#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 "olcUTIL_Camera2D.h" #include "olcPGEX_TransformedView.h" #include "AdventuresInLestoria.h" #include "DamageNumber.h" #include "Bullet.h" #include "Ability.h" #include "Class.h" #include "Version.h" #include "TMXParser.h" #include "TSXParser.h" #include "Map.h" #include "DEFINES.h" #include "util.h" #include #include #include "Emitter.h" #include "config.h" #include "safemap.h" #include "Key.h" #include "Menu.h" #include "GameState.h" #include "Item.h" #include "Toggleable.h" #include "Unlock.h" #include "State_OverworldMap.h" #include "Test.h" #include "ItemDrop.h" #include "VisualNovel.h" #include "util.h" #include "olcPGEX_TTF.h" #include "MenuItemItemButton.h" #include "Merchant.h" #include "SaveFile.h" #include "TitleScreen.h" #include "SoundEffect.h" #include "olcPGEX_Gamepad.h" #include "InventoryScrollableWindowComponent.h" #ifndef __EMSCRIPTEN__ #include "discord.h" #include "steam/steam_api.h" #endif #include "GameSettings.h" #include "LoadingScreen.h" #include "Tutorial.h" #include "SteamKeyboardCallbackHandler.h" INCLUDE_EMITTER_LIST INCLUDE_ITEM_CATEGORIES INCLUDE_BACKDROP_DATA INCLUDE_MONSTER_DATA INCLUDE_PACK_KEY bool _DEBUG_MAP_LOAD_INFO = false; //360x240 vi2d WINDOW_SIZE={24*15,24*10}; safemapANIMATION_DATA; std::vectorMONSTER_LIST; std::vectorSPAWNER_LIST; std::vector>DAMAGENUMBER_LIST; std::vector>BULLET_LIST; safemapGFX; utils::datafile DATA; AiL*game; #undef KEY_LEFT //Stupid Linux #undef KEY_RIGHT //Stupid Linux #undef KEY_UP //Stupid Linux #undef KEY_DOWN //Stupid Linux #undef KEY_MENU //Stupid Linux #undef KEY_SCROLLUP //Stupid Linux #undef KEY_SCROLLDOWN //Stupid Linux #undef KEY_BACK //Stupid Linux #undef KEY_SELECT //Stupid Linux #undef KEY_ENTER //Stupid Linux InputGroup AiL::KEY_LEFT; InputGroup AiL::KEY_RIGHT; InputGroup AiL::KEY_UP; InputGroup AiL::KEY_DOWN; InputGroup AiL::KEY_ATTACK; InputGroup AiL::KEY_CONFIRM; InputGroup AiL::KEY_MENU; InputGroup AiL::KEY_BACK; InputGroup AiL::KEY_START; InputGroup AiL::KEY_CONTROLLER_START; InputGroup AiL::KEY_SELECT; InputGroup AiL::KEY_UNEQUIP; InputGroup AiL::KEY_FACEUP; InputGroup AiL::KEY_FACERIGHT; InputGroup AiL::KEY_FACELEFT; InputGroup AiL::KEY_FACEDOWN; InputGroup AiL::KEY_ENTER; InputGroup AiL::KEY_SCROLLDOWN; InputGroup AiL::KEY_SCROLLUP; InputGroup AiL::KEY_FASTSCROLLDOWN; InputGroup AiL::KEY_FASTSCROLLUP; InputGroup AiL::KEY_SCROLLLEFT; InputGroup AiL::KEY_SCROLLRIGHT; InputGroup AiL::KEY_SCROLLHORZ; InputGroup AiL::KEY_SCROLLHORZ_L; InputGroup AiL::KEY_SCROLLHORZ_R; InputGroup AiL::KEY_SCROLLVERT; InputGroup AiL::KEY_SCROLLVERT_R; InputGroup AiL::KEY_SCROLLVERT_L; InputGroup AiL::KEY_SCROLL; InputGroup AiL::KEY_SHOULDER; InputGroup AiL::KEY_SHOULDER2; InputGroup AiL::KEY_CHANGE_LOADOUT; InputGroup AiL::KEY_MOUSE_RIGHT; #ifndef __EMSCRIPTEN__ ::discord::Core*Discord{}; #endif float AiL::SIZE_CHANGE_SPEED=1; AiL::AiL() { debugLogger.open("debug.log"); utils::datafile::Read(DATA,"assets/config/configuration.txt"); std::filesystem::create_directories("save_file_path"_S); _DEBUG_MAP_LOAD_INFO=bool("debug_map_load_info"_I); MONSTER_LIST.reserve(500); //This is going to make it so the monster limit is soft-capped. We have hitlists in this game that may store pointers to monsters, this hopefully protects them from invalidated pointers. Worst-case-scenario we get double hits when there are more than 500 monsters on-screen at once which I really don't think will ever occur. std::string CONFIG_PATH = "config_path"_S; std::string GFX_CONFIG = CONFIG_PATH + "gfx_config"_S; utils::datafile::Read(DATA,GFX_CONFIG); WINDOW_SIZE={"WINDOW_SIZE"_i[0],"WINDOW_SIZE"_i[1]}; std::string MAP_CONFIG = CONFIG_PATH + "map_config"_S; utils::datafile::Read(DATA,MAP_CONFIG); std::string PLAYER_CONFIG = CONFIG_PATH + "player_config"_S; utils::datafile::Read(DATA,PLAYER_CONFIG); std::string MONSTERS_CONFIG = CONFIG_PATH + "monsters_config"_S; utils::datafile::Read(DATA,MONSTERS_CONFIG); std::string NPC_CONFIG = CONFIG_PATH + "npc_config"_S; utils::datafile::Read(DATA,NPC_CONFIG); std::string MONSTERSTRATEGIES_CONFIG = CONFIG_PATH + "monsterstrategies_config"_S; utils::datafile::Read(DATA,MONSTERSTRATEGIES_CONFIG); std::string THEMES_CONFIG = CONFIG_PATH + "themes_config"_S; utils::datafile::Read(DATA,THEMES_CONFIG); std::string ITEM_CONFIG = CONFIG_PATH + "item_config"_S; utils::datafile::Read(DATA,ITEM_CONFIG); std::string ITEM_SET_CONFIG = CONFIG_PATH + "item_set_config"_S; utils::datafile::Read(DATA,ITEM_SET_CONFIG); std::string ITEM_STATS_CONFIG = CONFIG_PATH + "item_stats_config"_S; utils::datafile::Read(DATA,ITEM_STATS_CONFIG); std::string BACKDROP_CONFIG = CONFIG_PATH + "backdrop_config"_S; utils::datafile::Read(DATA,BACKDROP_CONFIG); std::string INPUT_CONFIG = CONFIG_PATH + "input_config"_S; utils::datafile::Read(DATA,INPUT_CONFIG); auto keys=DATA.GetProperty("ItemConfiguration"); for(auto&[key,value]:keys){ std::string config=DATA["ItemConfiguration"][key].GetString(); utils::datafile::Read(DATA,CONFIG_PATH + "item_directory"_S + config); } DEBUG_PATHFINDING="debug_pathfinding"_I; std::vectorvalues=DATA.GetProperty("class_list").GetValues(); for(const std::string&cl:values){ LOG(cl); utils::datafile::Read(DATA,CONFIG_PATH + "class_directory"_S + cl + ".txt"); } std::string BGM_CONFIG = CONFIG_PATH + "bgm_config"_S; utils::datafile::Read(DATA,BGM_CONFIG); std::string BGM_EVENTS_CONFIG = CONFIG_PATH + "event_config"_S; utils::datafile::Read(DATA,BGM_EVENTS_CONFIG); std::string AUDIO_CONFIG = CONFIG_PATH + "audio_config"_S; utils::datafile::Read(DATA,AUDIO_CONFIG); std::string INTERFACE_CONFIG = CONFIG_PATH + "interface_config"_S; utils::datafile::Read(DATA,INTERFACE_CONFIG); std::string ENVIRONMENTAL_AUDIO_CONFIG = CONFIG_PATH + "environmental_audio_config"_S; utils::datafile::Read(DATA,ENVIRONMENTAL_AUDIO_CONFIG); std::string CREDITS_CONFIG = CONFIG_PATH + "credits_config"_S; utils::datafile::Read(DATA,CREDITS_CONFIG); std::string ACHIEVEMENT_CONFIG = CONFIG_PATH + "achievement_config"_S; utils::datafile::Read(DATA,ACHIEVEMENT_CONFIG); utils::datafile::DEBUG_ACCESS_OPTIONS="debug_access_options"_I; sAppName = "GAME_NAME"_S; game=this; gameStarted=time(NULL); } bool AiL::OnUserCreate(){ if(PACK_KEY=="INSERT_PACK_KEY_HERE")ERR("ERROR! Starting the game with the default pack ID is not allowed!") gamepack.LoadPack("assets/"+"gamepack_file"_S,PACK_KEY); GamePad::init(); Input::Initialize(); Font::init(); InitializeDefaultKeybinds(); VisualNovel::Initialize(); InitializeLevels(); //Initialize Camera. camera=Camera2D{WINDOW_SIZE}; camera.SetMode(olc::utils::Camera2D::Mode::LazyFollow); camera.SetTarget(player->GetPos()); camera.SetWorldBoundary({0,0},GetCurrentMap().MapData.MapSize*GetCurrentMap().MapData.TileSize); camera.EnableWorldBoundary(false); ItemAttribute::Initialize(); ItemInfo::InitializeItems(); player=std::make_unique(); healthCounter.Initialize(&player->hp,"Interface.HUD Health Tick Rate"_F,"Interface.HUD Health Display Color"_Pixel,"Interface.HUD Heal Damage Color"_Pixel,"Interface.HUD Take Damage Color"_Pixel,"Interface.HUD Health Change Time"_F); manaCounter.Initialize(&player->mana,"Interface.HUD Mana Tick Rate"_F,"Interface.HUD Mana Display Color"_Pixel,"Interface.HUD Restore Mana Color"_Pixel,"Interface.HUD Reduce Mana Color"_Pixel,"Interface.HUD Mana Change Time"_F); InitializePlayerLevelCap(); InitializeGraphics(); InitializeClasses(); Monster::InitializeStrategies(); //Animations sig::Animation::InitializeAnimations(); MonsterData::InitializeMonsterData(); MonsterData::InitializeNPCData(); sig::Animation::SetupPlayerAnimations(); view=TileTransformedView{GetScreenSize(),{1,1}}; Audio::Initialize(); EnvironmentalAudio::Initialize(); SoundEffect::Initialize(); Menu::InitializeMenus(); ChangePlayerClass(WARRIOR); GameState::Initialize(); Unlock::Initialize(); ItemDrop::Initialize(); Merchant::Initialize(); TitleScreen::Initialize(); Tutorial::Initialize(); Stats::InitializeDamageReductionTable(); #ifdef __EMSCRIPTEN__ emscripten_idb_async_load("/assets",("save_file_path"_S+"system.conf").c_str(),0,[](void*arg,void*data,int length){ LOG("Loaded System Save File successfully!"); std::string rawMetadata=(char*)data; std::ofstream file("save_file_path"_S+"system.conf"); for(int i=0;iInit(false); Input::LoadSteamButtonIcons(); Input::ingameControlsHandle=SteamInput()->GetActionSetHandle("InGameControls"); ) #ifndef __EMSCRIPTEN__ if(steamKeyboardCallbackListener==nullptr){ steamKeyboardCallbackListener=new SteamKeyboardCallbackHandler(); } #endif utils::datafile::INITIAL_SETUP_COMPLETE=true; ValidateGameStatus(); //Checks to make sure everything has been initialized properly. #ifndef __EMSCRIPTEN__ SetupDiscord(); #endif gameInitialized=true; if(!gamepack.Loaded()&&"GENERATE_GAMEPACK"_B){ gamepack.SavePack("assets/"+"gamepack_file"_S,PACK_KEY); LOG("Game Pack has been generated!"<cooldownSoundInstance)){ Audio::Engine().SetVolume(GetPlayer()->cooldownSoundInstance,Audio::GetCalculatedSFXVolume("Audio.Casting Sound Volume"_F/100.f)); } if(!GamePaused()){ GameState::STATE->OnUserUpdate(this); }else{ ClearTimedOutGarbage(); } LoadingScreen::Update(); InputListener::Update(); Tutorial::Update(); Audio::Update(); GameState::STATE->Draw(this); RenderMenu(); GameState::STATE->DrawOverlay(this); RenderFadeout(); LoadingScreen::Draw(); RenderVersionInfo(); #ifndef __EMSCRIPTEN__ if(Discord){ auto result=Discord->RunCallbacks(); if(result!=::discord::Result::Ok){ LOG("Discord Error Code "<=0.2f; } bool AiL::UpHeld(){ return KEY_UP.Held()||KEY_SCROLLVERT_L.Analog()<=-0.2f; } bool AiL::DownHeld(){ return KEY_DOWN.Held()||KEY_SCROLLVERT_L.Analog()>=0.2f; } bool AiL::LeftReleased(){ return KEY_LEFT.Released()|| Input::UsingGamepad()&&!KEY_LEFT.Held()&&player->movementVelocity.x<0&&KEY_SCROLLHORZ_L.Analog()>-0.2f; //Since controller players have the option of using the Left Analog stick or the dpad for movement, we have to make sure both are not being utilized while moving before we can consider an input released. } bool AiL::RightReleased(){ return KEY_RIGHT.Released()||Input::UsingGamepad()&&!KEY_RIGHT.Held()&&player->movementVelocity.x>0&&KEY_SCROLLHORZ_L.Analog()<0.2f; //Since controller players have the option of using the Left Analog stick or the dpad for movement, we have to make sure both are not being utilized while moving before we can consider an input released. } bool AiL::UpReleased(){ return KEY_UP.Released()||Input::UsingGamepad()&&!KEY_UP.Held()&&player->movementVelocity.y<0&&KEY_SCROLLVERT_L.Analog()>-0.2f; //Since controller players have the option of using the Left Analog stick or the dpad for movement, we have to make sure both are not being utilized while moving before we can consider an input released. } bool AiL::DownReleased(){ return KEY_DOWN.Released()||Input::UsingGamepad()&&!KEY_DOWN.Held()&&player->movementVelocity.y>0&&KEY_SCROLLVERT_L.Analog()<0.2f; //Since controller players have the option of using the Left Analog stick or the dpad for movement, we have to make sure both are not being utilized while moving before we can consider an input released. } bool AiL::LeftPressed(){ return KEY_LEFT.Pressed(); } bool AiL::RightPressed(){ return KEY_RIGHT.Pressed(); } bool AiL::UpPressed(){ return KEY_UP.Pressed(); } bool AiL::DownPressed(){ return KEY_DOWN.Pressed(); } void AiL::HandleUserInput(float fElapsedTime){ if(!Menu::stack.empty())return; //A window being opened means there's no user input allowed. if(GetKey(SCROLL).bPressed)displayHud=!displayHud; bool setIdleAnimation=true; bool heldDownMovementKey=false; //Is true when a movement key has been held down. if(KEY_MENU.Released()){ Menu::OpenMenu(MenuType::PAUSE); } if(player->GetVelocity().mag()<"Player.Move Allowed Velocity Lower Limit"_F&&player->CanMove()){ auto GetPlayerStaircaseDirection=[&](){ for(LayerTag&layer:MAP_DATA[GetCurrentLevel()].LayerData){ int truncatedPlayerX=int(player->GetX())/game->GetCurrentMapData().tilewidth; int truncatedPlayerY=int(player->GetY())/game->GetCurrentMapData().tilewidth; int tileID=layer.tiles[truncatedPlayerY][truncatedPlayerX]; TilesheetData dat=GetTileSheet(GetCurrentLevel(),tileID); if (dat.tileset->staircaseTiles.find(tileID)!=dat.tileset->staircaseTiles.end()){ return dat.tileset->staircaseTiles[tileID].data["value"]; } } return std::string("NONE"); }; std::string staircaseDirection=GetPlayerStaircaseDirection(); vf2d newAimingAngle{}; if(RightHeld()){ player->SetX(player->GetX()+fElapsedTime*"Player.MoveSpd"_F*player->GetMoveSpdMult()); player->movementVelocity.x="Player.MoveSpd"_F; if(staircaseDirection=="RIGHT"){ player->SetY(player->GetY()-"Player.StaircaseClimbSpd"_F*fElapsedTime*player->GetMoveSpdMult()); player->movementVelocity.y=-"Player.StaircaseClimbSpd"_F; } else if(staircaseDirection=="LEFT"){ player->SetY(player->GetY()+"Player.StaircaseClimbSpd"_F*fElapsedTime*player->GetMoveSpdMult()); player->movementVelocity.y="Player.StaircaseClimbSpd"_F; } player->SetFacingDirection(RIGHT); if(player->GetState()==State::NORMAL||player->GetState()==State::PREP_CAST){ player->UpdateWalkingAnimation(RIGHT); } newAimingAngle+=vf2d{1,0}; setIdleAnimation=false; heldDownMovementKey=true; } if(LeftHeld()){ player->SetX(player->GetX()-fElapsedTime*"Player.MoveSpd"_F*player->GetMoveSpdMult()); player->movementVelocity.x=-"Player.MoveSpd"_F; if(staircaseDirection=="RIGHT"){ player->SetY(player->GetY()+"Player.StaircaseClimbSpd"_F*fElapsedTime*player->GetMoveSpdMult()); player->movementVelocity.y="Player.StaircaseClimbSpd"_F; } else if(staircaseDirection=="LEFT"){ player->SetY(player->GetY()-"Player.StaircaseClimbSpd"_F*fElapsedTime*player->GetMoveSpdMult()); player->movementVelocity.y=-"Player.StaircaseClimbSpd"_F; } if(setIdleAnimation){ player->SetFacingDirection(LEFT); if(player->GetState()==State::NORMAL||player->GetState()==State::PREP_CAST){ player->UpdateWalkingAnimation(LEFT); } } newAimingAngle-=vf2d{1,0}; setIdleAnimation=false; heldDownMovementKey=true; } if(UpHeld()){ player->SetY(player->GetY()-fElapsedTime*"Player.MoveSpd"_F*player->GetMoveSpdMult()); player->movementVelocity.y=-"Player.MoveSpd"_F*fElapsedTime; if(setIdleAnimation){ player->SetFacingDirection(UP); if(player->GetState()==State::NORMAL||player->GetState()==State::PREP_CAST){ player->UpdateWalkingAnimation(UP); } } newAimingAngle-=vf2d{0,1}; setIdleAnimation=false; heldDownMovementKey=true; } if(DownHeld()){ player->SetY(player->GetY()+fElapsedTime*"Player.MoveSpd"_F*player->GetMoveSpdMult()); player->movementVelocity.y="Player.MoveSpd"_F*fElapsedTime; if(setIdleAnimation){ player->SetFacingDirection(DOWN); if(player->GetState()==State::NORMAL||player->GetState()==State::PREP_CAST){ player->UpdateWalkingAnimation(DOWN); } } newAimingAngle+=vf2d{0,1}; setIdleAnimation=false; heldDownMovementKey=true; } if(newAimingAngle!=vf2d{}){ player->aimingAngle=newAimingAngle.norm().polar(); } } if(UpReleased()){ player->SetLastReleasedMovementKey(UP); player->movementVelocity.y=0; if(player->GetState()==State::NORMAL||player->GetState()==State::PREP_CAST){ if(RightHeld()){ player->UpdateWalkingAnimation(RIGHT); } else if(DownHeld()){ player->UpdateWalkingAnimation(DOWN); } else if(LeftHeld()){ player->UpdateWalkingAnimation(LEFT); } } } if(RightReleased()){ player->SetLastReleasedMovementKey(RIGHT); player->movementVelocity.x=0; if(player->GetState()==State::NORMAL||player->GetState()==State::PREP_CAST){ if(UpHeld()){ player->UpdateWalkingAnimation(UP); } else if(DownHeld()){ player->UpdateWalkingAnimation(DOWN); } else if(LeftHeld()){ player->UpdateWalkingAnimation(LEFT); } } } if(LeftReleased()){ player->SetLastReleasedMovementKey(LEFT); player->movementVelocity.x=0; if(player->GetState()==State::NORMAL||player->GetState()==State::PREP_CAST){ if(RightHeld()){ player->UpdateWalkingAnimation(RIGHT); } else if(DownHeld()){ player->UpdateWalkingAnimation(DOWN); } else if(UpHeld()){ player->UpdateWalkingAnimation(UP); } } } if(DownReleased()){ player->SetLastReleasedMovementKey(DOWN); player->movementVelocity.y=0; if(player->GetState()==State::NORMAL||player->GetState()==State::PREP_CAST){ if(RightHeld()){ player->UpdateWalkingAnimation(RIGHT); } else if(UpHeld()){ player->UpdateWalkingAnimation(UP); } else if(LeftHeld()){ player->UpdateWalkingAnimation(LEFT); } } } if(player->GetState()!=State::NORMAL&&player->GetState()!=State::PREP_CAST){ setIdleAnimation=false; } if(heldDownMovementKey){ player->footstepTimer+=GetElapsedTime(); if(player->footstepTimer>"Player.Footstep Timer"_F){ player->footstepTimer-="Player.Footstep Timer"_F; bool inWater=true; for(const LayerTag&layer:GetCurrentMap().LayerData){ int tileID=layer.tiles[player->GetY()/24][player->GetX()/24]-1; if(tileID!=-1&&!IsReflectiveTile(GetTileSheet(GetCurrentLevel(),tileID),tileID)){ inWater=false; break; } } if(inWater){ SoundEffect::PlaySFX("Footstep - Wet",SoundEffect::CENTERED); }else{ SoundEffect::PlaySFX("Footstep",SoundEffect::CENTERED); } } } if(setIdleAnimation){ switch(player->GetLastReleasedMovementKey()){ case UP:{ player->UpdateIdleAnimation(UP); }break; case DOWN:{ player->UpdateIdleAnimation(DOWN); }break; case LEFT:{ player->UpdateIdleAnimation(LEFT); }break; case RIGHT:{ player->UpdateIdleAnimation(RIGHT); }break; default:{ player->UpdateIdleAnimation(DOWN); } } } } void AiL::UpdateCamera(float fElapsedTime){ lastWorldShakeAdjust=std::max(0.f,lastWorldShakeAdjust-fElapsedTime); if(worldShakeTime>0){ worldShakeTime-=fElapsedTime; if(worldShakeTime<=0){ camera.SetTarget(player->GetPos()); Input::StopVibration(); } if(lastWorldShakeAdjust==0){ lastWorldShakeAdjust=0.02f; worldShakeVel.x*=-1; worldShakeVel.y*=-1; } worldShake=player->GetPos()+worldShakeVel; } camera.Update(fElapsedTime); view.SetWorldOffset(camera.GetViewPosition()); } void AiL::UpdateEffects(float fElapsedTime){ for(auto it=EMITTER_LIST.begin();it!=EMITTER_LIST.end();++it){ auto ptr=(*it).get(); ptr->Update(fElapsedTime); } for(std::vector>::iterator it=backgroundEffects.begin();it!=backgroundEffects.end();++it){ Effect*e=(*it).get(); e->Update(fElapsedTime); } for(std::vector>::iterator it=foregroundEffects.begin();it!=foregroundEffects.end();++it){ Effect*e=(*it).get(); e->Update(fElapsedTime); } std::erase_if(EMITTER_LIST,[](std::unique_ptr&e){return e->dead;}); std::erase_if(backgroundEffects,[](std::unique_ptr&e){return e->dead;}); std::erase_if(foregroundEffects,[](std::unique_ptr&e){return e->dead;}); std::erase_if(DAMAGENUMBER_LIST,[](std::shared_ptr&n){return n->lifeTime>1;}); for(auto it=foregroundEffectsToBeInserted.begin();it!=foregroundEffectsToBeInserted.end();++it){ foregroundEffects.push_back(std::move(*it)); } for(auto it=backgroundEffectsToBeInserted.begin();it!=backgroundEffectsToBeInserted.end();++it){ backgroundEffects.push_back(std::move(*it)); } foregroundEffectsToBeInserted.clear(); backgroundEffectsToBeInserted.clear(); } void AiL::UpdateBullets(float fElapsedTime){ for(auto it=BULLET_LIST.begin();it!=BULLET_LIST.end();++it){ Bullet*b=(*it).get(); b->UpdateFadeTime(fElapsedTime); b->Update(fElapsedTime); b->animation.UpdateState(b->internal_animState,fElapsedTime); if(!b->deactivated){ float totalDistance=(b->vel*fElapsedTime).mag(); int iterations=int(std::max(1.f,(b->vel*fElapsedTime).mag())); int totalIterations=iterations; vf2d finalBulletPos=b->pos+b->vel*fElapsedTime; b->distanceTraveled+=totalDistance/24.f*100.f; const auto CollisionCheck=[&](){ if(b->friendly){ for(Monster&m:MONSTER_LIST){ if(geom2d::overlaps(m.Hitbox(),geom2d::circle(b->pos,b->radius))){ if(b->hitList.find(&m)==b->hitList.end()&&m.Hurt(b->damage,b->OnUpperLevel(),0)){ if(!b->hitsMultiple){ if(b->MonsterHit(m)){ b->dead=true; } return false; } b->hitList.insert(&m); } } } } else { if(geom2d::overlaps(player->Hitbox(),geom2d::circle(b->pos,b->radius))){ if(player->Hurt(b->damage,b->OnUpperLevel(),0)){ if(b->PlayerHit(player.get())){ b->dead=true; } return false; } } } return true; }; while(iterations>0){ iterations--; b->pos+=(b->vel*fElapsedTime)/float(totalIterations); if(!CollisionCheck()){ goto nextBullet; } } b->pos=finalBulletPos; if(!CollisionCheck()){ goto nextBullet; } }else{ b->pos+=b->vel*fElapsedTime; } if(/*World size in PIXELS!*/vi2d worldSize=GetCurrentMap().MapData.MapSize*GetCurrentMap().MapData.TileSize;b->pos.x+b->radius<-WINDOW_SIZE.x||b->pos.x-b->radius>worldSize.x+WINDOW_SIZE.x||b->pos.y+b->radius<-WINDOW_SIZE.y||b->pos.y-b->radius>worldSize.y+WINDOW_SIZE.y){ b->dead=true; continue; } b->lifetime-=fElapsedTime; if(b->lifetime<=0){ b->dead=true; continue; } nextBullet: while(false); } std::erase_if(BULLET_LIST,[](std::unique_ptr&b){return b->dead;}); } const MonsterHurtList AiL::HurtEnemies(vf2d pos,float radius,int damage,bool upperLevel,float z)const{ MonsterHurtList hitList; for(Monster&m:MONSTER_LIST){ if(geom2d::overlaps(geom2d::circle(pos,radius),geom2d::circle(m.GetPos(),12*m.GetSizeMult()))){ HurtReturnValue returnVal=m.Hurt(damage,upperLevel,z); hitList.push_back({&m,returnVal}); } } return hitList; } const MonsterHurtList AiL::HurtEnemiesNotHit(vf2d pos,float radius,int damage,HitList&hitList,bool upperLevel,float z){ MonsterHurtList affectedList; for(Monster&m:MONSTER_LIST){ if(!hitList.count(&m)&&geom2d::overlaps(geom2d::circle(pos,radius),geom2d::circle(m.GetPos(),12*m.GetSizeMult()))){ HurtReturnValue returnVal=m.Hurt(damage,upperLevel,z); affectedList.push_back({&m,returnVal}); hitList.insert(&m); } } return affectedList; } const MonsterHurtList AiL::HurtEnemiesConeNotHit(vf2d pos,float radius,float angle,float sweepAngle,int damage,HitList&hitList,bool upperLevel,float z){ MonsterHurtList affectedList; for(Monster&m:MONSTER_LIST){ if(!hitList.count(&m)&&geom2d::overlaps(geom2d::circle(pos,radius),geom2d::circle(m.GetPos(),12*m.GetSizeMult()))){ float angleToMonster=geom2d::line{pos,m.GetPos()}.vector().polar().y; float angleDiff=util::angle_difference(angleToMonster,angle); if(abs(angleDiff)<=sweepAngle){ HurtReturnValue returnVal=m.Hurt(damage,upperLevel,z); affectedList.push_back({&m,returnVal}); hitList.insert(&m); } } } return affectedList; } void AiL::PopulateRenderLists(){ monstersBeforeLower.clear(); monstersAfterLower.clear(); monstersBeforeUpper.clear(); monstersAfterUpper.clear(); bulletsLower.clear(); bulletsUpper.clear(); backgroundEffectsLower.clear(); backgroundEffectsUpper.clear(); foregroundEffectsLower.clear(); foregroundEffectsUpper.clear(); endZones.clear(); upperEndZones.clear(); dropsBeforeLower.clear(); dropsAfterLower.clear(); dropsBeforeUpper.clear(); dropsAfterUpper.clear(); tilesWithCollision.clear(); tilesWithoutCollision.clear(); Player*pl=GetPlayer(); pl->rendered=false; std::sort(MONSTER_LIST.begin(),MONSTER_LIST.end(),[](Monster&m1,Monster&m2){return m1.GetPos().y&b1,std::unique_ptr&b2){return b1->pos.ypos.y;}); std::sort(foregroundEffects.begin(),foregroundEffects.end(),[](std::unique_ptr&e1,std::unique_ptr&e2){return e1->pos.ypos.y;}); std::sort(backgroundEffects.begin(),backgroundEffects.end(),[](std::unique_ptr&e1,std::unique_ptr&e2){return e1->pos.ypos.y;}); for(auto it=MONSTER_LIST.begin();it!=MONSTER_LIST.end();++it){ Monster&m=*it; if(m.GetPos().yGetPos().y){//This monster renders before the player does (behind the player) if(m.OnUpperLevel()){ monstersBeforeUpper.push_back(&m); }else{ monstersBeforeLower.push_back(&m); } } else {//This monster renders after the player does (in front of the player) if(m.OnUpperLevel()){ monstersAfterUpper.push_back(&m); }else{ monstersAfterLower.push_back(&m); } } } for(int i=0;iGetPos().y){//This item drop renders before the player does (behind the player) if(drop.OnUpperLevel()){ dropsBeforeUpper.push_back(i); }else{ dropsBeforeLower.push_back(i); } } else {//This item drop renders after the player does (in front of the player) if(drop.OnUpperLevel()){ dropsAfterUpper.push_back(i); }else{ dropsAfterLower.push_back(i); } } } for(auto it=BULLET_LIST.begin();it!=BULLET_LIST.end();++it){ Bullet*b=(*it).get(); if(b->OnUpperLevel()){ bulletsUpper.push_back(b); }else{ bulletsLower.push_back(b); } } for(auto it=foregroundEffects.begin();it!=foregroundEffects.end();++it){ Effect*e=(*it).get(); if(e->OnUpperLevel()){ foregroundEffectsUpper.push_back(e); }else{ foregroundEffectsLower.push_back(e); } } for(auto it=backgroundEffects.begin();it!=backgroundEffects.end();++it){ Effect*e=(*it).get(); if(e->OnUpperLevel()){ backgroundEffectsUpper.push_back(e); }else{ backgroundEffectsLower.push_back(e); } } for(const ZoneData&zone:GetZones().at("EndZone")){ if(zone.isUpper){ upperEndZones.push_back(zone); }else{ endZones.push_back(zone); } } } void AiL::RenderTile(vi2d pos,TilesheetData tileSheet,int tileSheetIndex,vi2d tileSheetPos){ Pixel tempCol=worldColorFunc(pos*game->GetCurrentMapData().tilewidth); if(tileSheet.tileset->animationData.count(tileSheetIndex)){ int animationDuration_ms=int(tileSheet.tileset->animationData[tileSheetIndex].size()*"animation_tile_precision"_I); int animatedIndex=tileSheet.tileset->animationData[tileSheetIndex][size_t(fmod(levelTime*1000.f,animationDuration_ms)/"animation_tile_precision"_I)]; int tileSheetWidth=tileSheet.tileset->tileset->Sprite()->width/tileSheet.tileset->tilewidth; int tileSheetX=animatedIndex%tileSheetWidth; int tileSheetY=animatedIndex/tileSheetWidth; view.DrawPartialDecal(pos*game->GetCurrentMapData().tilewidth,{float(tileSheet.tileset->tilewidth),float(tileSheet.tileset->tileheight)},tileSheet.tileset->tileset->Decal(),vi2d{tileSheetX,tileSheetY}*tileSheet.tileset->tilewidth,{float(tileSheet.tileset->tilewidth),float(tileSheet.tileset->tileheight)},tempCol); }else{ view.DrawPartialDecal(pos*game->GetCurrentMapData().tilewidth,{float(tileSheet.tileset->tilewidth),float(tileSheet.tileset->tileheight)},tileSheet.tileset->tileset->Decal(),tileSheetPos*tileSheet.tileset->tilewidth,{float(tileSheet.tileset->tilewidth),float(tileSheet.tileset->tileheight)},tempCol); } } void AiL::RenderTile(TileRenderData&tileSheet,Pixel col){ if(tileSheet.tileSheet.tileset->animationData.count(tileSheet.tileID%1000000)){ int animationDuration_ms=int(tileSheet.tileSheet.tileset->animationData[tileSheet.tileID%1000000].size()*"animation_tile_precision"_I); int animatedIndex=tileSheet.tileSheet.tileset->animationData[tileSheet.tileID%1000000][size_t(fmod(levelTime*1000.f,animationDuration_ms)/"animation_tile_precision"_I)]; int tileSheetWidth=tileSheet.tileSheet.tileset->tileset->Sprite()->width/tileSheet.tileSheet.tileset->tilewidth; int tileSheetX=animatedIndex%tileSheetWidth; int tileSheetY=animatedIndex/tileSheetWidth; view.DrawPartialDecal(tileSheet.pos,{float(tileSheet.tileSheet.tileset->tilewidth),float(tileSheet.tileSheet.tileset->tileheight)},tileSheet.tileSheet.tileset->tileset->Decal(),vi2d{tileSheetX,tileSheetY}*vf2d{float(tileSheet.tileSheet.tileset->tilewidth),float(tileSheet.tileSheet.tileset->tileheight)},{float(tileSheet.tileSheet.tileset->tilewidth),float(tileSheet.tileSheet.tileset->tileheight)},col); }else{ view.DrawPartialDecal(tileSheet.pos,{float(tileSheet.tileSheet.tileset->tilewidth),float(tileSheet.tileSheet.tileset->tileheight)},tileSheet.tileSheet.tileset->tileset->Decal(),tileSheet.tileSheetPos,{float(tileSheet.tileSheet.tileset->tilewidth),float(tileSheet.tileSheet.tileset->tileheight)},col); } } void AiL::RenderWorld(float fElapsedTime){ LayerTag*bridgeLayer=nullptr; bool bridgeLayerFade=false; Player*pl=GetPlayer(); PopulateRenderLists(); auto RenderPlayer=[&](vf2d pos,vf2d scale){ if(player->IsInvisible())return; vf2d playerScale=vf2d(player->GetSizeMult(),player->GetSizeMult()); int count=0; for(vf2d&pos:player->ghostPositions){ view.DrawPartialRotatedDecal(pos,player->GetFrame().GetSourceImage()->Decal(),player->GetSpinAngle(),{12,12},player->GetFrame().GetSourceRect().pos,player->GetFrame().GetSourceRect().size,playerScale,{0,0,0,uint8_t(float(count)/player->RETREAT_GHOST_FRAMES*255)}); count++; } if(player->teleportAnimationTimer>0){ playerScale.x=120*float(abs(pow(player->teleportAnimationTimer-"Wizard.Right Click Ability.AnimationTime"_F/2,3))); pos=player->teleportStartPosition.lerp(player->teleportTarget,("Wizard.Right Click Ability.AnimationTime"_F-player->teleportAnimationTimer)/"Wizard.Right Click Ability.AnimationTime"_F); } const std::vectorattackBuffs=player->GetStatBuffs({"Attack","Attack %"}); view.DrawPartialRotatedDecal(pos+vf2d{0,-player->GetZ()*(std::signbit(scale.y)?-1:1)},player->GetFrame().GetSourceImage()->Decal(),player->GetSpinAngle(),{12,12},player->GetFrame().GetSourceRect().pos,player->GetFrame().GetSourceRect().size,playerScale*scale,attackBuffs.size()>0?Pixel{255,uint8_t(255*abs(sin(1.4*attackBuffs[0].duration))),uint8_t(255*abs(sin(1.4*attackBuffs[0].duration)))}:WHITE); SetDecalMode(DecalMode::NORMAL); if(player->GetState()==State::BLOCK){ view.DrawDecal(player->GetPos()+vf2d{0,-player->GetZ()*(std::signbit(scale.y)?-1:1)}-vf2d{12,12},GFX["block.png"].Decal()); } }; auto RenderZone=[&](geom2d::rect&zone){ game->SetDecalMode(DecalMode::ADDITIVE); Pixel ringColor={128,128,128,uint8_t(abs(sin(game->levelTime))*255)}; Decal*ringDecal=GFX["finishring_green.png"].Decal(); if(!player->IsOutOfCombat()){ game->SetDecalMode(DecalMode::NORMAL); ringColor.r=ringColor.g=ringColor.b=64; ringDecal=GFX["finishring.png"].Decal(); } view.DrawDecal(zone.pos,ringDecal,vf2d(zone.size)/vf2d(GFX["finishring.png"].Sprite()->Size()),ringColor); game->SetDecalMode(DecalMode::NORMAL); }; enum class RenderMode{ REFLECTIVE_TILES, NORMAL_TILES, EMPTY_TILES, }; reflectionUpdateTimer-=fElapsedTime; if(reflectionUpdateTimer<=0){ reflectionStepTime+="water_reflection_time_step"_F; reflectionUpdateTimer="water_reflection_update_time"_F; } #pragma region Basic Tile Layer Rendering if(GetCurrentMap().backdrop.length()>0){ DrawPartialDecal({0,0},WINDOW_SIZE,BACKDROP_DATA[GetCurrentMap().backdrop].Decal(),"Backdrop Config.Speed Ratio"_F*-camera.GetPosition()+view.GetWorldOffset(),WINDOW_SIZE); }else{ FillRectDecal({0,0},GetScreenSize(),{100,180,100}); } for(RenderMode mode=RenderMode::REFLECTIVE_TILES;mode<=RenderMode::EMPTY_TILES;mode=RenderMode(int(mode)+1)){ if(mode==RenderMode::NORMAL_TILES){ SetDecalMode(DecalMode::ADDITIVE); float reflectionHeight=(float(player->GetFrame().GetSourceRect().size.y)-8)*player->GetSizeMult(); float reflectionBottom=player->GetPos().y+reflectionHeight; float cutOff=reflectionBottom-GetCurrentMapData().height*GetCurrentMapData().tileheight; float multiplierX=0.9f; multiplierX*=(1-abs(sin(reflectionStepTime))*"water_reflection_scale_factor"_F); multiplierX*=(1-abs(cos(1.5f*reflectionStepTime))*"water_reflection_scale_factor"_F); float reflectionRatioX=abs(sin(reflectionStepTime))*"water_reflection_scale_factor"_F; RenderPlayer(player->GetPos()+vf2d{reflectionRatioX*player->GetFrame().GetSourceRect().size.x,float(player->GetFrame().GetSourceRect().size.y)-8}*player->GetSizeMult(),{multiplierX,-1}); for(Monster&m:MONSTER_LIST){ m.DrawReflection(reflectionRatioX,multiplierX); } SetDecalMode(DecalMode::NORMAL); } if(GetCurrentMapData().optimized){ view.FillRectDecal(-WINDOW_SIZE,vf2d{float(GetCurrentMapData().width),float(GetCurrentMapData().height)}*float(GetCurrentMapData().tilewidth)+vf2d{WINDOW_SIZE}*2,{100,180,100}); view.DrawDecal({0,0},MAP_DATA[GetCurrentLevel()].optimizedTile->Decal()); }else{ for (int x = view.GetTopLeftTile().x/GetCurrentMapData().tilewidth-1; x <= view.GetBottomRightTile().x/GetCurrentMapData().tilewidth; x++){ for (int y = view.GetTopLeftTile().y/GetCurrentMapData().tilewidth-1; y <= view.GetBottomRightTile().y/GetCurrentMapData().tilewidth; y++){ if(x>=0&&x=0&&yupperLevel){ int tileID=layer.tiles[y][x]-1; if(tileID!=-1){ int playerXTruncated=int(player->GetPos().x)/GetCurrentMapData().tilewidth; int playerYTruncated=int(player->GetPos().y)/GetCurrentMapData().tilewidth; if(playerXTruncated==x&&playerYTruncated==y){ bridgeLayerFade=true; } } } continue; } int tileID=layer.tiles[y][x]-1; if(tileID!=-1){ TilesheetData tileSheet=GetTileSheet(currentLevel,tileID); int tileSheetWidth=tileSheet.tileset->tileset->Sprite()->width/tileSheet.tileset->tilewidth; int tileSheetHeight=tileSheet.tileset->tileset->Sprite()->height/tileSheet.tileset->tileheight; int tileSheetIndex=tileID-(tileSheet.firstgid-1); int tileSheetX=tileSheetIndex%tileSheetWidth; int tileSheetY=tileSheetIndex/tileSheetWidth; if(!IsForegroundTile(tileSheet,tileSheetIndex)&&!IsUpperForegroundTile(tileSheetIndex)&&!IsReflectiveTile(tileSheet,tileSheetIndex)){ if(layer.tag.data["class"]!="CollisionOnly"){visibleTiles.erase({x,y});} RenderTile({x,y},tileSheet,tileSheetIndex,{tileSheetX,tileSheetY}); #pragma region Debug Collision boxes #ifdef _DEBUG if("debug_collision_boxes"_I){ if(tileSheet.tileset->collision.find(tileSheetIndex)!=tileSheet.tileset->collision.end()){ geom2d::rectcollision=tileSheet.tileset->collision[tileSheetIndex].collision; view.FillRectDecal(vf2d{float(x),float(y)}*float(GetCurrentMapData().tilewidth)+collision.pos,collision.size,{0,0,0,128}); view.DrawRectDecal(vf2d{float(x),float(y)}*float(GetCurrentMapData().tilewidth)+collision.pos,collision.size,GREY); } } #endif #pragma endregion } } } } }break; case RenderMode::REFLECTIVE_TILES:{ visibleTiles.insert({x,y}); for(LayerTag&layer:MAP_DATA[currentLevel].LayerData){ if(Unlock::IsUnlocked(layer.unlockCondition)){ int tileID=layer.tiles[y][x]-1; if(tileID!=-1){ TilesheetData tileSheet=GetTileSheet(currentLevel,tileID); int tileSheetWidth=tileSheet.tileset->tileset->Sprite()->width/tileSheet.tileset->tilewidth; int tileSheetHeight=tileSheet.tileset->tileset->Sprite()->height/tileSheet.tileset->tileheight; int tileSheetIndex=tileID-(tileSheet.firstgid-1); int tileSheetX=tileSheetIndex%tileSheetWidth; int tileSheetY=tileSheetIndex/tileSheetWidth; if(IsReflectiveTile(tileSheet,tileSheetIndex)){ if(layer.tag.data["class"]!="CollisionOnly"){visibleTiles.erase({x,y});} RenderTile({x,y},tileSheet,tileSheetIndex,{tileSheetX,tileSheetY}); } #ifdef _DEBUG if("debug_collision_boxes"_I){ if(tileSheet.tileset->collision.find(tileSheetIndex)!=tileSheet.tileset->collision.end()){ geom2d::rectcollision=tileSheet.tileset->collision[tileSheetIndex].collision; view.FillRectDecal(vf2d{float(x),float(y)}*float(GetCurrentMapData().tilewidth)+collision.pos,collision.size,{0,0,0,128}); view.DrawRectDecal(vf2d{float(x),float(y)}*float(GetCurrentMapData().tilewidth)+collision.pos,collision.size,GREY); } } #endif } } } }break; case RenderMode::EMPTY_TILES:{ if(visibleTiles.count({x,y})){ #pragma region Render Backdrop if(GetCurrentMap().backdrop.length()>0){ vf2d tileWorldPos=vi2d{x,y}*GetCurrentMapData().tilewidth; view.DrawPartialDecal(tileWorldPos,{float(GetCurrentMapData().tilewidth),float(GetCurrentMapData().tilewidth)},BACKDROP_DATA[GetCurrentMap().backdrop].Decal(),"Backdrop Config.Speed Ratio"_F*-camera.GetPosition()+tileWorldPos,{float(GetCurrentMapData().tilewidth),float(GetCurrentMapData().tilewidth)}); }else{ view.FillRectDecal(vi2d{x,y}*GetCurrentMapData().tilewidth,{float(GetCurrentMapData().tilewidth),float(GetCurrentMapData().tilewidth)},{100,180,100}); } #pragma endregion } }break; } #pragma region Debug A* Tiles #ifdef _DEBUG if(DEBUG_PATHFINDING){ for(int y2=0;y2<2;y2++){ for(int x2=0;x2<2;x2++){ vf2d tilePos=vf2d{float(x),float(y)}*24; vf2d gridPos=tilePos+pathfinder.gridSpacing*vf2d{float(x2),float(y2)}; if(pathfinder.nodes.count(gridPos)){ Pixel col=RED; if(!pathfinder.nodes[gridPos].bObstacle&&!pathfinder.nodes[gridPos].bObstacleUpper){ col=GREEN; } view.FillRectDecal(gridPos,pathfinder.gridSpacing,{col.r,col.g,col.b,128}); } } } } #endif #pragma endregion }else{ if(GetCurrentMap().backdrop.length()>0){ vf2d tileWorldPos=vi2d{x,y}*GetCurrentMapData().tilewidth; view.DrawPartialDecal(tileWorldPos,{float(GetCurrentMapData().tilewidth),float(GetCurrentMapData().tilewidth)},BACKDROP_DATA[GetCurrentMap().backdrop].Decal(),"Backdrop Config.Speed Ratio"_F*-camera.GetPosition()+tileWorldPos,{float(GetCurrentMapData().tilewidth),float(GetCurrentMapData().tilewidth)}); }else{ view.FillRectDecal(vi2d{x,y}*GetCurrentMapData().tilewidth,{float(GetCurrentMapData().tilewidth),float(GetCurrentMapData().tilewidth)},{100,180,100}); } } } } } if(bridgeLayerFade){ bridgeFadeFactor=std::min(bridgeFadeFactor+fElapsedTime,TileGroup::FADE_TIME); }else{ bridgeFadeFactor=std::max(bridgeFadeFactor-fElapsedTime,0.f); } } #pragma endregion for(ZoneData&zone:endZones){ RenderZone(zone.zone); } auto RenderPrecastTargetingIndicator=[&](){ if(player->GetState()==State::PREP_CAST){ float precastSize=GetPlayer()->castPrepAbility->precastInfo.size; float precastRange=GetPlayer()->castPrepAbility->precastInfo.range; vf2d scale=vf2d{precastSize,precastSize}*2/3.f; vf2d centerPoint=GetPlayer()->GetWorldAimingLocation()-vf2d{GFX["circle.png"].Sprite()->width*scale.x/2,GFX["circle.png"].Sprite()->height*scale.y/2}; float distance=float(sqrt(pow(player->GetX()-GetPlayer()->GetWorldAimingLocation().x,2)+pow(player->GetY()-GetPlayer()->GetWorldAimingLocation().y,2))); if(distance>precastRange){//Clamp the distance. vf2d pointToCursor = {GetPlayer()->GetWorldAimingLocation().x-player->GetX(),GetPlayer()->GetWorldAimingLocation().y-player->GetY()}; pointToCursor=pointToCursor.norm()*precastRange; vf2d centerPoint=player->GetPos()+pointToCursor-vf2d{GFX["circle.png"].Sprite()->width*scale.x/2,GFX["circle.png"].Sprite()->height*scale.y/2}; view.DrawDecal(centerPoint,GFX["circle.png"].Decal(),scale,{255,0,0,96}); } else { view.DrawDecal(centerPoint,GFX["circle.png"].Decal(),scale,{255,0,0,96}); } } }; if(!player->OnUpperLevel()){ RenderPrecastTargetingIndicator(); } #pragma region Foreground Rendering Preparation for(TileGroup&group:foregroundTileGroups){ if(view.IsRectVisible(group.GetRange().pos,group.GetRange().size)){ if(geom2d::overlaps(group.GetFadeRange(),player->pos)){ if(GameState::STATE!=GameState::states[States::MAIN_MENU]){ //Don't fade out tile groups while we are on the main menu. group.fadeFactor=std::min(group.fadeFactor+fElapsedTime,TileGroup::FADE_TIME); } } else { group.fadeFactor=std::max(group.fadeFactor-fElapsedTime,0.f); } for(TileRenderData&tile:group.GetTiles()){ tile.tileOpacity=group.fadeFactor; tile.group=&group; #pragma region Unhiding tile detection auto it=tile.tileSheet.tileset->foregroundTiles.find(tile.tileID); //We're looking for tiles that are marked as should not be faded away by a tile group. if(it!=tile.tileSheet.tileset->foregroundTiles.end()){ if(!(*it).second.hide)tile.tileOpacity=0.f; } #pragma endregion if(tile.tileSheet.tileset->collision.find(tile.tileID)!=tile.tileSheet.tileset->collision.end()){ tilesWithCollision.push_back(&tile); }else{ tilesWithoutCollision.push_back(&tile); //Tiles without collision are assumed to always be in the foreground. They don't have any depth rules. } } } } #pragma endregion std::sort(tilesWithCollision.begin(),tilesWithCollision.end(),[](TileRenderData*tile1,TileRenderData*tile2){ if(tile1->group->GetCollisionRange().middle().y!=tile2->group->GetCollisionRange().middle().y){ return tile1->group->GetCollisionRange().middle().ygroup->GetCollisionRange().middle().y; }else if(tile1->pos.y!=tile2->pos.y){ return tile1->pos.ypos.y; }else{ return tile1->layerIDlayerID; } }); std::sort(tilesWithoutCollision.begin(),tilesWithoutCollision.end(),[](TileRenderData*tile1,TileRenderData*tile2){return tile1->layerIDlayerID;}); for(auto it=monstersBeforeLower.begin();it!=monstersBeforeLower.end();++it){ Monster&m=**it; m.strategyDraw(this,m,MONSTER_DATA[m.GetName()].GetAIStrategy()); } for(auto it=monstersAfterLower.begin();it!=monstersAfterLower.end();++it){ Monster&m=**it; m.strategyDraw(this,m,MONSTER_DATA[m.GetName()].GetAIStrategy()); } #pragma region Foreground Rendering w/Depth for(TileRenderData*tile:tilesWithCollision){ #pragma region Depth Ordered Rendering for(auto it=monstersBeforeLower.begin();it!=monstersBeforeLower.end();++it){ Monster&m=**it; if(m.pos.ygroup->GetCollisionRange().middle().y){ m.Draw(); it=monstersBeforeLower.erase(it); if(it==monstersBeforeLower.end())break; if(it!=monstersBeforeLower.begin())--it; continue; } break; } for(auto it=bulletsLower.begin();it!=bulletsLower.end();++it){ const Bullet&b=**it; if(b.pos.ygroup->GetCollisionRange().middle().y){ b.Draw(); it=bulletsLower.erase(it); if(it==bulletsLower.end())break; if(it!=bulletsLower.begin())--it; continue; } break; } for(auto it=backgroundEffectsLower.begin();it!=backgroundEffectsLower.end();++it){ const Effect&e=**it; if(e.pos.ygroup->GetCollisionRange().middle().y){ e.Draw(); it=backgroundEffectsLower.erase(it); if(it==backgroundEffectsLower.end())break; if(it!=backgroundEffectsLower.begin())--it; continue; } break; } for(auto it=dropsBeforeLower.begin();it!=dropsBeforeLower.end();++it){ const ItemDrop&drop=ItemDrop::drops[*it]; if(drop.pos.ygroup->GetCollisionRange().middle().y){ drop.Draw(); it=dropsBeforeLower.erase(it); if(it==dropsBeforeLower.end())break; if(it!=dropsBeforeLower.begin())--it; continue; } break; } if(!player->rendered&&!player->upperLevel&&player->GetPos().ygroup->GetCollisionRange().middle().y){ player->rendered=true; if(player->GetZ()>0){ vf2d shadowScale=vf2d{8*player->GetSizeMult()/3.f,1}/std::max(1.f,player->GetZ()/24); view.DrawDecal(player->GetPos()-vf2d{3,3}*shadowScale/2+vf2d{0,6*player->GetSizeMult()},GFX["circle.png"].Decal(),shadowScale,BLACK); } RenderPlayer(player->GetPos(),{1,1}); } for(auto it=monstersAfterLower.begin();it!=monstersAfterLower.end();++it){ Monster&m=**it; if(m.pos.ygroup->GetCollisionRange().middle().y){ m.Draw(); it=monstersAfterLower.erase(it); if(it==monstersAfterLower.end())break; if(it!=monstersAfterLower.begin())--it; continue; } break; } for(auto it=dropsAfterLower.begin();it!=dropsAfterLower.end();++it){ const ItemDrop&drop=ItemDrop::drops[*it]; if(drop.pos.ygroup->GetCollisionRange().middle().y){ drop.Draw(); it=dropsAfterLower.erase(it); if(it==dropsAfterLower.end())break; if(it!=dropsAfterLower.begin())--it; continue; } break; } for(auto it=foregroundEffectsLower.begin();it!=foregroundEffectsLower.end();++it){ const Effect&e=**it; if(e.pos.ygroup->GetCollisionRange().middle().y){ e.Draw(); it=foregroundEffectsLower.erase(it); if(it==foregroundEffectsLower.end())break; if(it!=foregroundEffectsLower.begin())--it; continue; } break; } #pragma endregion RenderTile(*tile,{255,255,255,uint8_t(255-tile->tileOpacity/TileGroup::FADE_TIME*TileGroup::FADE_AMT)}); float distToPlayer=geom2d::line(player->GetPos(),tile->pos+vf2d{12,12}).length(); if(GameSettings::TerrainCollisionBoxesEnabled()&&distToPlayer<24*3&&tile->tileOpacity>0&&tile->tileSheet.tileset->collision.find(tile->tileID)!=tile->tileSheet.tileset->collision.end()){ geom2d::rectcollision=tile->tileSheet.tileset->collision[tile->tileID].collision; distToPlayer/=4; if(distToPlayer<1){distToPlayer=1;} view.FillRectDecal(tile->pos+collision.pos,collision.size,{255,0,0,uint8_t(128*tile->tileOpacity/sqrt(distToPlayer))}); view.DrawRectDecal(tile->pos+collision.pos,collision.size,{128,0,0,uint8_t(255/sqrt(distToPlayer))}); #ifdef _DEBUG if("debug_collision_boxes_snapping"_I){ if(fmod(tile->pos.x+collision.pos.x,1.f)!=0.f||fmod(tile->pos.y+collision.pos.y,1.f)!=0.f){ view.DrawShadowStringPropDecal(tile->pos+collision.pos-vf2d{0,24},(tile->pos+collision.pos).str(),RED,BLACK,{0.5f,1.f},24.f); view.DrawShadowStringPropDecal(tile->pos+collision.pos+vf2d{0,24},((tile->pos+collision.pos)+(collision.size)).str(),GREEN,BLACK,{0.5f,1.f},24.f); } } #endif } } #pragma endregion #pragma region Remaining Rendering for(Monster*m:monstersBeforeLower){ m->strategyDraw(this,*m,MONSTER_DATA[m->GetName()].GetAIStrategy()); m->Draw(); } for(const Bullet*const b:bulletsLower){ b->Draw(); } for(const Effect*const e:backgroundEffectsLower){ e->Draw(); } for(const int dropInd:dropsBeforeLower){ ItemDrop::drops[dropInd].Draw(); } if(!player->rendered&&!player->upperLevel){ player->rendered=true; if(player->GetZ()>0){ vf2d shadowScale=vf2d{8*player->GetSizeMult()/3.f,1}/std::max(1.f,player->GetZ()/24); view.DrawDecal(player->GetPos()-vf2d{3,3}*shadowScale/2+vf2d{0,6*player->GetSizeMult()},GFX["circle.png"].Decal(),shadowScale,BLACK); } RenderPlayer(player->GetPos(),{1,1}); } for(Monster* m:monstersAfterLower){ m->strategyDraw(this,*m,MONSTER_DATA[m->GetName()].GetAIStrategy()); m->Draw(); } for(const int dropInd:dropsAfterLower){ ItemDrop::drops[dropInd].Draw(); } for(const Effect*const e:foregroundEffectsLower){ e->Draw(); } #pragma endregion #pragma region Permanent Foreground Rendering for(TileRenderData*tile:tilesWithoutCollision){ RenderTile(*tile,{255,255,255,uint8_t(255-tile->tileOpacity/TileGroup::FADE_TIME*TileGroup::FADE_AMT)}); float distToPlayer=geom2d::line(player->GetPos(),tile->pos+vf2d{12,12}).length(); if(distToPlayer<24*3&&tile->tileOpacity>0&&tile->tileSheet.tileset->collision.find(tile->tileID)!=tile->tileSheet.tileset->collision.end()){ geom2d::rectcollision=tile->tileSheet.tileset->collision[tile->tileID].collision; distToPlayer/=4; if(distToPlayer<1){distToPlayer=1;} view.FillRectDecal(tile->pos+collision.pos,collision.size,{255,0,0,uint8_t(128*tile->tileOpacity/sqrt(distToPlayer))}); view.DrawRectDecal(tile->pos+collision.pos,collision.size,{128,0,0,uint8_t(255/sqrt(distToPlayer))}); #ifdef _DEBUG if("debug_collision_boxes_snapping"_I){ if(fmod(tile->pos.x+collision.pos.x,1.f)!=0.f||fmod(tile->pos.y+collision.pos.y,1.f)!=0.f){ view.DrawShadowStringPropDecal(tile->pos+collision.pos-vf2d{0,24},(tile->pos+collision.pos).str(),RED,BLACK,{0.5f,1.f},24.f); view.DrawShadowStringPropDecal(tile->pos+collision.pos+vf2d{0,24},((tile->pos+collision.pos)+(collision.size)).str(),GREEN,BLACK,{0.5f,1.f},24.f); } } #endif } } #pragma endregion tilesWithCollision.clear(); tilesWithoutCollision.clear(); #pragma region Bridge Layer Rendering if(bridgeLayer!=nullptr){ for (int x = view.GetTopLeftTile().x/game->GetCurrentMapData().tilewidth-1; x <= view.GetBottomRightTile().x/game->GetCurrentMapData().tilewidth; x++){ for (int y = view.GetTopLeftTile().y/game->GetCurrentMapData().tilewidth-1; y <= view.GetBottomRightTile().y/game->GetCurrentMapData().tilewidth; y++){ if(x>=0&&x=0&&ytiles[y][x]-1; if(tileID!=-1){ TilesheetData tileSheet=GetTileSheet(currentLevel,tileID); int tileSheetWidth=tileSheet.tileset->tileset->Sprite()->width/tileSheet.tileset->tilewidth; int tileSheetHeight=tileSheet.tileset->tileset->Sprite()->height/tileSheet.tileset->tileheight; int tileSheetIndex=tileID-(tileSheet.firstgid-1); int tileSheetX=tileSheetIndex%tileSheetWidth; int tileSheetY=tileSheetIndex/tileSheetWidth; view.DrawPartialDecal(vi2d{x,y}*game->GetCurrentMapData().tilewidth,{float(tileSheet.tileset->tilewidth),float(tileSheet.tileset->tileheight)},tileSheet.tileset->tileset->Decal(),vi2d{tileSheetX,tileSheetY}*game->GetCurrentMapData().tilewidth,{float(tileSheet.tileset->tilewidth),float(tileSheet.tileset->tileheight)},{255,255,255,uint8_t(255-bridgeFadeFactor/TileGroup::FADE_TIME*TileGroup::FADE_AMT)}); #ifdef _DEBUG if("debug_collision_boxes"_I){ if(tileSheet.tileset->collision.find(tileSheetIndex)!=tileSheet.tileset->collision.end()){ geom2d::rectcollision=tileSheet.tileset->collision[tileSheetIndex].collision; view.FillRectDecal(vf2d{float(x),float(y)}*float(game->GetCurrentMapData().tilewidth)+collision.pos,collision.size,{0,0,0,128}); view.DrawRectDecal(vf2d{float(x),float(y)}*float(game->GetCurrentMapData().tilewidth)+collision.pos,collision.size,GREY); } } #endif } } } } } #pragma endregion for(ZoneData&zone:upperEndZones){ RenderZone(zone.zone); } if(player->OnUpperLevel()){ RenderPrecastTargetingIndicator(); } #pragma region Upper Foreground Rendering Preparation for(TileGroup&group:upperForegroundTileGroups){ if(view.IsRectVisible(group.GetRange().pos,group.GetRange().size)){ if(geom2d::overlaps(group.GetFadeRange(),player->pos)){ if(GameState::STATE!=GameState::states[States::MAIN_MENU]){ //Don't fade out tile groups while we are on the main menu. group.fadeFactor=std::min(group.fadeFactor+fElapsedTime,TileGroup::FADE_TIME); } } else { group.fadeFactor=std::max(group.fadeFactor-fElapsedTime,0.f); } for(TileRenderData&tile:group.GetTiles()){ tile.tileOpacity=group.fadeFactor; tile.group=&group; #pragma region Unhiding tile detection auto it=tile.tileSheet.tileset->upperForegroundTiles.find(tile.tileID); //We're looking for tiles that are marked as should not be faded away by a tile group. if(it!=tile.tileSheet.tileset->upperForegroundTiles.end()){ if(!(*it).second.hide)tile.tileOpacity=0.f; } #pragma endregion if(tile.tileSheet.tileset->collision.find(tile.tileID)!=tile.tileSheet.tileset->collision.end()){ tilesWithCollision.push_back(&tile); }else{ tilesWithoutCollision.push_back(&tile); } } } } #pragma endregion std::sort(tilesWithCollision.begin(),tilesWithCollision.end(),[](TileRenderData*tile1,TileRenderData*tile2){ if(tile1->group->GetCollisionRange().middle().y!=tile2->group->GetCollisionRange().middle().y){ return tile1->group->GetCollisionRange().middle().ygroup->GetCollisionRange().middle().y; }else if(tile1->pos.y!=tile2->pos.y){ return tile1->pos.ypos.y; }else{ return tile1->layerIDlayerID; } }); std::sort(tilesWithoutCollision.begin(),tilesWithoutCollision.end(),[](TileRenderData*tile1,TileRenderData*tile2){return tile1->layerIDlayerID;}); for(auto it=monstersBeforeUpper.begin();it!=monstersBeforeUpper.end();++it){ Monster&m=**it; m.strategyDraw(this,m,MONSTER_DATA[m.GetName()].GetAIStrategy()); } for(auto it=monstersAfterUpper.begin();it!=monstersAfterUpper.end();++it){ Monster&m=**it; m.strategyDraw(this,m,MONSTER_DATA[m.GetName()].GetAIStrategy()); } #pragma region Upper Foreground Rendering w/Depth for(TileRenderData*tile:tilesWithCollision){ #pragma region Depth Ordered Upper Rendering for(auto it=monstersBeforeUpper.begin();it!=monstersBeforeUpper.end();++it){ Monster&m=**it; if(m.pos.ygroup->GetCollisionRange().middle().y){ m.Draw(); it=monstersBeforeUpper.erase(it); if(it==monstersBeforeUpper.end())break; if(it!=monstersBeforeUpper.begin())--it; continue; } break; } for(auto it=bulletsUpper.begin();it!=bulletsUpper.end();++it){ const Bullet&b=**it; if(b.pos.ygroup->GetCollisionRange().middle().y){ b.Draw(); it=bulletsUpper.erase(it); if(it==bulletsUpper.end())break; if(it!=bulletsUpper.begin())--it; continue; } break; } for(auto it=backgroundEffectsUpper.begin();it!=backgroundEffectsUpper.end();++it){ const Effect&e=**it; if(e.pos.ygroup->GetCollisionRange().middle().y){ e.Draw(); it=backgroundEffectsUpper.erase(it); if(it==backgroundEffectsUpper.end())break; if(it!=backgroundEffectsUpper.begin())--it; continue; } break; } for(auto it=dropsBeforeUpper.begin();it!=dropsBeforeUpper.end();++it){ const ItemDrop&drop=ItemDrop::drops[*it]; if(drop.pos.ygroup->GetCollisionRange().middle().y){ drop.Draw(); it=dropsBeforeUpper.erase(it); if(it==dropsBeforeUpper.end())break; if(it!=dropsBeforeUpper.begin())--it; continue; } break; } if(!player->rendered&&player->upperLevel&&player->GetPos().ygroup->GetCollisionRange().middle().y){ player->rendered=true; if(player->GetZ()>0){ vf2d shadowScale=vf2d{8*player->GetSizeMult()/3.f,1}/std::max(1.f,player->GetZ()/24); view.DrawDecal(player->GetPos()-vf2d{3,3}*shadowScale/2+vf2d{0,6*player->GetSizeMult()},GFX["circle.png"].Decal(),shadowScale,BLACK); } RenderPlayer(player->GetPos(),{1,1}); } for(auto it=monstersAfterUpper.begin();it!=monstersAfterUpper.end();++it){ Monster&m=**it; if(m.pos.ygroup->GetCollisionRange().middle().y){ m.Draw(); it=monstersAfterUpper.erase(it); if(it==monstersAfterUpper.end())break; if(it!=monstersAfterUpper.begin())--it; continue; } break; } for(auto it=dropsAfterUpper.begin();it!=dropsAfterUpper.end();++it){ const ItemDrop&drop=ItemDrop::drops[*it]; if(drop.pos.ygroup->GetCollisionRange().middle().y){ drop.Draw(); it=dropsAfterUpper.erase(it); if(it==dropsAfterUpper.end())break; if(it!=dropsAfterUpper.begin())--it; continue; } break; } for(auto it=foregroundEffectsUpper.begin();it!=foregroundEffectsUpper.end();++it){ const Effect&e=**it; if(e.pos.ygroup->GetCollisionRange().middle().y){ e.Draw(); it=foregroundEffectsUpper.erase(it); if(it==foregroundEffectsUpper.end())break; if(it!=foregroundEffectsUpper.begin())--it; continue; } break; } #pragma endregion RenderTile(*tile,{255,255,255,uint8_t(255-tile->tileOpacity/TileGroup::FADE_TIME*TileGroup::FADE_AMT)}); float distToPlayer=geom2d::line(player->GetPos(),tile->pos+vf2d{12,12}).length(); if(GameSettings::TerrainCollisionBoxesEnabled()&&distToPlayer<24*3&&tile->tileOpacity>0&&tile->tileSheet.tileset->collision.find(tile->tileID)!=tile->tileSheet.tileset->collision.end()){ geom2d::rectcollision=tile->tileSheet.tileset->collision[tile->tileID].collision; distToPlayer/=4; if(distToPlayer<1){distToPlayer=1;} view.FillRectDecal(tile->pos+collision.pos,collision.size,{255,0,0,uint8_t(128*tile->tileOpacity/sqrt(distToPlayer))}); view.DrawRectDecal(tile->pos+collision.pos,collision.size,{128,0,0,uint8_t(255/sqrt(distToPlayer))}); } } #pragma endregion #pragma region Remaining Upper Rendering for(Monster*m:monstersBeforeUpper){ m->strategyDraw(this,*m,MONSTER_DATA[m->GetName()].GetAIStrategy()); m->Draw(); } for(const Bullet*const b:bulletsUpper){ b->Draw(); } for(const Effect*const e:backgroundEffectsUpper){ e->Draw(); } for(const int dropInd:dropsBeforeUpper){ ItemDrop::drops[dropInd].Draw(); } if(!player->rendered&&player->upperLevel){ player->rendered=true; if(player->GetZ()>0){ vf2d shadowScale=vf2d{8*player->GetSizeMult()/3.f,1}/std::max(1.f,player->GetZ()/24); view.DrawDecal(player->GetPos()-vf2d{3,3}*shadowScale/2+vf2d{0,6*player->GetSizeMult()},GFX["circle.png"].Decal(),shadowScale,BLACK); } RenderPlayer(player->GetPos(),{1,1}); } for(Monster*m:monstersAfterUpper){ m->strategyDraw(this,*m,MONSTER_DATA[m->GetName()].GetAIStrategy()); m->Draw(); } for(const int dropInd:dropsAfterUpper){ ItemDrop::drops[dropInd].Draw(); } for(const Effect*const e:foregroundEffectsUpper){ e->Draw(); } #pragma endregion #pragma region Permanent Upper Foreground Rendering for(TileRenderData*tile:tilesWithoutCollision){ RenderTile(*tile,{255,255,255,uint8_t(255-tile->tileOpacity/TileGroup::FADE_TIME*TileGroup::FADE_AMT)}); float distToPlayer=geom2d::line(player->GetPos(),tile->pos+vf2d{12,12}).length(); if(distToPlayer<24*3&&tile->tileOpacity>0&&tile->tileSheet.tileset->collision.find(tile->tileID)!=tile->tileSheet.tileset->collision.end()){ geom2d::rectcollision=tile->tileSheet.tileset->collision[tile->tileID].collision; distToPlayer/=4; if(distToPlayer<1){distToPlayer=1;} view.FillRectDecal(tile->pos+collision.pos,collision.size,{255,0,0,uint8_t(128*tile->tileOpacity/sqrt(distToPlayer))}); view.DrawRectDecal(tile->pos+collision.pos,collision.size,{128,0,0,uint8_t(255/sqrt(distToPlayer))}); } } #pragma endregion for(std::vector>::iterator it=DAMAGENUMBER_LIST.begin();it!=DAMAGENUMBER_LIST.end();++it){ DamageNumber*dn=(*it).get(); if(dn->pauseTime>0){ dn->pauseTime-=fElapsedTime; } else{ dn->lifeTime+=fElapsedTime; if(dn->lifeTime<=1){ if(dn->lifeTimeinvertedDirection){ dn->pos.y+=dn->riseSpd*fElapsedTime; }else{ dn->pos.y-=dn->riseSpd*fElapsedTime; } } } } #define NumberScalesWithDamage true #define NormalNumber false auto DrawDamageNumber=[&](const bool ScaleWithNumber,std::string_view text,std::paircolorsEnemy,std::paircolorsFriendly,vf2d scaling={1.f,1.f}){ vf2d textSize=GetTextSizeProp(text)*scaling; if(!dn->friendly){ vf2d additionalScaling={1.f,1.f}; if(ScaleWithNumber)additionalScaling=dn->size; textSize*=additionalScaling; vf2d drawPos=dn->pos-textSize/2.f; drawPos.x=std::clamp(drawPos.x,view.GetWorldTL().x,view.GetWorldBR().x-textSize.x); drawPos.y=std::clamp(drawPos.y,view.GetWorldTL().y,view.GetWorldBR().y-textSize.y); view.DrawShadowStringPropDecal(drawPos,text,colorsEnemy.first,colorsEnemy.second,scaling*additionalScaling); }else{ vf2d drawPos=dn->pos-textSize/2.f; drawPos.x=std::clamp(drawPos.x,view.GetWorldTL().x,view.GetWorldBR().x-textSize.x); drawPos.y=std::clamp(drawPos.y,view.GetWorldTL().y,view.GetWorldBR().y-textSize.y); view.DrawShadowStringPropDecal(drawPos,text,colorsFriendly.first,colorsFriendly.second,scaling); } }; switch(dn->type){ case HEALTH_LOSS:{ std::string text=std::to_string(dn->damage); DrawDamageNumber(NumberScalesWithDamage,text,{DARK_RED,{0,0,0,0}},{RED,VERY_DARK_GREY}); }break; case HEALTH_GAIN:{ std::string text="+"+std::to_string(dn->damage); DrawDamageNumber(NormalNumber,text,{DARK_GREEN,{0,0,0,0}},{GREEN,VERY_DARK_GREY}); }break; case MANA_GAIN:{ std::string text="+"+std::to_string(dn->damage); DrawDamageNumber(NormalNumber,text,{BLUE,VERY_DARK_GREY},{BLUE,VERY_DARK_GREY}); }break; case INTERRUPT:{ std::string text="Interrupted!"; DrawDamageNumber(NormalNumber,text,{BLACK,VERY_DARK_GREY},{BLACK,VERY_DARK_GREY},{0.5f,1}); }break; case CRIT:{ std::string text=std::to_string(dn->damage); DrawDamageNumber(NumberScalesWithDamage,text,{YELLOW,DARK_YELLOW},{BLACK,{0,0,0,0}}); }break; } } for(Monster&m:MONSTER_LIST){ m.strategyDrawOverlay(this,m,MONSTER_DATA[m.GetName()].GetAIStrategy()); } #ifdef _DEBUG if(DEBUG_PATHFINDING){ std::vectorpathing=game->pathfinder.Solve_AStar(player.get()->GetPos(),GetWorldMousePos(),8,player.get()->OnUpperLevel()); for(vf2d&square:pathing){ view.FillRectDecal(square*float(game->GetCurrentMapData().tilewidth),{float(game->GetCurrentMapData().tilewidth),float(game->GetCurrentMapData().tilewidth)},DARK_GREEN); } } #endif } Player*AiL::GetPlayer(){ return player.get(); } void AiL::RenderHud(){ if(!displayHud)return; healthCounter.Update(); manaCounter.Update(); auto RenderAimingCursor=[&](){ if(Input::UsingGamepad()&&Input::AxesActive()){ vf2d aimingLocation=player->GetAimingLocation(); float analogStickDistance=geom2d::line(GetScreenSize()/2,aimingLocation).length(); if(analogStickDistance>12.f){ float aimingDist=geom2d::line(view.WorldToScreen(player->GetPos()),aimingLocation).length(); if(aimingDist>"Player.Aiming Cursor Max Distance"_F/100*24.f){ //Clamp the line to the max possible distance. aimingLocation=geom2d::line(view.WorldToScreen(player->GetPos()),aimingLocation).rpoint("Player.Aiming Cursor Max Distance"_F/100*24.f); aimingDist=geom2d::line(view.WorldToScreen(player->GetPos()),aimingLocation).length(); } geom2d::lineaimingLine=geom2d::line(view.WorldToScreen(player->GetPos()),aimingLocation); DrawRotatedDecal(aimingLocation,GFX["aiming_target.png"].Decal(),0.f,GFX["aiming_target.png"].Sprite()->Size()/2,{1.0f,1.0f},{255,255,255,128}); vf2d lineScale=vf2d(GFX["aiming_line.png"].Sprite()->Size())*vf2d{aimingDist/GFX["aiming_line.png"].Sprite()->width,1}; DrawPartialRotatedDecal(view.WorldToScreen(player->GetPos()),GFX["aiming_line.png"].Decal(),aimingLine.vector().polar().y,{0,0},{0,0},lineScale,vf2d{aimingDist,1.f}/lineScale,{255,255,255,192}); } } }; RenderAimingCursor(); ItemOverlay::Draw(); RenderCooldowns(); auto RenderCastbar=[&](const CastInfo&cast){ FillRectDecal(vf2d{ScreenWidth()/2-92.f,ScreenHeight()-90.f},{184,20},BLACK); FillRectDecal(vf2d{ScreenWidth()/2-90.f,ScreenHeight()-88.f},{180,16},DARK_GREY); float timer=cast.castTimer; float totalTime=cast.castTotalTime; std::string castText=cast.name; GradientFillRectDecal(vf2d{ScreenWidth()/2-90.f,ScreenHeight()-88.f},{(timer/totalTime)*180,16},{247,125,37},{247,125,37},{247,184,37},{247,184,37}); std::stringstream castTimeDisplay; castTimeDisplay<::max(),2.f); }; if(GetPlayer()->GetCastInfo().castTimer>0){ RenderCastbar(GetPlayer()->GetCastInfo()); }else if(GetPlayer()->GetEndZoneStandTime()>0){ RenderCastbar(CastInfo{"Exiting Level...",GetPlayer()->GetEndZoneStandTime(),"Player.End Zone Wait Time"_F}); } Pixel healthOutlineCol=BLACK; if(player->GetHealth()/player->GetMaxHealth()<="Player.Health Warning Pct"_F/100.f){ float runTimeAmt=fmod(GetRuntime(),"Player.Health Warning Flicker Time"_F*2); if(runTimeAmt<"Player.Health Warning Flicker Time"_F){ healthOutlineCol="Player.Health Warning Outline Color"_Pixel; } Input::SetLightbar(healthOutlineCol); } DrawDecal({2,2},GFX["heart_outline.png"].Decal(),{1.f,1.f},healthOutlineCol); DrawDecal({2,2},GFX["heart.png"].Decal()); DrawDecal({2,20},GFX["mana.png"].Decal()); std::string text=player->GetHealth()>0?std::to_string(healthCounter.GetDisplayValue()):"X"; std::string text_mana=std::to_string(manaCounter.GetDisplayValue()); DrawShadowStringPropDecal({20,3},text,healthCounter.GetDisplayColor(),healthOutlineCol,{2,2},INFINITE); DrawShadowStringPropDecal({24,23},text_mana,manaCounter.GetDisplayColor(),BLACK,{1.5f,1.5f},INFINITE); #pragma region Show Max Health/Max Mana if(GameSettings::ShowMaxHealth()){ vf2d healthTextSize=GetTextSizeProp(text)*vf2d{2.f,2.f}; std::string maxHealthText="/"+std::to_string(int(player->GetMaxHealth())); float maxHealthTextHeight=GetTextSizeProp(maxHealthText).y; DrawShadowStringPropDecal(vf2d{20,3}+healthTextSize+vf2d{1.f,-maxHealthTextHeight},maxHealthText,{200,200,200,255},healthOutlineCol,{1.f,1.f},INFINITE); } if(GameSettings::ShowMaxMana()){ vf2d manaTextSize=GetTextSizeProp(text_mana)*vf2d{1.5f,1.5f}; std::string maxManaText="/"+std::to_string(player->GetMaxMana()); float maxManaTextHeight=GetTextSizeProp(maxManaText).y; DrawShadowStringPropDecal(vf2d{24,23}+manaTextSize+vf2d{1.f,-maxManaTextHeight},maxManaText,{200,200,255,255},BLACK,{1.f,1.f},INFINITE); } #pragma endregion if(player->notEnoughManaDisplay.second>0){ std::string displayText="Not enough mana for "+player->notEnoughManaDisplay.first+"!"; DrawShadowStringPropDecal(vf2d{float(ScreenWidth()/2),float(ScreenHeight()/4)}-GetTextSizeProp(displayText)/2,displayText,DARK_RED,VERY_DARK_RED); } if(player->notificationDisplay.second>0){ std::string displayText=player->notificationDisplay.first; DrawShadowStringPropDecal(vf2d{float(ScreenWidth()/2),float(ScreenHeight()/4)-24}-GetTextSizeProp(displayText)/2,displayText,BLUE,VERY_DARK_BLUE); } DisplayBossEncounterInfo(); #ifdef _DEBUG if("debug_player_info"_I){ DrawShadowStringDecal({0,128},player->GetPos().str()); DrawShadowStringDecal({0,136},"Spd: "+std::to_string(player->GetMoveSpdMult())); DrawShadowStringDecal({0,144},"HP Timer: "+std::to_string(player->hpRecoveryTimer)); DrawShadowStringDecal({0,152},"HP Recovery Amt: "+std::to_string(player->GetHPRecoveryPct()*player->GetMaxHealth())); if(!ISBLANK(GetLoadoutItem(0))){ DrawShadowStringDecal({0,92},"Loadout Slot 1 Qty: "+std::to_string(GetLoadoutItem(0).lock()->Amt())); } DrawShadowStringDecal({0,12},"Button Hold Time: "+std::to_string(Menu::menus[INVENTORY_CONSUMABLES]->buttonHoldTime)); } #endif } void AiL::RenderCooldowns(){ std::vectorcooldowns{ player->GetAbility1(), player->GetAbility2(), player->GetAbility3(), player->GetAbility4(), }; const auto DrawCooldown=[&](vf2d pos,Ability&a,int loadoutSlot=-1/*Set to 0-2 to get an item slot rendered instead*/){ bool circle=loadoutSlot==-1; if(a.name!="???"){ vf2d keyDisplaySize=vf2d{GetTextSize(a.input->GetDisplayName())}*vf2d{0.5f,0.5f}; InputType controlType=KEY; if(Input::UsingGamepad())controlType=CONTROLLER; vf2d drawOffset={}; if(loadoutSlot!=-1){ drawOffset.y+=2.f; } a.input->DrawPrimaryInput(game,pos+vf2d{14,0.f}+drawOffset,"",255,controlType,{0.75f,0.75f}); if(a.cooldown>0.1){ vf2d iconScale={1,1}; if(loadoutSlot!=-1)iconScale={0.7f,0.7f}; DrawRotatedDecal(pos+vf2d{12,12},GFX[a.icon].Decal(),0,{12,12},iconScale,{255,255,255,64}); if(circle){ DrawPie(pos+vf2d{12,12},12,360-(a.cooldown/a.GetCooldownTime())*360,PixelLerp(a.barColor1,a.barColor2,(a.cooldown/a.GetCooldownTime()))); }else{ DrawSquarePie(pos+vf2d{12,12},10,360-(a.cooldown/a.GetCooldownTime())*360,PixelLerp(a.barColor1,a.barColor2,(a.cooldown/a.GetCooldownTime()))); } std::stringstream cooldownTimeDisplay; cooldownTimeDisplay<Held()){ if(circle){ DrawPie(pos+vf2d{12,12},12,0,{255,255,255,64}); }else{ DrawSquarePie(pos+vf2d{12,12},10,0,{255,255,255,64}); } } Pixel shortNameCol=BLUE,manaCostShadowCol=DARK_BLUE,keyDisplayCol=YELLOW; if(player->GetMana()0){ shortNameCol=GREY; manaCostShadowCol=DARK_GREY; keyDisplayCol=GREY; } if(loadoutSlot!=-1){ const std::weak_ptrloadoutItem=GetLoadoutItem(loadoutSlot); if(!loadoutItem.expired()&&loadoutItem.lock()->it!=nullptr){ uint32_t itemAmt=loadoutItem.lock()->Amt(); if(itemAmt>0){ std::string amtString="x"+std::to_string(itemAmt); vf2d qtySize=vf2d{GetTextSize(amtString)}*vf2d{0.5f,0.75f}; DrawShadowStringDecal(pos+vf2d{20,20}-qtySize/2,amtString,WHITE,BLACK,{0.5f,0.75f}); }else{ DrawDecal(pos,GFX["square_skill_overlay_icon_empty.png"].Decal(),{1,1},DARK_RED); shortNameCol=RED; manaCostShadowCol=DARK_RED; keyDisplayCol=RED; } } } if(a.manaCost>0){ vf2d manaCostSize=vf2d{GetTextSize(std::to_string(a.manaCost))}*vf2d{0.5f,0.75f}; DrawShadowStringDecal(pos+vf2d{20,4}-manaCostSize/2,std::to_string(a.manaCost),{192,192,255},manaCostShadowCol,{0.5f,0.75f}); } vf2d shortNameSize=vf2d{GetTextSize(a.shortName)}*vf2d{0.5f,0.75f}; DrawShadowStringDecal(pos+vf2d{13,24}-shortNameSize/2,a.shortName,shortNameCol,{255,255,255,230},{0.5f,0.75f}); } }; vf2d iconPos={8.f,float(ScreenHeight()-32)}; for(Ability&a:cooldowns){ if(a.name!="???"){ DrawCooldown(iconPos,a); iconPos+=vf2d{32,0}; } } DrawCooldown({float(ScreenWidth()-32),float(ScreenHeight()-32)},player->GetRightClickAbility()); for(int i=-1;i<2;i++){ int loadoutSlot=i+1;//0-2 Ability*a=&GetPlayer()->useItem1; if(loadoutSlot==1){a=&GetPlayer()->useItem2;}else if(loadoutSlot==2){a=&GetPlayer()->useItem3;} DrawCooldown({float(ScreenWidth()/2+i*26-12),float(ScreenHeight()-26)},*a,loadoutSlot); } } void AiL::AddEffect(std::unique_ptrforeground,std::unique_ptr background){ AddEffect(std::move(background),true); AddEffect(std::move(foreground)); } void AiL::AddEffect(std::unique_ptr foreground,bool back){ if(back){ backgroundEffectsToBeInserted.push_back(std::move(foreground)); } else { foregroundEffectsToBeInserted.push_back(std::move(foreground)); } } vf2d AiL::GetWorldMousePos(){ return GetMousePos()+view.GetWorldOffset(); } void AiL::SetupWorldShake(float duration){ if(!GameSettings::ScreenShakeEnabled())return; worldShakeVel={13,-13}; worldShakeTime=duration; worldShake=vf2d{player->GetPos()}; camera.SetTarget(worldShake); Input::StartVibration(); } void AiL::InitializeLevel(std::string mapFile,MapName map){ TMXParser level(mapFile); size_t slashMarker = mapFile.find_last_of('/'); std::string baseDir=mapFile.substr(0,slashMarker+1); MAP_DATA[map]=level.GetData(); for(auto&[key,size]:DATA["Levels"][map]){ if(key.starts_with("Loot")){ datafile data=DATA["Levels"][map][key]; int pctChance=100; if(data.GetValueCount()>3)pctChance=data.GetInt(3U); MAP_DATA[map].stageLoot.push_back(ItemMapData(data.GetString(0U),data.GetInt(1U),data.GetInt(2U),pctChance)); }else if(key.starts_with("Skip Loadout Selection")){ MAP_DATA[map].skipLoadoutScreen=DATA["Levels"][map]["Skip Loadout Selection"].GetBool(); } } for(XMLTag&tag:MAP_DATA[map].TilesetData){ size_t slashMarkerSourceDir = tag.data["source"].find_last_of('/'); std::string baseSourceDir=tag.data["source"].substr(slashMarkerSourceDir+1); if(MAP_TILESETS.find("assets/maps/"+baseSourceDir)==MAP_TILESETS.end()){ TSXParser tileset(baseDir+tag.data["source"]); Renderable*r=NEW Renderable(); MAP_TILESETS["assets/maps/"+baseSourceDir].tilewidth=tileset.GetData().tilewidth; MAP_TILESETS["assets/maps/"+baseSourceDir].tileheight=tileset.GetData().tileheight; MAP_TILESETS["assets/maps/"+baseSourceDir].tileset=r; MAP_TILESETS["assets/maps/"+baseSourceDir].foregroundTiles=tileset.GetData().ForegroundTileData; MAP_TILESETS["assets/maps/"+baseSourceDir].upperForegroundTiles=tileset.GetData().UpperForegroundTileData; MAP_TILESETS["assets/maps/"+baseSourceDir].collision=tileset.GetData().CollisionData; MAP_TILESETS["assets/maps/"+baseSourceDir].staircaseTiles=tileset.GetData().StaircaseData; MAP_TILESETS["assets/maps/"+baseSourceDir].animationData=tileset.GetData().AnimationData; MAP_TILESETS["assets/maps/"+baseSourceDir].reflectiveData=tileset.GetData().ReflectiveData; MAP_TILESETS["assets/maps/"+baseSourceDir].isTerrain=tileset.GetData().isTerrain; MAP_TILESETS["assets/maps/"+baseSourceDir].collision.SetInitialized(); LOG("assets/maps/"+baseSourceDir<<" Animation Data Size: "<Load(mapPath,&gamepack); }else if(std::filesystem::exists(mapPath)){ r->Load(mapPath); if("GENERATE_GAMEPACK"_B){ gamepack.AddFile(mapPath); } }else{ LOG("WARNING! "<Create(tileset.GetData().imagewidth,tileset.GetData().imageheight); SetDrawTarget(r->Sprite()); int tileXCount=tileset.GetData().imagewidth/tileset.GetData().tilewidth; int tileYCount=tileset.GetData().imageheight/tileset.GetData().tileheight; vi2d tileSize={tileset.GetData().tilewidth,tileset.GetData().tileheight}; const int colorCombinations=255*6; for(int y=0;yDecal()->Update(); } } } if(MAP_DATA[map].MapData.optimized){ LOG("Generating optimized map for Map "<Create(MAP_DATA[map].MapData.width*MAP_DATA[map].MapData.tilewidth,MAP_DATA[map].MapData.height*MAP_DATA[map].MapData.tileheight); SetDrawTarget(MAP_DATA[map].optimizedTile->Sprite()); Pixel::Mode prevMode=GetPixelMode(); SetPixelMode(Pixel::Mode::MASK); Clear(BLANK); for(int y=0;ytileset->Sprite()->width/tileSheet.tileset->tilewidth; int tileSheetHeight=tileSheet.tileset->tileset->Sprite()->height/tileSheet.tileset->tileheight; int tileSheetIndex=tileID-(tileSheet.firstgid-1); int tileSheetX=tileSheetIndex%tileSheetWidth; int tileSheetY=tileSheetIndex/tileSheetWidth; vi2d pos=vi2d{x,y}*tileSheet.tileset->tilewidth; DrawPartialSprite(pos,tileSheet.tileset->tileset->Sprite(),vi2d{tileSheetX,tileSheetY}*tileSheet.tileset->tilewidth,{tileSheet.tileset->tilewidth,tileSheet.tileset->tileheight}); } } } } SetPixelMode(prevMode); MAP_DATA[map].optimizedTile->Decal()->Update(); SetDrawTarget(nullptr); LOG(" Clearing Layer Data..."); MAP_DATA[map].LayerData.clear(); } } void AiL::LoadLevel(MapName map,MusicChange changeMusic){ LoadingScreen::loading=true; _PrepareLevel(map,changeMusic); } void AiL::_PrepareLevel(MapName map,MusicChange changeMusic){ LoadingScreen::Reset(); previousLevel=currentLevel; currentLevel=map; game->loadingWaitTime=0.f; #pragma region Reset all data (Loading phase 1) LoadingScreen::AddPhase([&](){ if(game->MAP_DATA.count(GetCurrentLevel())==0)ERR(std::format("WARNING! Could not load map {}! Does not exist! Refer to levels.txt for valid maps.",map)); if(game->MAP_DATA[GetCurrentLevel()].GetMapType()=="Hub"&&GameState::STATE!=GameState::states[States::GAME_HUB])ERR("WARNING! A hub level should only be initiated in the GAME_HUB game state!"); #pragma region Reset Environmental Audio for(EnvironmentalAudio&audio:MAP_DATA[previousLevel].environmentalAudioData){ audio.Deactivate(); } #pragma endregion SPAWNER_LIST.clear(); foregroundTileGroups.clear(); upperForegroundTileGroups.clear(); MONSTER_LIST.clear(); BULLET_LIST.clear(); DAMAGENUMBER_LIST.clear(); backgroundEffects.clear(); foregroundEffects.clear(); ItemDrop::drops.clear(); GameEvent::events.clear(); Audio::SetBGMPitch(1.f); #ifdef __EMSCRIPTEN__ Audio::muted=true; Audio::UpdateBGMVolume(); #endif game->view.SetZoom(1.f,game->view.WorldToScreen(game->camera.GetViewPosition())); worldColor=WHITE; worldColorFunc=[&](vi2d pos){return game->worldColor;}; levelTime=0; bossName=""; encounterDuration=0; totalDamageDealt=0; encounterStarted=false; totalBossEncounterMobs=0; Inventory::Clear("Monster Loot"); Inventory::Clear("Stage Loot"); Inventory::ResetLoadoutItemsUsed(); Input::SetLightbar({255,0,255}); GetPlayer()->hp=GetPlayer()->GetMaxHealth(); GetPlayer()->mana=GetPlayer()->GetMaxMana(); GetPlayer()->SetState(State::NORMAL); GetPlayer()->GetCastInfo()={}; GetPlayer()->ResetAccumulatedXP(); GetPlayer()->SetIframes(0.f); GetPlayer()->SetInvisible(false); GetPlayer()->ResetVelocity(); STEAMINPUT( //This is kind of a hack to refresh the in-game controls handle and button icons if for some reason it's not setup correctly. Input::LoadSteamButtonIcons(); Input::ingameControlsHandle=SteamInput()->GetActionSetHandle("InGameControls"); ) ZONE_LIST=game->MAP_DATA[game->GetCurrentLevel()].ZoneData; return true; }); #pragma endregion #ifdef __EMSCRIPTEN__ LoadingScreen::AddPhase([&](){ Audio::muted=true; Audio::UpdateBGMVolume(); game->loadingWaitTime+=game->GetElapsedTime(); return game->loadingWaitTime>=0.4f; }); #endif #pragma region Monster Spawn Data Setup (Loading phase 2) LoadingScreen::AddPhase([&](){ SetMosaicEffect(1U); for(auto&[key,value]:MAP_DATA[GetCurrentLevel()].SpawnerData){ SpawnerTag&spawnData=MAP_DATA[GetCurrentLevel()].SpawnerData[key]; std::vector>monster_list; vf2d spawnerRadius=vf2d{spawnData.ObjectData.GetFloat("width"),spawnData.ObjectData.GetFloat("height")}/2; for(XMLTag&monster:spawnData.monsters){ std::string monsterName=monster.GetString("value"); monster_list.push_back({monsterName,{monster.GetInteger("x")-spawnData.ObjectData.GetFloat("x"),monster.GetInteger("y")-spawnData.ObjectData.GetFloat("y")}}); } SPAWNER_LIST.push_back(MonsterSpawner{{spawnData.ObjectData.GetFloat("x"),spawnData.ObjectData.GetFloat("y")},spawnerRadius*2,monster_list,spawnData.upperLevel,spawnData.bossNameDisplay}); } return true; }); #pragma endregion #pragma region Identify Upper Foreground Tiles (Loading phase 3) LoadingScreen::AddPhase([&](){ auto GetUpperZones=[&](){ for(auto&zoneSet:MAP_DATA[GetCurrentLevel()].ZoneData){ if(zoneSet.first=="UpperZone"){ //We are interested in all upper zones. return zoneSet.second; } } return std::vector{}; }; for(ZoneData&zone:GetUpperZones()){ int zoneX=zone.zone.pos.x/game->GetCurrentMapData().tilewidth; //snap to grid int zoneY=zone.zone.pos.y/game->GetCurrentMapData().tilewidth; int zoneW=zone.zone.right().start.x/game->GetCurrentMapData().tilewidth-zoneX; int zoneH=zone.zone.bottom().start.y/game->GetCurrentMapData().tilewidth-zoneY; for(int x=zoneX;xforegroundTilesAdded,upperForegroundTilesAdded; for(int x=0;xtileset->Sprite()->width/tileSheet.tileset->tilewidth; int tileSheetHeight=tileSheet.tileset->tileset->Sprite()->height/tileSheet.tileset->tileheight; int tileSheetIndex=tileID-(tileSheet.firstgid-1); int realTileSheetIndex=(tileID%1000000)-(tileSheet.firstgid-1); int tileSheetX=realTileSheetIndex%tileSheetWidth; int tileSheetY=realTileSheetIndex/tileSheetWidth; int checkTileIndex=tileID; int checkTileID=tileSheetIndex; #pragma region TileGroupShenanigans auto SetupTileGroups=[&](std::functionIsForeground,TileRenderData tile,std::set&foregroundTilesIncluded,std::vector&groups){ if(foregroundTilesIncluded.find({x,y})==foregroundTilesIncluded.end()&&IsForeground(tileSheet,tileSheetIndex)){ std::queuetileGroupChecks; TileGroup group; foregroundTilesIncluded.insert({x,y}); group.InsertTile(tile); if(x>0&&foregroundTilesIncluded.find(vi2d{x,y}+vi2d{-1,0})==foregroundTilesIncluded.end())tileGroupChecks.push({x-1,y}); if(x0&&foregroundTilesIncluded.find(vi2d{x,y}+vi2d{0,-1})==foregroundTilesIncluded.end())tileGroupChecks.push({x,y-1}); if(ytileset->Sprite()->width/tileSheet.tileset->tilewidth; int tileSheetHeight=tileSheet.tileset->tileset->Sprite()->height/tileSheet.tileset->tileheight; int tileSheetIndex=tileID-(tileSheet.firstgid-1); int realTileSheetIndex=(tileID%1000000)-(tileSheet.firstgid-1); int tileSheetX=realTileSheetIndex%tileSheetWidth; int tileSheetY=realTileSheetIndex/tileSheetWidth; TileRenderData tile={tileSheet,vi2d{pos.x,pos.y}*game->GetCurrentMapData().tilewidth,vi2d{tileSheetX,tileSheetY}*game->GetCurrentMapData().tilewidth,realTileSheetIndex,layer2ID}; if(IsForeground(tileSheet,tileSheetIndex)){ foregroundTilesIncluded.insert({pos.x,pos.y}); group.InsertTile(tile); hadForeground=true; } layer2ID++; } return hadForeground; }; IterateThroughOtherLayers({x,y}); while(!tileGroupChecks.empty()){ vi2d&pos=tileGroupChecks.front(); if(IterateThroughOtherLayers(pos,true)){ foregroundTilesIncluded.insert({pos.x,pos.y}); //Regardless of if we found a foreground tile or not, we need to add this to not get stuck in an infinite loop. vi2d targetPos=pos+vi2d{-1,0}; if(pos.x>0&&foregroundTilesIncluded.find(targetPos)==foregroundTilesIncluded.end()){tileGroupChecks.push(targetPos);foregroundTilesIncluded.insert(targetPos);} targetPos=pos+vi2d{1,0}; if(pos.x0&&foregroundTilesIncluded.find(targetPos)==foregroundTilesIncluded.end()){tileGroupChecks.push(targetPos);foregroundTilesIncluded.insert(targetPos);} targetPos=pos+vi2d{0,1}; if(pos.yGetCurrentMapData().tilewidth,vi2d{tileSheetX,tileSheetY}*game->GetCurrentMapData().tilewidth,realTileSheetIndex,layerID}; SetupTileGroups([&](TilesheetData sheet,int tileID){return IsForegroundTile(sheet,tileID);},tile,foregroundTilesAdded,foregroundTileGroups); SetupTileGroups([&](TilesheetData sheet,int tileID){return IsUpperForegroundTile(tileID);},tile,upperForegroundTilesAdded,upperForegroundTileGroups); #pragma endregion } } layerID++; } } } for(TileGroup&group:foregroundTileGroups){ std::sort(group.GetTiles().begin(),group.GetTiles().end(),[](TileRenderData&t1,TileRenderData&t2){return t1.layerID&group){ std::multimapdata; using TileDataGroup=std::multimap; //See below. std::vectorsplitUpData; //This stores every tile group with tiles as a multi map. std::setiteratedTiles; for(TileGroup&group:group){ for(TileRenderData&tile:group.GetTiles()){ data.insert({tile.pos,tile}); } } auto IsAdjacent=[](int tile1,int tile2,int tileSheetWidth){ return abs(tile1-tile2)==1||abs(tile1-tile2)>=tileSheetWidth-1&&abs(tile1-tile2)<=tileSheetWidth+1; }; for(auto&[key,tile]:data){ if(iteratedTiles.count(key))continue; vi2d loc=key; auto loc_tiles=data.equal_range(loc); for(auto&it=loc_tiles.first;it!=loc_tiles.second;++it){ //For each tile that exists at this position... TileRenderData&tile=(*it).second; bool groupFound=false; for(TileDataGroup&group:splitUpData){ //See if this position can fit into any existing tile groups for(int y=-game->GetCurrentMapData().tileheight;y<=game->GetCurrentMapData().tileheight;y+=game->GetCurrentMapData().tileheight){ for(int x=-game->GetCurrentMapData().tilewidth;x<=game->GetCurrentMapData().tilewidth;x+=game->GetCurrentMapData().tilewidth){ if(x!=0||y!=0){ //Check every adjacent location for a possible adjacent tile. vi2d checkOffset=loc+vi2d{x,y}; auto find_tiles=group.equal_range(checkOffset);//Each tile group consists of tiles that may be adjacent to us. Find all tiles that are adjacent to us in this tile group. for(auto&it=find_tiles.first;it!=find_tiles.second;++it){ //These are all tiles that were found adjacent to the location we are checking for. See if they match a potential group. TileRenderData&foundTile=(*it).second; if(tile.tileSheet.tileset==foundTile.tileSheet.tileset){ //Let's first see if they are even in the same tileset. //Let's get how many tiles wide this tile sheet is. int tileWidth=tile.tileSheet.tileset->tilewidth; int tileSheetWidth=tile.tileSheet.tileset->tileset->Sprite()->width/tileWidth; if(IsAdjacent(tile.tileID,foundTile.tileID,tileSheetWidth)){ group.insert({loc,tile});//We add this tile to the group! It is adjacent! groupFound=true; goto groupIterationDone; } } } } } } } groupIterationDone: if(!groupFound){ splitUpData.push_back({}); splitUpData.back().insert({loc,tile}); //Since we could not find a group to fit in, we had to start a brand new group. } } iteratedTiles.insert(loc); } group.clear(); for(auto&split:splitUpData){ TileGroup newGroup; for(auto&[key,value]:split){ newGroup.InsertTile(value); } group.push_back(newGroup); } }; SplitUp(foregroundTileGroups); SplitUp(upperForegroundTileGroups); std::sort(foregroundTileGroups.begin(),foregroundTileGroups.end(),[&](TileGroup&group1,TileGroup&group2){ return group1.GetCollisionRange().middle().yMAP_DATA[game->GetCurrentLevel()].npcs){ if(Unlock::IsUnlocked(data.unlockCondition)){ MONSTER_LIST.push_back(Monster{data.spawnPos,MONSTER_DATA[data.name]}); MONSTER_LIST.back().iframe_timer=INFINITE; MONSTER_LIST.back().npcData=data; } } return true; }); #pragma endregion #pragma region Setup Player and Camera (Loading Phase 8) LoadingScreen::AddPhase([&](){ player->GetAbility1().cooldown=0.f; player->GetAbility2().cooldown=0.f; player->GetAbility3().cooldown=0.f; player->GetAbility4().cooldown=0.f; player->GetRightClickAbility().cooldown=0.f; player->useItem1.cooldown=0.f; player->useItem2.cooldown=0.f; player->useItem3.cooldown=0.f; player->upperLevel=false; //Assume player starts on lower level. player->ForceSetPos(MAP_DATA[GetCurrentLevel()].MapData.playerSpawnLocation); //Normal set pos does one axis and then the other, so this will make sure that we actually end up at the right spot and ignore collision rules. vf2d cameraStartPos=player->GetPos()+vf2d(-24*6,0); camera.MoveCamera(cameraStartPos); return true; }); #pragma endregion #pragma region Setup Pathfinding (Loading Phase 9) LoadingScreen::AddPhase([&](){ Audio::SetAudioEvent("Default Volume"); #ifdef __EMSCRIPTEN__ Audio::muted=false; Audio::UpdateBGMVolume(); #endif pathfinder.Initialize(); return true; }); #pragma endregion if(changeMusic==PLAY_LEVEL_MUSIC){ #pragma region Audio Preparation (Loading Phase 10) LoadingScreen::AddPhase([&](){ Audio::SetAudioEvent("Default Volume"); game->audioEngine.fullyLoaded=true; //We assume there's no audio to load, so we just set the audio as fully loaded by default. if(MAP_DATA[GetCurrentLevel()].bgmSongName.length()>0){ Audio::PrepareBGM(MAP_DATA[GetCurrentLevel()].bgmSongName); DisableFadeIn(true); } return true; }); #pragma endregion //Until the audio has stopped (by waiting for a set amount of time), we will respect the audio engine's wishes and not proceed. LoadingScreen::DeferLoad([&](){return audioEngine.playBGMWaitTime==0.f;}); //This is the wait time for the audio engine to finish. #pragma region Audio Channel Loading (Count based on Audio::GetPrepareBGMLoopIterations) for(int i=0;iStoreStats(); ClearGarbage(); return true; }); } } bool AiL::IsUpperForegroundTile(int tileID){ return tileID>=1000000; } bool AiL::IsForegroundTile(TilesheetData sheet,int tileID){ return sheet.tileset->foregroundTiles.find(tileID)!=sheet.tileset->foregroundTiles.end(); } TilesheetData AiL::GetTileSheet(MapName map,int tileID){ std::vector&tileData=MAP_DATA[map].TilesetData; if(tileData.size()==1){ size_t slashMarkerSourceDir = tileData[0].data["source"].find_last_of('/'); std::string baseSourceDir=tileData[0].data["source"].substr(slashMarkerSourceDir+1); return {&MAP_TILESETS["assets/maps/"+baseSourceDir],1}; } else { for (int i=1;icollisionRect=GetTileCollision(map,pos,upperLevel); vi2d collisionRectSnapPos=vi2d{pos/float(game->GetCurrentMapData().tilewidth)}*game->GetCurrentMapData().tilewidth; collisionRect.pos+=collisionRectSnapPos; return geom2d::overlaps(collisionRect,pos); } bool AiL::IsBridgeLayer(LayerTag&layer){ return layer.tag.data.find("class")!=layer.tag.data.end()&&layer.tag.data["class"]=="Bridge"; } bool AiL::IsOverlayLayer(LayerTag&layer){ return layer.tag.data.find("class")!=layer.tag.data.end()&&layer.tag.data["class"]=="Overlay"; } geom2d::rectAiL::GetTileCollision(MapName map,vf2d pos,bool upperLevel){ if(pos.x<0||pos.y<0||pos.x>=GetCurrentMapData().width*game->GetCurrentMapData().tilewidth||pos.y>=GetCurrentMapData().height*game->GetCurrentMapData().tilewidth)return NO_COLLISION; if(GetCurrentMap().optimizedTile)return NO_COLLISION; //Overworld map has no collision. bool hasTerrain=false; for(const LayerTag&layer:GetCurrentMap().LayerData){ //Figure out if any tile at this position is terrain. If so, we have a collision box to check. if(Unlock::IsUnlocked(layer.unlockCondition)){ int tileID=layer.tiles[pos.y/GetCurrentMapData().tilewidth][pos.x/GetCurrentMapData().tilewidth]-1; if(tileID==-1)continue; const TilesheetData&data=GetTileSheet(GetCurrentLevel(),tileID); if(data.tileset->isTerrain){ hasTerrain=true; break; } } } if(!hasTerrain)return geom2d::rect({0.f,0.f},{float(GetCurrentMapData().tilewidth),float(GetCurrentMapData().tilewidth)}); //We assume no terrain means we can't walk on this. #pragma region Lower Bridge Collision Check if(!upperLevel){ //We are looking for lower bridge collisions. for(ZoneData&zone:MAP_DATA[map].ZoneData["LowerBridgeCollision"]){ if(geom2d::contains(zone.zone,pos)){ return {{0,0},{float(game->GetCurrentMapData().tilewidth),float(game->GetCurrentMapData().tilewidth)}}; } } } #pragma endregion //The logic here is, if there's a tile on the bridge, we respect that tile instead if we're on the upper level. So we don't check other layers when we are on the upper level and there is a tile below us. if(upperLevel&&bridgeLayerIndex!=-1){ int tileID=MAP_DATA[map].LayerData[bridgeLayerIndex].tiles[int(pos.y)/GetCurrentMapData().tilewidth][int(pos.x)/GetCurrentMapData().tilewidth]-1; if(tileID!=-1){ if (GetTileSheet(map,tileID%1000000).tileset->collision.find(tileID%1000000-GetTileSheet(map,tileID%1000000).firstgid+1)!=GetTileSheet(map,tileID%1000000).tileset->collision.end()){ return GetTileSheet(map,tileID%1000000).tileset->collision[tileID%1000000-GetTileSheet(map,tileID%1000000).firstgid+1].collision; } return NO_COLLISION; } } geom2d::rectfoundRect=NO_COLLISION; for(int counter=0;LayerTag&layer:MAP_DATA[map].LayerData){ if(Unlock::IsUnlocked(layer.unlockCondition)){ //auto HasNoClass=[&](){return layer.tag.data.find("class")==layer.tag.data.end();}; if(counter!=bridgeLayerIndex){ int tileID=layer.tiles[int(pos.y)/GetCurrentMapData().tilewidth][int(pos.x)/GetCurrentMapData().tilewidth]-1; if(tileID!=-1&&GetTileSheet(map,tileID%1000000).tileset->collision.find(tileID%1000000-GetTileSheet(map,tileID%1000000).firstgid+1)!=GetTileSheet(map,tileID%1000000).tileset->collision.end()){ geom2d::rectcollisionRect=GetTileSheet(map,tileID%1000000).tileset->collision[tileID%1000000-GetTileSheet(map,tileID%1000000).firstgid+1].collision; if(foundRect==NO_COLLISION){ foundRect=collisionRect; }else{ //When we find another rectangle in the same square, we expand it to consume the area, whichever tile creates a larger surface or the combination of the two. foundRect.pos.x=std::min(foundRect.pos.x,collisionRect.pos.x); foundRect.pos.y=std::min(foundRect.pos.y,collisionRect.pos.y); foundRect.size.x=std::max(foundRect.size.x,collisionRect.size.x); foundRect.size.y=std::max(foundRect.size.y,collisionRect.size.y); } } } } counter++; } return foundRect; } const MapName&AiL::GetCurrentLevel()const{ if(GameState::STATE!=nullptr&&GameState::STATE==GameState::states[States::STORY]){ //If we're inside a story, we expect the map/level name to be from the visual novel itself. Right now currentLevel would be WORLD_MAP which is not useful for a function like this. return VisualNovel::novel.storyLevel; }else{ return currentLevel; } } void AiL::ChangePlayerClass(Class cl){ Ability itemAbility1=player->useItem1; Ability itemAbility2=player->useItem2; Ability itemAbility3=player->useItem3; uint32_t oldMoney=player->money; uint8_t level=player->level; uint8_t levelCap=player->levelCap; uint32_t totalXPEarned=player->totalXPEarned; uint32_t currentLevelXP=player->currentLevelXP; std::vector>moneyListeners=Player::moneyListeners; EntityStats previousStats=player->stats; size_t cooldownSoundInstance=player->cooldownSoundInstance; switch(cl){ case WARRIOR:{ player.reset(NEW Warrior(player.get())); }break; case THIEF:{ player.reset(NEW Thief(player.get())); }break; case TRAPPER:{ player.reset(NEW Trapper(player.get())); }break; case RANGER:{ player.reset(NEW Ranger(player.get())); }break; case WIZARD:{ player.reset(NEW Wizard(player.get())); }break; case WITCH:{ player.reset(NEW Witch(player.get())); }break; } player->SetLevel(level); player->levelCap=levelCap; player->stats=previousStats; player->SetBaseStat("Health",DATA.GetProperty(player->GetClassName()+".BaseHealth").GetInt()); player->hp=player->GetBaseStat("Health"); player->SetBaseStat("Mana",DATA.GetProperty("Player.BaseMana").GetInt()); player->mana=player->GetBaseStat("Mana"); player->SetBaseStat("Attack",DATA.GetProperty(player->GetClassName()+".BaseAtk").GetInt()); player->hpGrowthRate=float(DATA.GetProperty(player->GetClassName()+".HealthGrowthRate").GetReal()); player->atkGrowthRate=float(DATA.GetProperty(player->GetClassName()+".AtkGrowthRate").GetReal()); player->money=oldMoney; player->cooldownSoundInstance=cooldownSoundInstance; player->AddXP(totalXPEarned); player->AddAccumulatedXP(totalXPEarned); game->healthCounter.UpdateNumberPointer(&player->hp); game->manaCounter.UpdateNumberPointer(&player->mana); sig::Animation::SetupPlayerAnimations(); GetPlayer()->UpdateIdleAnimation(DOWN); GetPlayer()->SetItem1UseFunc(itemAbility1); GetPlayer()->SetItem2UseFunc(itemAbility2); GetPlayer()->SetItem3UseFunc(itemAbility3); camera.SetTarget(player->GetPos()); Component(CHARACTER_MENU,"Level Class Display")->SetLabel(std::format("Lv{} {}",game->GetPlayer()->Level(),game->GetPlayer()->GetClassName())); Player::moneyListeners=moneyListeners; } void AiL::InitializeClasses(){ Warrior::Initialize(); Thief::Initialize(); Ranger::Initialize(); Trapper::Initialize(); Wizard::Initialize(); Witch::Initialize(); Warrior::InitializeClassAbilities(); Thief::InitializeClassAbilities(); Ranger::InitializeClassAbilities(); Trapper::InitializeClassAbilities(); Wizard::InitializeClassAbilities(); Witch::InitializeClassAbilities(); } std::string AiL::GetString(std::string key){ return DATA.GetProperty(key).GetString(); } datafilestringdata AiL::GetStringList(std::string key){ return {DATA,key}; } int AiL::GetInt(std::string key){ return DATA.GetProperty(key).GetInt(); } datafileintdata AiL::GetIntList(std::string key){ return {DATA,key}; } float AiL::GetFloat(std::string key){ return float(DATA.GetProperty(key).GetReal()); } datafilefloatdata AiL::GetFloatList(std::string key){ return {DATA,key}; } double AiL::GetDouble(std::string key){ return DATA.GetProperty(key).GetReal(); } datafiledoubledata AiL::GetDoubleList(std::string key){ return {DATA,key}; } bool Steam_Init(){ #ifndef __EMSCRIPTEN__ if(SteamAPI_Init()){ if(SteamUtils()!=nullptr){ SteamUtils()->SetWarningMessageHook([](int severity,const char*message){ LOG(std::format("STEAM[{}]: {}",severity,std::string(message))); }); } if(SteamUserStats()){ SteamUserStats()->RequestCurrentStats(); } return true; } #endif return false; } int main() { #ifndef __EMSCRIPTEN__ if(SteamAPI_RestartAppIfNecessary(2895980U))return false; //Immediately quit if steam is detected and can be started through it. if(Steam_Init()){ LOG("Steam API Initialized successfully!"); }else{ LOG("Steam API failed to initialize!"); } #endif { AiL demo; #pragma region Load Window Settings utils::datafile loadSystemFile; std::string loadSystemFilename="save_file_path"_S+"system.conf"; vi2d windowPosConf={30,30}; vi2d windowSizeConf=WINDOW_SIZE*4; bool fullscreenConf=false; bool vsyncConf=GameSettings::VSyncEnabled(); if(std::filesystem::exists(loadSystemFilename)){ utils::datafile::Read(loadSystemFile,loadSystemFilename); if(loadSystemFile.HasProperty("Window Pos")){ GameSettings::SetWindowPos({loadSystemFile["Window Pos"].GetInt(0),loadSystemFile["Window Pos"].GetInt(1)}); windowPosConf={loadSystemFile["Window Pos"].GetInt(0),loadSystemFile["Window Pos"].GetInt(1)}; } if(loadSystemFile.HasProperty("Window Size"))windowSizeConf={loadSystemFile["Window Size"].GetInt(0),loadSystemFile["Window Size"].GetInt(1)}; size_t requiredSize=0; #ifdef WIN32 getenv_s( &requiredSize, NULL, 0, "SteamTenfoot"); #else const char*bigPicture=getenv("SteamTenfoot"); if(bigPicture){ requiredSize=strlen(bigPicture); LOG("Big Picture reported a length of "<0)fullscreenConf=true; } #pragma endregion if (demo.Construct(windowPosConf.x, windowPosConf.y, windowSizeConf.x, windowSizeConf.y, WINDOW_SIZE.x, WINDOW_SIZE.y, 4, 4, fullscreenConf, vsyncConf)) demo.Start(); } #ifdef _DEBUG #ifndef __EMSCRIPTEN__ #ifndef __linux__ HANDLE hLogFile; hLogFile = CreateFile(L"assets/memoryleak.txt", GENERIC_WRITE, FILE_SHARE_WRITE, NULL, CREATE_ALWAYS, FILE_ATTRIBUTE_NORMAL, NULL); _CrtSetReportMode(_CRT_WARN,_CRTDBG_MODE_FILE); _CrtSetReportFile(_CRT_WARN,hLogFile); _CrtDumpMemoryLeaks(); CloseHandle(hLogFile); std::ifstream file("assets/memoryleak.txt"); bool leaked=false; while(file.good()){ std::string line; std::getline(file,line); if(line.find("AiL\\")!=std::string::npos){ if(!leaked){ leaked=true; LOG(std::endl<reflectiveData.find(tileID)!=tileSheet.tileset->reflectiveData.end(); } bool AiL::OnUserDestroy(){ #ifndef __EMSCRIPTEN__ SteamAPI_Shutdown(); #endif GFX.Reset(); for(auto&[key,value]:MAP_DATA){ if(MAP_DATA[key].optimizedTile!=nullptr){ delete MAP_DATA[key].optimizedTile; } } for(auto&[key,value]:MAP_TILESETS){ delete value.tileset; } for(auto&[key,value]:GameState::states){ delete value; } Menu::CleanupAllMenus(); for(auto&[key,value]:MonsterData::imgs){ delete value; } BACKDROP_DATA.clear(); return true; } void AiL::InitializeLevels(){ for(auto&[key,size]:DATA["Levels"]){ InitializeLevel("map_path"_S+DATA["Levels"][key]["Map File"].GetString(),key); } std::setcpNames; for(ConnectionPoint&cp:State_OverworldMap::connections){ if(cpNames.count(cp.name)>0)ERR(std::format("WARNING! More than one connection point has the same name: {} THIS IS NOT ALLOWED!",cp.name)); cpNames.insert(cp.name); } for(ConnectionPoint&cp:State_OverworldMap::connections){ if(cp.levelDataExists)continue; if(VisualNovel::storyLevelData.count(cp.map)){ //Visual novel story data for story levels. cp.levelDataExists=true; } if(MAP_DATA.find(cp.map)!=MAP_DATA.end()){ MAP_DATA[cp.map].name=cp.name; //Boss arena map zone check. if(MAP_DATA[cp.map].GetMapType()=="Boss"&&MAP_DATA[cp.map].GetZones().at("BossArena").size()==0)ERR(std::format("WARNING! Map {} doesn't have a boss arena region defined! Add an object of class BossArena to the map.",MAP_DATA[cp.map].GetMapDisplayName())); for(std::string spawn:MAP_DATA[cp.map].spawns){ cp.spawns.push_back(spawn); } cp.levelDataExists=true; } } for(auto&[key,size]:DATA["Backdrops"]){ Renderable&backdrop=BACKDROP_DATA[key]; LoadResource(backdrop,"backdrop_directory"_S+DATA["Backdrops"][key].GetString(),false,false); } Test::RunMapTests(); } void AiL::SpawnMonster(vf2d pos,MonsterData&data,bool upperLevel,bool isBossSpawn){ monstersToBeSpawned.push_back(Monster(pos,data,upperLevel,isBossSpawn)); if(isBossSpawn){ totalBossEncounterMobs++; } } void AiL::DrawPie(vf2d center,float radius,float degreesCut,Pixel col){ DrawPolygonDecal(nullptr,circleCooldownPoints,circleCooldownPoints,std::max(1,int(degreesCut/4)),center,radius,col); } void AiL::DrawSquarePie(vf2d center,float radius,float degreesCut,Pixel col){ DrawPolygonDecal(nullptr,squareCircleCooldownPoints,squareCircleCooldownPoints,std::max(1,int(degreesCut/4)),center,radius,col); } void AiL::InitializeDefaultKeybinds(){ Player::KEY_ABILITY1.AddKeybind({KEY,Q}); Player::KEY_ABILITY1.AddKeybind({CONTROLLER,static_cast(GPButtons::FACE_L)}); Player::KEY_ABILITY1.AddKeybind({STEAM,Steam::ABILITY_1}); Player::KEY_ABILITY2.AddKeybind({KEY,E}); Player::KEY_ABILITY2.AddKeybind({CONTROLLER,static_cast(GPButtons::FACE_U)}); Player::KEY_ABILITY2.AddKeybind({STEAM,Steam::ABILITY_2}); Player::KEY_ABILITY3.AddKeybind({KEY,R}); Player::KEY_ABILITY3.AddKeybind({CONTROLLER,static_cast(GPButtons::R1)}); Player::KEY_ABILITY3.AddKeybind({STEAM,Steam::ABILITY_3}); Player::KEY_ABILITY4.AddKeybind({KEY,F}); Player::KEY_ABILITY4.AddKeybind({CONTROLLER,static_cast(GPButtons::R2)}); Player::KEY_ABILITY4.AddKeybind({STEAM,Steam::ABILITY_4}); Player::KEY_DEFENSIVE.AddKeybind({MOUSE,Mouse::RIGHT}); Player::KEY_DEFENSIVE.AddKeybind({KEY,SPACE}); Player::KEY_DEFENSIVE.AddKeybind({CONTROLLER,static_cast(GPButtons::FACE_D)}); Player::KEY_DEFENSIVE.AddKeybind({STEAM,Steam::DEFENSIVE}); Player::KEY_ITEM1.AddKeybind({KEY,K1}); Player::KEY_ITEM1.AddKeybind({CONTROLLER,static_cast(GPButtons::L1)}); Player::KEY_ITEM1.AddKeybind({STEAM,Steam::ITEM_1}); Player::KEY_ITEM2.AddKeybind({KEY,K2}); Player::KEY_ITEM2.AddKeybind({CONTROLLER,static_cast(GPButtons::L2)}); Player::KEY_ITEM2.AddKeybind({STEAM,Steam::ITEM_2}); Player::KEY_ITEM3.AddKeybind({KEY,K3}); Player::KEY_ITEM3.AddKeybind({CONTROLLER,static_cast(GPButtons::SELECT)}); Player::KEY_ITEM3.AddKeybind({STEAM,Steam::ITEM_3}); KEY_ATTACK.AddKeybind({KEY,SHIFT}); KEY_ATTACK.AddKeybind({MOUSE,Mouse::LEFT}); KEY_ATTACK.AddKeybind({CONTROLLER,static_cast(GPButtons::FACE_R)}); KEY_ATTACK.AddKeybind({STEAM,Steam::BASIC_ATTACK}); KEY_LEFT.AddKeybind({KEY,Key::A}); KEY_LEFT.AddKeybind({KEY,LEFT}); KEY_LEFT.AddKeybind({CONTROLLER,static_cast(GPButtons::DPAD_L)}); KEY_LEFT.AddKeybind({STEAM,Steam::LEFT}); KEY_RIGHT.AddKeybind({KEY,D}); KEY_RIGHT.AddKeybind({KEY,RIGHT}); KEY_RIGHT.AddKeybind({CONTROLLER,static_cast(GPButtons::DPAD_R)}); KEY_RIGHT.AddKeybind({STEAM,Steam::RIGHT}); KEY_UP.AddKeybind({KEY,W}); KEY_UP.AddKeybind({KEY,UP}); KEY_UP.AddKeybind({CONTROLLER,static_cast(GPButtons::DPAD_U)}); KEY_UP.AddKeybind({STEAM,Steam::UP}); KEY_DOWN.AddKeybind({KEY,S}); KEY_DOWN.AddKeybind({KEY,DOWN}); KEY_DOWN.AddKeybind({CONTROLLER,static_cast(GPButtons::DPAD_D)}); KEY_DOWN.AddKeybind({STEAM,Steam::DOWN}); KEY_CONFIRM.AddKeybind({MOUSE,Mouse::LEFT}); KEY_CONFIRM.AddKeybind({CONTROLLER,static_cast(GPButtons::FACE_R)}); //KEY_CONFIRM.AddKeybind({CONTROLLER,static_cast(GPButtons::START)}); KEY_CONFIRM.AddKeybind({KEY,Z}); KEY_CONFIRM.AddKeybind({KEY,ENTER}); KEY_CONFIRM.AddKeybind({STEAM,Steam::CONFIRM}); KEY_BACK.AddKeybind({KEY,X}); KEY_BACK.AddKeybind({KEY,SHIFT}); KEY_BACK.AddKeybind({KEY,ESCAPE}); KEY_BACK.AddKeybind({STEAM,Steam::BACK}); KEY_BACK.AddKeybind({CONTROLLER,static_cast(GPButtons::FACE_D)}); KEY_MENU.AddKeybind({KEY,ESCAPE}); KEY_MENU.AddKeybind({CONTROLLER,static_cast(GPButtons::START)}); KEY_MENU.AddKeybind({STEAM,Steam::MENU_PAUSE}); KEY_ENTER.AddKeybind({KEY,ENTER}); KEY_FASTSCROLLUP.AddKeybind({KEY,Q}); KEY_FASTSCROLLUP.AddKeybind({KEY,PGUP}); KEY_FASTSCROLLUP.AddKeybind({KEY,NP8}); KEY_FASTSCROLLUP.AddKeybind({CONTROLLER,static_cast(GPButtons::L1)}); KEY_FASTSCROLLUP.AddKeybind({CONTROLLER,static_cast(GPButtons::L2)}); KEY_FASTSCROLLUP.AddKeybind({STEAM,Steam::FAST_SCROLL_UP}); KEY_FASTSCROLLDOWN.AddKeybind({KEY,E}); KEY_FASTSCROLLDOWN.AddKeybind({KEY,PGDN}); KEY_FASTSCROLLDOWN.AddKeybind({KEY,NP2}); KEY_FASTSCROLLDOWN.AddKeybind({CONTROLLER,static_cast(GPButtons::R1)}); KEY_FASTSCROLLDOWN.AddKeybind({CONTROLLER,static_cast(GPButtons::R2)}); KEY_FASTSCROLLDOWN.AddKeybind({STEAM,Steam::FAST_SCROLL_DOWN}); KEY_CHANGE_LOADOUT.AddKeybind({KEY,R}); KEY_CHANGE_LOADOUT.AddKeybind({CONTROLLER,static_cast(GPButtons::FACE_U)}); KEY_CHANGE_LOADOUT.AddKeybind({STEAM,Steam::FUNCTION_1}); KEY_START.AddKeybind({KEY,SPACE}); KEY_START.AddKeybind({CONTROLLER,static_cast(GPButtons::START)}); KEY_START.AddKeybind({STEAM,Steam::MENU_PAUSE}); KEY_CONTROLLER_START.AddKeybind({CONTROLLER,static_cast(GPButtons::START)}); KEY_CONTROLLER_START.AddKeybind({STEAM,Steam::MENU_PAUSE}); KEY_SELECT.AddKeybind({KEY,CTRL}); KEY_SELECT.AddKeybind({CONTROLLER,static_cast(GPButtons::SELECT)}); KEY_SELECT.AddKeybind({STEAM,Steam::LOCK_UNLOCK_ACC}); KEY_FACEUP.AddKeybind({KEY,R}); KEY_FACEUP.AddKeybind({CONTROLLER,static_cast(GPButtons::FACE_U)}); KEY_FACEUP.AddKeybind({STEAM,Steam::FUNCTION_1}); KEY_FACERIGHT.AddKeybind({KEY,Z}); KEY_FACERIGHT.AddKeybind({CONTROLLER,static_cast(GPButtons::FACE_R)}); KEY_FACERIGHT.AddKeybind({STEAM,Steam::CONFIRM}); KEY_FACELEFT.AddKeybind({KEY,F}); KEY_FACELEFT.AddKeybind({CONTROLLER,static_cast(GPButtons::FACE_L)}); KEY_FACELEFT.AddKeybind({STEAM,Steam::FUNCTION_2}); KEY_FACEDOWN.AddKeybind({KEY,X}); KEY_FACEDOWN.AddKeybind({CONTROLLER,static_cast(GPButtons::FACE_D)}); KEY_FACEDOWN.AddKeybind({STEAM,Steam::BACK}); KEY_SCROLLLEFT.AddKeybind({ANALOG,static_cast(GPAxes::LX)}); KEY_SCROLLLEFT.AddKeybind({ANALOG,static_cast(GPAxes::RX)}); KEY_SCROLLLEFT.AddKeybind({STEAM,Steam::SCROLL}); KEY_SCROLLRIGHT.AddKeybind({ANALOG,static_cast(GPAxes::LX)}); KEY_SCROLLRIGHT.AddKeybind({ANALOG,static_cast(GPAxes::RX)}); KEY_SCROLLRIGHT.AddKeybind({STEAM,Steam::SCROLL}); KEY_SCROLLUP.AddKeybind({ANALOG,static_cast(GPAxes::LY)}); KEY_SCROLLUP.AddKeybind({ANALOG,static_cast(GPAxes::RY)}); KEY_SCROLLUP.AddKeybind({STEAM,Steam::SCROLL}); KEY_SCROLLDOWN.AddKeybind({ANALOG,static_cast(GPAxes::LY)}); KEY_SCROLLDOWN.AddKeybind({ANALOG,static_cast(GPAxes::RY)}); KEY_SCROLLDOWN.AddKeybind({STEAM,Steam::SCROLL}); KEY_SCROLLVERT.AddKeybind({ANALOG,static_cast(GPAxes::LY)}); KEY_SCROLLVERT.AddKeybind({ANALOG,static_cast(GPAxes::RY)}); KEY_SCROLLVERT.AddKeybind({STEAM,Steam::SCROLL}); KEY_SCROLLVERT_L.AddKeybind({ANALOG,static_cast(GPAxes::LY)}); KEY_SCROLLVERT_L.AddKeybind({STEAM,Steam::SCROLL}); KEY_SCROLLVERT_R.AddKeybind({ANALOG,static_cast(GPAxes::RY)}); KEY_SCROLLVERT_R.AddKeybind({STEAM,Steam::SCROLL}); KEY_SCROLLHORZ_L.AddKeybind({ANALOG,static_cast(GPAxes::LX)}); KEY_SCROLLHORZ_L.AddKeybind({STEAM,Steam::SCROLL}); KEY_SCROLLHORZ_R.AddKeybind({ANALOG,static_cast(GPAxes::RX)}); KEY_SCROLLHORZ_R.AddKeybind({STEAM,Steam::SCROLL}); KEY_SCROLLHORZ.AddKeybind({ANALOG,static_cast(GPAxes::LX)}); KEY_SCROLLHORZ.AddKeybind({ANALOG,static_cast(GPAxes::RX)}); KEY_SCROLLHORZ.AddKeybind({STEAM,Steam::SCROLL}); KEY_SCROLL.AddKeybind({KEY,ARROWS}); KEY_SCROLL.AddKeybind({ANALOG,static_cast(GPAxes::ALL)}); KEY_SCROLL.AddKeybind({STEAM,Steam::SCROLL}); KEY_SHOULDER.AddKeybind({KEY,SHOULDER}); KEY_SHOULDER.AddKeybind({CONTROLLER,static_cast(GPButtons::SHOULDER)}); KEY_SHOULDER.AddKeybind({STEAM,Steam::FAST_SCROLL_UP}); KEY_SHOULDER2.AddKeybind({STEAM,Steam::FAST_SCROLL_DOWN}); KEY_FACEDOWN.AddKeybind({STEAM,Steam::FAST_SCROLL_DOWN}); KEY_FACEDOWN.AddKeybind({STEAM,Steam::FAST_SCROLL_UP}); KEY_UNEQUIP.AddKeybind({KEY,R}); KEY_UNEQUIP.AddKeybind({CONTROLLER,static_cast(GPButtons::FACE_U)}); KEY_FACEDOWN.AddKeybind({STEAM,Steam::FUNCTION_1}); KEY_MOUSE_RIGHT.AddKeybind({MOUSE,Mouse::RIGHT}); #define TieMenuNameToMenuInputGroup(KEY_NAME) \ InputGroup::menuNamesToInputGroups[DATA["Inputs"][#KEY_NAME].GetString()]=&KEY_NAME; \ InputGroup::menuInputGroups.push_back(DATA["Inputs"][#KEY_NAME].GetString()); #define TieMenuNameToGameplayInputGroup(KEY_NAME) \ InputGroup::menuNamesToInputGroups[DATA["Inputs"][#KEY_NAME].GetString()]=&KEY_NAME; \ InputGroup::gameplayInputGroups.push_back(DATA["Inputs"][#KEY_NAME].GetString()); TieMenuNameToMenuInputGroup(KEY_CONFIRM) TieMenuNameToMenuInputGroup(KEY_LEFT); TieMenuNameToMenuInputGroup(KEY_RIGHT); TieMenuNameToMenuInputGroup(KEY_UP); TieMenuNameToMenuInputGroup(KEY_DOWN); TieMenuNameToMenuInputGroup(KEY_MENU); TieMenuNameToMenuInputGroup(KEY_BACK); TieMenuNameToMenuInputGroup(KEY_FACEUP); TieMenuNameToMenuInputGroup(KEY_FACELEFT); TieMenuNameToGameplayInputGroup(KEY_ATTACK); TieMenuNameToGameplayInputGroup(Player::KEY_ABILITY1); TieMenuNameToGameplayInputGroup(Player::KEY_ABILITY2); TieMenuNameToGameplayInputGroup(Player::KEY_ABILITY3); TieMenuNameToGameplayInputGroup(Player::KEY_ABILITY4); TieMenuNameToGameplayInputGroup(Player::KEY_DEFENSIVE); TieMenuNameToGameplayInputGroup(Player::KEY_ITEM1); TieMenuNameToGameplayInputGroup(Player::KEY_ITEM2); TieMenuNameToGameplayInputGroup(Player::KEY_ITEM3); InputGroup::menuNamesToInputGroups.SetInitialized(); } void AiL::SetBossNameDisplay(std::string name,float time){ bossName=name; bossDisplayTimer=time; } bool AiL::InBossEncounter(){ return bossName!=""; } void AiL::StartBossEncounter(){ if(!encounterStarted){ encounterStarted=true; totalDamageDealt=0; encounterDuration=0.f; } } void AiL::DisplayBossEncounterInfo(){ if(bossDisplayTimer>0){ std::string displayText="- "+bossName+" -"; uint8_t alpha=0; if(bossDisplayTimer>4){ alpha=uint8_t((5-bossDisplayTimer)*255); }else if(bossDisplayTimer>1){ alpha=255; }else{ alpha=uint8_t((bossDisplayTimer)*255); } vf2d textScale={3,5}; textScale.x=std::min(3.f,float(ScreenWidth())/GetTextSizeProp(displayText).x); DrawShadowStringPropDecal(vf2d{float(ScreenWidth()/2),float(ScreenHeight()/2)}-vf2d{GetTextSizeProp(displayText)}*textScale/2,displayText,{252, 186, 3, alpha},{128,0,0,alpha},textScale,std::numeric_limits::max(),2); } if(InBossEncounter()){ Pixel displayCol=totalBossEncounterMobs==0?Pixel{224, 133, 29}:WHITE; std::string timeDisplay=util::timerStr(encounterDuration); vf2d timerTextSize=GetTextSizeProp(timeDisplay); DrawShadowStringPropDecal(vf2d{ScreenWidth()-2-timerTextSize.x,2+10*0},timeDisplay,displayCol); vf2d displayTextSize=GetTextSizeProp(bossName); DrawShadowStringPropDecal(vf2d{ScreenWidth()-2-displayTextSize.x,2+10*1},bossName,displayCol); if(encounterDuration>=1){ std::string dpsText="DPS: "+std::to_string(int(totalDamageDealt/encounterDuration)); vf2d dpsDisplayTextSize=GetTextSizeProp(dpsText); DrawShadowStringPropDecal(vf2d{ScreenWidth()-2-dpsDisplayTextSize.x,2+10*2},dpsText,displayCol); } } } void AiL::BossDamageDealt(int damage){ totalDamageDealt+=damage; } void AiL::ReduceBossEncounterMobCount(){ totalBossEncounterMobs--; if(totalBossEncounterMobs<0){ ERR("WARNING! Boss Encounter mob count is less than zero, THIS SHOULD NOT BE HAPPENING!"); } } void AiL::RenderMenu(){ if(Menu::stack.size()>0){ if(Menu::alreadyClicked){ //Do not run a click event for this round. Menu::alreadyClicked=false; }else{ if(!MenuClicksDeactivated()){ Menu::stack.back()->Update(this); } } for(Menu*menu:Menu::stack){ if(menu->cover)FillRectDecal({0,0},WINDOW_SIZE,{0,0,0,uint8_t(255*0.4)}); menu->Draw(this); } } #pragma region Menu Navigation Debug Info #ifdef _DEBUG if("debug_menu_navigation_info"_I){ if(Menu::stack.size()>0){ std::weak_ptrcomponent=Menu::stack.back()->GetSelection(); if(!component.expired()){ DrawShadowStringDecal({2,2},"Selection: "+component.lock()->GetName()); } std::weak_ptrkeyComponent=Menu::stack.back()->GetKeySelection(); if(!keyComponent.expired()){ DrawShadowStringDecal({2,14},"Key Selection: "+keyComponent.lock()->GetName()); } } DrawShadowStringDecal({2,26},"MOUSE NAVIGATION: "+std::to_string(Menu::MOUSE_NAVIGATION)); } #endif #pragma endregion } void AiL::InitializeGraphics(){ circleCooldownPoints.push_back({0,0}); squareCircleCooldownPoints.push_back({0,0}); for(int i=0;i<=360;i+=4){ float angle=util::degToRad(float(i))-PI/2; if(i==0){circleCooldownPoints.push_back(vf2d{cos(angle),sin(angle)});} circleCooldownPoints.push_back(vf2d{cos(angle),sin(angle)}); vf2d point=vf2d{cos(angle),sin(angle)}*sqrt(2.1f); point.x=std::clamp(point.x,-1.f,1.f); point.y=std::clamp(point.y,-1.f,1.f); if(i==0){squareCircleCooldownPoints.push_back(point);} squareCircleCooldownPoints.push_back(point); } for(auto&val:DATA["Images"].GetKeys()){ std::string key=val.first; std::string imgFile=DATA["Images"][key].GetString(0); LOG("Loading image "+imgFile+"..."); bool filtering=false; bool clamping=false; if(DATA["Images"][key].GetValueCount()>1){ filtering=bool(DATA["Images"][key].GetInt(1)); } if(DATA["Images"][key].GetValueCount()>2){ clamping=bool(DATA["Images"][key].GetInt(2)); } if(!GFX.count(imgFile)&&LoadResource(GFX[imgFile],"GFX_Prefix"_S+imgFile,filtering,clamping)!=rcode::OK){ ERR(" WARNING! Failed to load "+imgFile+" from game pack!") } } //Specifically split up the 9 patch image into multiple pieces for each theme. const auto&unordered_map=DATA["Themes"].GetKeys(); std::vector>mappedKeys; mappedKeys.reserve(unordered_map.size()); for(auto&key:unordered_map){ mappedKeys.push_back(key); } std::sort(mappedKeys.begin(),mappedKeys.end(),[](std::pair&key1,std::pair&key2){return key1.secondUpdate(); SetDrawTarget(nullptr); } } SetPixelMode(prevMode); LOG("Theme "<0|| VisualNovel::storyLevelData.count(std::string(mapName))>0; }; if(!MapStoryDataExists("NPCs.Sherman.Potion Crafting Unlock Condition"_S))ERR(std::format("WARNING! Sherman's Potion Crafting Unlock Condition: {} is not a valid map!","NPCs.Sherman.Potion Crafting Unlock Condition"_S)) if(!MapStoryDataExists("NPCs.Greg.Camp Notification Unlock Condition"_S))ERR(std::format("WARNING! Greg's Potion Crafting Unlock Condition: {} is not a valid map!","NPCs.Greg.Camp Notification Unlock Condition"_S)) #pragma region Map Spawn Statistics if("display_spawn_report"_I){ for(auto&[map,data]:MAP_DATA){ std::mapmonsterCounts; for(auto&[key,value]:MAP_DATA[map].SpawnerData){ SpawnerTag&spawnData=MAP_DATA[map].SpawnerData[key]; vf2d spawnerRadius=vf2d{spawnData.ObjectData.GetFloat("width"),spawnData.ObjectData.GetFloat("height")}/2; for(XMLTag&monster:spawnData.monsters){ std::string monsterName=monster.GetString("value"); monsterCounts[monsterName]++; } } LOG("Spawns Report for "<totalDrops; LOG("Monte Carlo Test: 100000 tries:"); for(int i=0;i<100000;i++){ //Try to kill every single monster and see what drops. for(auto&[monster,count]:monsterCounts){ Monster m=Monster{{0,0},MONSTER_DATA[monster]}; for(int j=0;jName()<<" x"<GetElapsedTime()); if(saveGameDisplayTime>3.f){ DrawShadowStringDecal({4.f,4.f},"Saving Game...",{255,255,255,uint8_t((sin(game->GetRuntime())+1)*127)},{0,0,0,uint8_t((sin(game->GetRuntime())+1)*127)}); }else if(saveGameDisplayTime>0.f){ uint8_t alpha=uint8_t(util::lerp(0,255,saveGameDisplayTime/3.f)); DrawShadowStringDecal({4.f,4.f},"Save Complete.",{255,255,255,alpha},{0,0,0,alpha}); } std::string versionStr("v" + std::to_string(VERSION_MAJOR) + "." + std::to_string(VERSION_MINOR) + "." + std::to_string(VERSION_PATCH) + "." + std::to_string(VERSION_BUILD)); DrawShadowStringDecal(vf2d{ GetScreenSize() } - vf2d{ GetTextSize(versionStr) }*0.4f,versionStr,WHITE,BLACK,{0.4f,0.4f},std::numeric_limits::max(),0.4f); } int AiL::GetCurrentChapter(){ return chapter; } void AiL::SetChapter(int chapter){ this->chapter=chapter; for(std::weak_ptrcomponent:Menu::chapterListeners){ component.lock()->OnChapterUpdate(chapter); } } const std::weak_ptrAiL::GetLoadoutItem(int slot){ if(slot<0||slot>GetLoadoutSize()-1)ERR("Invalid inventory slot "+std::to_string(slot)+", please choose a slot in range (0-"+std::to_string(GetLoadoutSize()-1)+")."); return loadout[slot]; } void AiL::RestockLoadoutItems(){ for(int i=0;iActualName()); } } } void AiL::SetLoadoutItem(int slot,std::string itemName){ if(slot<0||slot>GetLoadoutSize()-1)ERR("Invalid inventory slot "+std::to_string(slot)+", please choose a slot in range (0-"+std::to_string(GetLoadoutSize()-1)+")."); if(Inventory::GetItemCount(itemName)>0){ if(loadout[slot]&&!ISBLANK(loadout[slot])&&loadout[slot]->Amt()>0){ //If the slot isn't blank, we should clear the item from being selected in the consumables list. auto&itemsList=Component(INVENTORY_CONSUMABLES,"inventory")->GetComponents(); auto item=std::find_if(itemsList.begin(),itemsList.end(),[&](auto&component){ if(DYNAMIC_POINTER_CAST(component)->GetItem().lock()->ActualName()==loadout[slot]->ActualName()){ return true; } return false; }); if(item!=itemsList.end()){ DYNAMIC_POINTER_CAST(*item)->selected=-1; }else ERR(std::format("WARNING! Could not find item {} in inventory while deselecting a loadout item from the consumables menu! THIS SHOULD NOT BE HAPPENING!",loadout[slot]->ActualName())); } loadout[slot]=Inventory::CopyItem(itemName)[0]; GetLoadoutItem(slot).lock()->amt=std::min((uint32_t)"Player.Item Loadout Limit"_I,GetLoadoutItem(slot).lock()->Amt()); //We are only allowed to have up to 10 maximum of an item on a journey. InputGroup*inputGroup=nullptr; switch(slot){ case 0:{ inputGroup=&Player::KEY_ITEM1; }break; case 1:{ inputGroup=&Player::KEY_ITEM2; }break; case 2:{ inputGroup=&Player::KEY_ITEM3; }break; } Ability itemAbility{itemName,"","","Item.Item Cooldown Time"_F,0,inputGroup,"items/"+itemName+".png",VERY_DARK_RED,DARK_RED,PrecastData{GetLoadoutItem(slot).lock()->CastTime(),0,0},true}; itemAbility.actionPerformedDuringCast=GetLoadoutItem(slot).lock()->UseDuringCast(); itemAbility.itemAbility=true; switch(slot){ case 0:{ itemAbility.action=[&](Player*p,vf2d pos={}){ return game->UseLoadoutItem(0); }; game->GetPlayer()->SetItem1UseFunc(itemAbility); Component(MenuType::ITEM_LOADOUT,"Loadout Item 1")->SetItem(loadout[slot]); }break; case 1:{ itemAbility.action=[&](Player*p,vf2d pos={}){ return game->UseLoadoutItem(1); }; game->GetPlayer()->SetItem2UseFunc(itemAbility); Component(MenuType::ITEM_LOADOUT,"Loadout Item 2")->SetItem(loadout[slot]); }break; case 2:{ itemAbility.action=[&](Player*p,vf2d pos={}){ return game->UseLoadoutItem(2); }; game->GetPlayer()->SetItem3UseFunc(itemAbility); Component(MenuType::ITEM_LOADOUT,"Loadout Item 3")->SetItem(loadout[slot]); }break; } //Set the loadout slot selection for this loadout item. auto&itemsList=Component(INVENTORY_CONSUMABLES,"inventory")->GetComponents(); auto item=std::find_if(itemsList.begin(),itemsList.end(),[&](auto&component){ if(DYNAMIC_POINTER_CAST(component)->GetItem().lock()->ActualName()==loadout[slot]->ActualName()){ return true; } return false; }); if(item!=itemsList.end()){ DYNAMIC_POINTER_CAST(*item)->selected=slot; }else ERR(std::format("WARNING! Could not find item {} in inventory while selecting a loadout item from the consumables menu! THIS SHOULD NOT BE HAPPENING!",loadout[slot]->ActualName())); }else{ ERR("Trying to set item "+itemName+" in Loadout slot "+std::to_string(slot)+" when said item does not exist in our inventory!"); } } bool AiL::UseLoadoutItem(int slot){ if(slot<0||slot>GetLoadoutSize()-1)ERR("Invalid inventory slot "+std::to_string(slot)+", please choose a slot in range (0-"+std::to_string(GetLoadoutSize()-1)+")."); if(GetLoadoutItem(slot).lock()->Amt()>0){ Tutorial::GetTask(TutorialTaskName::USE_RECOVERY_ITEMS).I(A::ITEM_USE_COUNT)++; Inventory::UseItem(GetLoadoutItem(slot).lock()->ActualName()); Inventory::AddLoadoutItemUsed(GetLoadoutItem(slot).lock()->ActualName(),slot); GetLoadoutItem(slot).lock()->amt--; if(GetLoadoutItem(slot).lock()->UseSound().length()>0){ SoundEffect::PlaySFX(GetLoadoutItem(slot).lock()->UseSound(),SoundEffect::CENTERED); } return true; } return false; } void AiL::ClearLoadoutItem(int slot){ if(slot<0||slot>GetLoadoutSize()-1)ERR("Invalid inventory slot "+std::to_string(slot)+", please choose a slot in range (0-"+std::to_string(GetLoadoutSize()-1)+")."); loadout[slot].reset(); InputGroup*inputGroup=nullptr; switch(slot){ case 0:{ inputGroup=&Player::KEY_ITEM1; }break; case 1:{ inputGroup=&Player::KEY_ITEM2; }break; case 2:{ inputGroup=&Player::KEY_ITEM3; }break; } Ability itemAbility{"???","","",0,0,inputGroup,""}; switch(slot){ case 0:{ itemAbility.action=[&](Player*p,vf2d pos={}){ return game->UseLoadoutItem(0); }; game->GetPlayer()->SetItem1UseFunc(itemAbility); Component(MenuType::ITEM_LOADOUT,"Loadout Item 1")->SetItem(Item::BLANK); Component(MenuType::ITEM_LOADOUT,"Loadout Item 1")->UpdateIcon(); }break; case 1:{ itemAbility.action=[&](Player*p,vf2d pos={}){ return game->UseLoadoutItem(1); }; game->GetPlayer()->SetItem2UseFunc(itemAbility); Component(MenuType::ITEM_LOADOUT,"Loadout Item 2")->SetItem(Item::BLANK); Component(MenuType::ITEM_LOADOUT,"Loadout Item 2")->UpdateIcon(); }break; case 2:{ itemAbility.action=[&](Player*p,vf2d pos={}){ return game->UseLoadoutItem(2); }; game->GetPlayer()->SetItem3UseFunc(itemAbility); Component(MenuType::ITEM_LOADOUT,"Loadout Item 3")->SetItem(Item::BLANK); Component(MenuType::ITEM_LOADOUT,"Loadout Item 3")->UpdateIcon(); }break; } } void AiL::RenderFadeout(){ if(Audio::BGMFullyLoaded()){ game->DisableFadeIn(false); } uint8_t alpha=0; if(fadeOutDuration>0){ fadeOutDuration=std::max(0.f,fadeOutDuration-GetElapsedTime()); if(fadeOutDuration==0){ SetMosaicEffect(1U); GameState::_ChangeState(transitionState); }else{ SetMosaicEffect(util::lerp(1U,mosaicEffectTransition,1-(fadeOutDuration/fadeOutTotalTime))); alpha=uint8_t(util::lerp(0,255,1-(fadeOutDuration/fadeOutTotalTime))); } }else if(fadeInDuration>0){ if(!disableFadeIn){ fadeInDuration=std::max(0.f,fadeInDuration-GetElapsedTime()); alpha=uint8_t(util::lerp(255,0,1-(fadeInDuration/fadeOutTotalTime))); }else{ alpha=255; } } FillRectDecal({0,0},GetScreenSize(),{0,0,0,alpha}); #ifdef _DEBUG if("debug_transition_info"_I){ DrawShadowStringDecal({2,2},"Alpha: "+std::to_string(alpha)); DrawShadowStringDecal({2,14},"Disable Fade In: "+std::to_string(disableFadeIn)); DrawShadowStringDecal({2,26},"Fully Loaded: "+std::to_string(audioEngine.fullyLoaded)); } #endif } bool AiL::MenuClicksDeactivated()const{ return fadeOutDuration>0||disableFadeIn||LoadingScreen::loading; } bool AiL::GamePaused(){ return fadeOutDuration>0 ||disableFadeIn ||Menu::IsMenuOpen()&&Menu::stack.front()==Menu::menus[MenuType::PAUSE]/*The pause menu would be the only thing open and would be the menu in front.*/ ||LoadingScreen::loading; } void AiL::EndGame(){ gameEnd=true; } #ifndef __EMSCRIPTEN__ ::discord::Result AiL::SetupDiscord(){ auto result=::discord::Core::Create(1186719371750555780,DiscordCreateFlags_NoRequireDiscord,&Discord); if(result==::discord::Result::Ok){ Discord->SetLogHook( discord::LogLevel::Debug, [](discord::LogLevel level, const char* message) { std::cerr << "Log(" << static_cast(level) << "): " << message << "\n"; }); LOG("Connected to Discord!"); UpdateDiscordStatus("Main Menu",player.get()->GetClassName()); }else{ LOG("Could not connect to Discord. Error Code "<sAppName.c_str()); if(levelName!="Main Menu"){ newActivity.SetState(std::format("Level {} {}",player->Level(),className).c_str()); assets.SetSmallText(std::format("{} the {}",SaveFile::GetSaveFileName(),className).c_str()); std::for_each(className.begin(),className.end(),[](char&c){c=std::tolower(c);}); assets.SetSmallImage(("nico-"+className+"_512").c_str()); } Discord->ActivityManager().UpdateActivity(newActivity,[](::discord::Result result){ if(result==::discord::Result::Ok){ LOG("Discord Activity successfully updated!"); }else{ LOG("Could not update Discord Activity. Error Code "<SetRichPresence("status",std::format("Level {} {} - Exploring {}",player->Level(),originalClassName,levelName.c_str()).c_str()); }else{ SteamFriends()->SetRichPresence("status","Main Menu"); } SteamFriends()->SetRichPresence("steam_display","#Status"); }else{ if(Steam_Init()){ retry=true; LOG("Steam API Initialized successfully!"); } } if(retry){ UpdateDiscordStatus(levelName,className); } #endif } void AiL::InitializePlayerLevelCap(){ while(DATA["PlayerXP"].HasProperty(std::format("LEVEL[{}]",player->levelCap+1))){ player->levelCap++; } if(player->levelCap<=1)ERR("Could not detect level cap properly!") LOG("Level cap detected as "<levelCap)); } void AiL::ResetGame(bool changeToMainMenu){ if(changeToMainMenu){ GameState::ChangeState(States::MAIN_MENU,0.5f); } for(int i=int(EquipSlot::HELMET);i<=int(EquipSlot::RING2);i<<=1){ Inventory::UnequipItem(EquipSlot(i)); } for(auto&[cat,items]:ITEM_CATEGORIES){ Inventory::Clear(cat); } game->SetRuntime(0.0); player->level=1; player->stats.Reset(); player->ResetAccumulatedXP(); player->totalXPEarned=0; player->SetMoney(100U); player->Initialize(); for(int i=0;iClearLoadoutItem(i); } Unlock::Initialize(); State_OverworldMap::SetStageMarker("Story I"); State_OverworldMap::UpdateCurrentConnectionPoint(*State_OverworldMap::currentConnectionPoint); State_OverworldMap::ResetConnectionPoints(); SetChapter(1); SaveFile::SetSaveFileName(""); Tutorial::Initialize(); } void AiL::OnRequestCompleted(const std::string_view receivedData)const{ responseCallback(receivedData); } std::string operator ""_FS(const char*key,std::size_t len){ AiL::OutputDebugInfo(key,len); return DATA.GetProperty(std::string(key,len)).GetFullString(); } void AiL::DisableFadeIn(const bool disable){ disableFadeIn=disable; } void AiL::SetWorldColorFunc(std::functionfunc){ worldColorFunc=func; } void AiL::SetWorldColor(Pixel worldCol){ worldColor=worldCol; } const Pixel&AiL::GetWorldColor()const{ return worldColor; } const std::map>&AiL::GetZones(const std::string_view mapName)const{ if(GetCurrentMapDisplayName()==mapName)return GetZones(); return MAP_DATA.at(std::string(mapName)).ZoneData; } const std::map>&AiL::GetZones()const{ return ZONE_LIST; } void AiL::AddZone(const std::string_view zoneName,const ZoneData&zone){ if(ZONE_LIST.count(std::string(zoneName))==0)ERR(std::format("WARNING! Trying to add non-existent Zone Key {} to zone list of map {}. THIS IS NOT ALLOWED!",zoneName,std::string(GetCurrentMapName()))); ZONE_LIST[std::string(zoneName)].push_back(zone); } const std::string_view AiL::GetCurrentMapDisplayName()const{ return GetCurrentMap().GetMapDisplayName(); } const uint8_t AiL::BossEncounterMobCount()const{ return totalBossEncounterMobs; } void AiL::GetAnyKeyRelease(Key key){ if(key!=0){ #pragma region New keyboard input binding listener using A=Attribute; if(Menu::IsMenuOpen()&&Menu::stack.back()==Menu::menus[NEW_INPUT]){ if(Menu::menus[NEW_INPUT]->B(A::IS_KEYBOARD)){//We are requesting a brand new input. using A=Attribute; if(InputGroup::menuNamesToInputGroups.count(Menu::menus[NEW_INPUT]->S(A::KEYBIND))){ InputGroup::menuNamesToInputGroups[Menu::menus[NEW_INPUT]->S(A::KEYBIND)]->SetNewPrimaryKeybind(Input{KEY,key}); Menu::alreadyClicked=true; Menu::CloseMenu(); } }else{ Menu::CloseMenu(); } } #pragma endregion GameState::STATE->GetAnyKeyRelease(key); } } void AiL::GetAnyKeyPress(Key key){ if(key!=0){ GameState::STATE->GetAnyKeyPress(key); } } void AiL::GetAnyMouseRelease(int32_t mouseButton){ #pragma region New mouse input binding listener using A=Attribute; if(Menu::IsMenuOpen()&&Menu::stack.back()==Menu::menus[NEW_INPUT]){ if(Menu::menus[NEW_INPUT]->B(A::IS_KEYBOARD)){//We are requesting a brand new input. using A=Attribute; const std::vector*inputGroup=&InputGroup::menuInputGroups; //First we detect which input group this mouse binding is for. Each group can individually have one key bound to each mouse button, that's why we first detect which group we actually care about. for(const std::string&groupName:InputGroup::gameplayInputGroups){ if(groupName==Menu::menus[NEW_INPUT]->S(A::KEYBIND)){ inputGroup=&InputGroup::gameplayInputGroups; } } //Next we need to iterate through that group and check for any already-bound buttons for the mouse button we are about to apply. Get rid of the keybinds from there. for(const std::string&menuItem:*inputGroup){ InputGroup&group=*InputGroup::menuNamesToInputGroups[menuItem]; std::vectorkeybindsToRemove; for(Input&input:group.keyOrder){ if(input.GetType()==MOUSE&&input.GetKeyCode()==mouseButton){ keybindsToRemove.push_back(input); } } for(Input&input:keybindsToRemove){ group.RemoveKeybind(input); } } if(InputGroup::menuNamesToInputGroups.count(Menu::menus[NEW_INPUT]->S(A::KEYBIND))){ InputGroup::menuNamesToInputGroups[Menu::menus[NEW_INPUT]->S(A::KEYBIND)]->AddKeybind(Input{MOUSE,mouseButton}); Menu::alreadyClicked=true; Menu::CloseMenu(); } }else{ Menu::CloseMenu(); } } #pragma endregion GameState::STATE->GetAnyMouseRelease(mouseButton); lastMouseMovement=0.f; } void AiL::GetAnyMousePress(int32_t mouseButton){ GameState::STATE->GetAnyMousePress(mouseButton); lastMouseMovement=0.f; } void AiL::GetAnyMouseHeld(int32_t mouseButton){ lastMouseMovement=0.f; } const float AiL::LastMouseMovement()const{ return lastMouseMovement; } const bool AiL::GameInitialized()const { return gameInitialized; } rcode AiL::LoadResource(Renderable&renderable,std::string_view imgPath,bool filter,bool clamp){ rcode returnCode; if(gamepack.Loaded()){ returnCode=renderable.Load(std::string(imgPath),&gamepack,filter,clamp); }else{ returnCode=renderable.Load(std::string(imgPath),nullptr,filter,clamp); if("GENERATE_GAMEPACK"_B){ gamepack.AddFile(std::string(imgPath)); } } return returnCode; } void AiL::UpdateMonsters(){ for(Monster&m:MONSTER_LIST){ m.Update(game->GetElapsedTime()); } for(Monster&m:game->monstersToBeSpawned){ size_t prevCapacity=MONSTER_LIST.capacity(); MONSTER_LIST.push_back(m); if(MONSTER_LIST.capacity()>prevCapacity)LOG(std::format("WARNING! The monster list has automatically reserved more space and resized to {}! This caused one potential frame where bullet/effect hitlists that stored information on what monsters were hit to potentially be hit a second time or cause monsters that should've been hit to never be hit. Consider starting with a larger default reserved size for MONSTER_LIST if your intention was to have this many monsters!",MONSTER_LIST.capacity())); } game->monstersToBeSpawned.clear(); } int AiL::GetLoadoutSize()const{ return loadout.size(); } void AiL::ActivateActionSetForAllControllers(InputActionSetHandle_t actionSetHandle){ STEAMINPUT( for(int i=0;iActivateActionSet(Input::steamControllers[i],actionSetHandle); } ) } const float AiL::GetEncounterDuration()const{ return encounterDuration; }