#include "Monster.h" #include "DamageNumber.h" #include "Crawler.h" #include "Bullet.h" #include "DEFINES.h" INCLUDE_ANIMATION_DATA INCLUDE_MONSTER_DATA INCLUDE_MONSTER_LIST INCLUDE_DAMAGENUMBER_LIST INCLUDE_game INCLUDE_BULLET_LIST MonsterData::MonsterData(){} MonsterData::MonsterData(MonsterName type,int hp,int atk,std::vectoranimations,float moveSpd,float size,MonsterStrategy strategy,int collisionDmg): type(type),hp(hp),atk(atk),moveSpd(moveSpd),size(size),strategy(strategy),animations(animations),collisionDmg(collisionDmg){ } int MonsterData::GetHealth(){ return hp; } int MonsterData::GetAttack(){ return atk; } float MonsterData::GetMoveSpdMult(){ return moveSpd; } float MonsterData::GetSizeMult(){ return size; } int MonsterData::GetCollisionDmg(){ return collisionDmg; } MonsterName MonsterData::GetType(){ return type; } MonsterStrategy MonsterData::GetAIStrategy(){ return strategy; } Monster::Monster(){} Monster::Monster(vf2d pos,MonsterData data): pos(pos),hp(data.GetHealth()),maxhp(data.GetHealth()),atk(data.GetAttack()),moveSpd(data.GetMoveSpdMult()),size(data.GetSizeMult()),strategy(data.GetAIStrategy()),type(data.GetType()){ bool firstAnimation=true; for(AnimationState&anim:data.GetAnimations()){ animation.AddState(anim,ANIMATION_DATA[anim]); if(firstAnimation){ animation.ChangeState(internal_animState,anim); firstAnimation=false; } } randomFrameOffset=(rand()%1000)/1000.f; } vf2d&Monster::GetPos(){ return pos; } int Monster::GetHealth(){ return hp; } int Monster::GetAttack(){ float mod_atk=atk; for(Buff&b:GetBuffs(ATTACK_UP)){ mod_atk+=atk*b.intensity; } return int(mod_atk); } float Monster::GetMoveSpdMult(){ float mod_moveSpd=moveSpd; for(Buff&b:GetBuffs(SLOWDOWN)){ mod_moveSpd-=moveSpd*b.intensity; } return mod_moveSpd; } float Monster::GetSizeMult(){ return size; } Animate2D::Frame Monster::GetFrame(){ return animation.GetFrame(internal_animState); } void Monster::UpdateAnimation(AnimationState state){ animation.ChangeState(internal_animState,state); } void Monster::PerformJumpAnimation(){ switch(type){ case SLIME_GREEN:{ animation.ChangeState(internal_animState,AnimationState::GREEN_SLIME_JUMP); }break; case SLIME_BLUE:{ animation.ChangeState(internal_animState,AnimationState::BLUE_SLIME_JUMP); }break; case SLIME_RED:{ animation.ChangeState(internal_animState,AnimationState::RED_SLIME_JUMP); }break; } } void Monster::PerformShootAnimation(){ switch(type){ case SLIME_GREEN:{ animation.ChangeState(internal_animState,AnimationState::GREEN_SLIME_SPIT); }break; case SLIME_BLUE:{ animation.ChangeState(internal_animState,AnimationState::BLUE_SLIME_SPIT); }break; case SLIME_RED:{ animation.ChangeState(internal_animState,AnimationState::RED_SLIME_SPIT); }break; } } void Monster::SetX(float x){ if(x-12*size>0&&x+12*sizeGetWorldSize().x*24){ pos.x=x; } else { pos.x=std::min(game->GetWorldSize().x*24-12*size,std::max(12*size,pos.x)); } } void Monster::SetY(float y){ if(y-12*size>0&&y+12*sizeGetWorldSize().y*24){ pos.y=y; } else { pos.y=std::min(game->GetWorldSize().y*24-12*size,std::max(12*size,pos.y)); } } bool Monster::Update(float fElapsedTime){ if(IsAlive()){ for(std::vector::iterator it=buffList.begin();it!=buffList.end();++it){ Buff&b=*it; b.duration-=fElapsedTime; if(b.duration<=0){ it=buffList.erase(it); if(it==buffList.end())break; } } for(Monster&m:MONSTER_LIST){ if(&m==this)continue; if(geom2d::overlaps(geom2d::circle(pos,12*size/2),geom2d::circle(m.GetPos(),12*m.GetSizeMult()/2))){ m.Collision(*this); geom2d::line line(pos,m.GetPos()); float dist = line.length(); m.SetPosition(line.rpoint(dist*1.1)); if(m.IsAlive()){ vel=line.vector().norm()*-128; } } } if(!game->GetPlayer().HasIframes()&&geom2d::overlaps(geom2d::circle(pos,12*size/2),geom2d::circle(game->GetPlayer().GetPos(),12*game->GetPlayer().GetSizeMult()/2))){ geom2d::line line(pos,game->GetPlayer().GetPos()); float dist = line.length(); SetPosition(line.rpoint(-0.1)); vel=line.vector().norm()*-128; } if(state==NORMAL){ if(game->GetPlayer().GetX()>pos.x){ facingDirection=RIGHT; } else { facingDirection=LEFT; } } switch(strategy){ case RUN_TOWARDS:{ targetAcquireTimer=std::max(0.f,targetAcquireTimer-fElapsedTime); if(targetAcquireTimer==0){ targetAcquireTimer=3; target=geom2d::line(pos,game->GetPlayer().GetPos()).upoint(1.2); state=MOVE_TOWARDS; } if(state==MOVE_TOWARDS&&geom2d::line(pos,target).length()>100*fElapsedTime*GetMoveSpdMult()){ SetPosition(pos+geom2d::line(pos,target).vector().norm()*100*fElapsedTime*GetMoveSpdMult()); PerformJumpAnimation(); } else { if(state==MOVE_TOWARDS){ state=NORMAL;//Revert state once we've finished moving towards target. UpdateAnimation(MONSTER_DATA[type].GetAnimations()[0]); } } }break; case SHOOT_AFAR:{ targetAcquireTimer=std::max(0.f,targetAcquireTimer-fElapsedTime); attackCooldownTimer=std::max(0.f,attackCooldownTimer-fElapsedTime); if(queueShotTimer>0){ queueShotTimer-=fElapsedTime; if(queueShotTimer<0){ queueShotTimer=0; BULLET_LIST.push_back(Bullet(pos+vf2d{0,-4},geom2d::line(pos+vf2d{0,-4},game->GetPlayer().GetPos()).vector().norm()*24*3.f,2,GetAttack(),{75/2,162/2,225/2})); } } geom2d::line line(pos,game->GetPlayer().GetPos()); if(targetAcquireTimer==0&&queueShotTimer==0){ targetAcquireTimer=1; if(line.length()<24*6){ target=line.upoint(-1.2); if(pos.x-12*size>1&&pos.x+12*sizeGetWorldSize().x*24-1&& pos.y-12*size>1&&pos.y+12*sizeGetWorldSize().y*24-1){ state=MOVE_AWAY; } else if(pos.x-12*size<=1||pos.x+12*size>=game->GetWorldSize().x*24-1){ geom2d::line moveTowardsLine=geom2d::line(pos,target); if(abs(moveTowardsLine.vector().norm().y)>=0.5){ state=MOVE_AWAY; } else { state=NORMAL; } } else if(pos.y-12*size<=1||pos.y+12*size>=game->GetWorldSize().y*24-1){ geom2d::line moveTowardsLine=geom2d::line(pos,target); if(abs(moveTowardsLine.vector().norm().x)>=0.5){ state=MOVE_AWAY; } else { state=NORMAL; } } } else if(line.length()>24*7){ target=line.upoint(1.2); state=MOVE_TOWARDS; } else { state=NORMAL; } } geom2d::line moveTowardsLine=geom2d::line(pos,target); switch(state){ case MOVE_TOWARDS:{ if(moveTowardsLine.length()>1){ SetPosition(pos+moveTowardsLine.vector().norm()*100*fElapsedTime*GetMoveSpdMult()); } if(line.length()<=24*7){ state=NORMAL; } if(moveTowardsLine.vector().x>0){ facingDirection=RIGHT; } else { facingDirection=LEFT; } PerformJumpAnimation(); }break; case MOVE_AWAY:{ if(moveTowardsLine.length()>1){ SetPosition(pos+moveTowardsLine.vector().norm()*100*fElapsedTime*GetMoveSpdMult()); } if(line.length()>=24*6){ state=NORMAL; } if(moveTowardsLine.vector().x>0){ facingDirection=RIGHT; } else { facingDirection=LEFT; } PerformJumpAnimation(); }break; default:{ if(attackCooldownTimer==0){ attackCooldownTimer=1; queueShotTimer=0.7; PerformShootAnimation(); } } } }break; } if(vel.x>0){ vel.x=std::max(0.f,vel.x-friction*fElapsedTime); } else { vel.x=std::min(0.f,vel.x+friction*fElapsedTime); } if(vel.y>0){ vel.y=std::max(0.f,vel.y-friction*fElapsedTime); } else { vel.y=std::min(0.f,vel.y+friction*fElapsedTime); } SetX(pos.x+vel.x*fElapsedTime); SetY(pos.y+vel.y*fElapsedTime); } if(hp<=0){ deathTimer+=fElapsedTime; if(deathTimer>3){ return false; } } animation.UpdateState(internal_animState,randomFrameOffset+fElapsedTime); randomFrameOffset=0; return true; } Key Monster::GetFacingDirection(){ return facingDirection; } void Monster::Draw(){ if(GetFacingDirection()==RIGHT){ game->view.DrawPartialDecal((GetPos()+vf2d{float(GetFrame().GetSourceRect().size.x),0}*GetSizeMult())-vf2d{12,12}*GetSizeMult(),GetFrame().GetSourceImage()->Decal(),GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,vf2d(GetSizeMult()*-1,GetSizeMult()),GetBuffs(BuffType::SLOWDOWN).size()>0?Pixel{uint8_t(255*abs(sin(1.4*GetBuffs(BuffType::SLOWDOWN)[0].duration))),uint8_t(255*abs(sin(1.4*GetBuffs(BuffType::SLOWDOWN)[0].duration))),uint8_t(128+127*abs(sin(1.4*GetBuffs(BuffType::SLOWDOWN)[0].duration)))}:WHITE); } else { game->view.DrawPartialDecal(GetPos()-vf2d{12,12}*GetSizeMult(),GetFrame().GetSourceImage()->Decal(),GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,vf2d(GetSizeMult(),GetSizeMult()),GetBuffs(BuffType::SLOWDOWN).size()>0?Pixel{uint8_t(255*abs(sin(1.4*GetBuffs(BuffType::SLOWDOWN)[0].duration))),uint8_t(255*abs(sin(1.4*GetBuffs(BuffType::SLOWDOWN)[0].duration))),uint8_t(128+127*abs(sin(1.4*GetBuffs(BuffType::SLOWDOWN)[0].duration)))}:WHITE); } } void Monster::Collision(Player&p){ if(MONSTER_DATA[type].GetCollisionDmg()>0){ p.Hurt(MONSTER_DATA[type].GetCollisionDmg()); } Collision(); } void Monster::Collision(Monster&m){ Collision(); } void Monster::Collision(){ if(strategy==RUN_TOWARDS&&state==MOVE_TOWARDS){ state=NORMAL; } } void Monster::SetVelocity(vf2d vel){ this->vel=vel; } void Monster::SetPosition(vf2d pos){ SetX(pos.x); SetY(pos.y); } AnimationState Monster::GetDeathAnimationName(){ switch(type){ case SLIME_GREEN:{ return AnimationState::GREEN_SLIME_DIE; } case SLIME_BLUE:{ return AnimationState::BLUE_SLIME_DIE; } case SLIME_RED:{ return AnimationState::RED_SLIME_DIE; } default:{ return AnimationState::WARRIOR_IDLE_S; } } } bool Monster::Hurt(int damage){ if(hp<=0) return false; float mod_dmg=damage; for(Buff&b:GetBuffs(BuffType::DAMAGE_REDUCTION)){ mod_dmg-=damage*b.intensity; } hp=std::max(0,hp-int(mod_dmg)); DAMAGENUMBER_LIST.push_back(DamageNumber(pos,int(mod_dmg))); if(hp<=0){ animation.ChangeState(internal_animState,GetDeathAnimationName()); } return true; } bool Monster::IsAlive(){ return hp>0; } vf2d&Monster::GetTargetPos(){ return target; } MonsterSpawner::MonsterSpawner(){} MonsterSpawner::MonsterSpawner(vf2d pos,int range,std::vector>monsters): pos(pos),range(range),monsters(monsters){ } bool MonsterSpawner::SpawnTriggered(){ return triggered; } int MonsterSpawner::GetRange(){ return range; } vf2d MonsterSpawner::GetPos(){ return pos; } void MonsterSpawner::SetTriggered(bool trigger,bool spawnMonsters){ triggered=trigger; if(spawnMonsters){ for(std::pair&monsterInfo:monsters){ MONSTER_LIST.push_back(Monster(pos+monsterInfo.second,MONSTER_DATA[monsterInfo.first])); } } } void Monster::AddBuff(BuffType type,float duration,float intensity){ buffList.push_back(Buff{type,duration,intensity}); } std::vectorMonster::GetBuffs(BuffType buff){ std::vectorfilteredBuffs; std::copy_if(buffList.begin(),buffList.end(),std::back_inserter(filteredBuffs),[buff](Buff&b){return b.type==buff;}); return filteredBuffs; }