,BLACK); } #pragma endregion float yOffset=0; if(GetZ()==0){ yOffset=sin((game->levelTime+randomSpinOffset)*3)*0.5f; } game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()+yOffset},GFX["skill_overlay_icon_overlay.png"].Decal(),0,GFX["skill_overlay_icon_overlay.png"].Decal()->sprite->Size()/2,{"ItemDrop.Item Drop Scale"_F,"ItemDrop.Item Drop Scale"_F},YELLOW); game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()+yOffset},const_cast(item->Decal()),0,item->Decal()->sprite->Size()/2,{"ItemDrop.Item Drop Scale"_F,"ItemDrop.Item Drop Scale"_F},{255,255,255,128}); game->SetDecalMode(DecalMode::ADDITIVE); game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()+yOffset},const_cast(item->Decal()),0,item->Decal()->sprite->Size()/2,{"ItemDrop.Item Drop Scale"_F,"ItemDrop.Item Drop Scale"_F},{uint8_t(abs(sin(game->levelTime*1.5)*255.f)),uint8_t(abs(sin(game->levelTime*1.5)*255.f)),uint8_t(abs(sin(game->levelTime*1.5)*255.f)),128}); game->SetDecalMode(DecalMode::NORMAL); } void ItemDrop::UpdateDrops(float fElapsedTime){ for(ItemDrop&drop:drops){ #pragma region Handle Z Speed drop.z+=drop.zSpeed*fElapsedTime; if(drop.z<=0){ drop.zSpeed=0; drop.z=0; } else{ drop.zSpeed+=gravity*fElapsedTime; drop.pos+=drop.speed*fElapsedTime; } #pragma endregion #pragma region Check for Suction / Player pull-in if(drop.zSpeed==0&&drop.OnUpperLevel()==game->GetPlayer()->OnUpperLevel()){ geom2d::linelineTo=geom2d::line(drop.pos,game->GetPlayer()->GetPos()); float dist=lineTo.length(); if(dist<="ItemDrop.Item Drop Suction Range"_F){ vf2d pointVel=lineTo.vector().norm(); float moveDistance=(1.f/std::min(48.f,dist))*"ItemDrop.Item Drop Suction Strength"_F*fElapsedTime; if(moveDistance>dist){ drop.pos=game->GetPlayer()->GetPos(); drop.collected=true; }else{ drop.pos+=pointVel*moveDistance; } } } #pragma endregion #pragma region Handle Upper/Lower Level Zone Intersecting if(drop.speed.mag()>0){ const std::map>&zoneData=game->GetZones(game->GetCurrentLevel()); for(const ZoneData&upperLevelZone:zoneData.at("UpperZone")){ if(geom2d::overlaps(upperLevelZone.zone,drop.pos)){ drop.upperLevel=true; } } for(const ZoneData&lowerLevelZone:zoneData.at("LowerZone")){ if(geom2d::overlaps(lowerLevelZone.zone,drop.pos)){ drop.upperLevel=false; } } } #pragma endregion } std::erase_if(drops,[](ItemDrop&drop){ if(drop.collected){ Inventory::AddItem(drop.GetItem()->Name(),1,true); ItemOverlay::AddToItemOverlay(*drop.GetItem()); SoundEffect::PlaySFX("Collect Item",SoundEffect::CENTERED); return true; } return false; }); ItemOverlay::Update(); } float ItemDrop::GetZ()const{ return z; } void ItemDrop::SpawnItem(const ItemInfo*item,vf2d pos,bool isUpper){ drops.push_back(ItemDrop{item,pos,isUpper}); } const ItemInfo*ItemDrop::GetItem()const{ return item; } const std::vector&ItemDrop::GetDrops(){ return ItemDrop::drops; } void ItemDrop::ClearDrops(){ ItemDrop::drops.clear(); }