#include "Class.h" #include "olcPixelGameEngine.h" #include "DEFINES.h" #include "Player.h" #include "Effect.h" #include "Crawler.h" #include "BulletTypes.h" #include "util.h" #include "config.h" INCLUDE_MONSTER_LIST INCLUDE_BULLET_LIST INCLUDE_game void Ranger::Initialize(){ READFROMCONFIG(Ranger,RANGER); Ranger::idle_n="RANGER_IDLE_N"; Ranger::idle_e="RANGER_IDLE_E"; Ranger::idle_s="RANGER_IDLE_S"; Ranger::idle_w="RANGER_IDLE_W"; Ranger::walk_n="RANGER_WALK_N"; Ranger::walk_e="RANGER_WALK_E"; Ranger::walk_s="RANGER_WALK_S"; Ranger::walk_w="RANGER_WALK_W"; } SETUP_CLASS(Ranger) void Ranger::OnUpdate(float fElapsedTime){ } bool Ranger::AutoAttack(){ geom2d::line pointTowardsCursor(GetPos(),game->GetWorldMousePos()); vf2d extendedLine=pointTowardsCursor.upoint(1.1); float angleToCursor=atan2(extendedLine.y-GetPos().y,extendedLine.x-GetPos().x); attack_cooldown_timer=ARROW_ATTACK_COOLDOWN; BULLET_LIST.push_back(std::make_unique(Arrow(GetPos(),extendedLine,vf2d{cos(angleToCursor)*"Ranger.Auto Attack.ArrowSpd"_F,float(sin(angleToCursor)*"Ranger.Auto Attack.ArrowSpd"_F-PI/8*"Ranger.Auto Attack.ArrowSpd"_F)}+movementVelocity,"Ranger.Auto Attack.Radius"_F/100*12,GetAttack()*"Ranger.Auto Attack.DamageMult"_F,OnUpperLevel(),true))); SetState(State::SHOOT_ARROW); SetAnimationBasedOnTargetingDirection(angleToCursor); return true; } void Ranger::InitializeClassAbilities(){ #pragma region Ranger Right-click Ability (Retreat) Ranger::rightClickAbility.action= [](Player*p,vf2d pos={}){ geom2d::line mouseDir{game->GetWorldMousePos(),p->GetPos()}; float velocity=(0.5*-p->friction*p->RETREAT_TIME*p->RETREAT_TIME-p->RETREAT_DISTANCE)/-p->RETREAT_TIME; //Derived from kinetic motion formula. p->SetVelocity(mouseDir.vector().norm()*velocity); p->retreatTimer=p->RETREAT_TIME; p->iframe_time=p->RETREAT_TIME; p->ghostPositions.push_back(p->GetPos()+vf2d{0,-p->GetZ()}); p->ghostFrameTimer=p->RETREAT_GHOST_FRAME_DELAY; p->ghostRemoveTimer=p->RETREAT_GHOST_FRAMES*p->RETREAT_GHOST_FRAME_DELAY; float angleToCursor=atan2(game->GetWorldMousePos().y-p->GetPos().y,game->GetWorldMousePos().x-p->GetPos().x); p->SetAnimationBasedOnTargetingDirection(angleToCursor); p->SetState(State::RETREAT); return true; }; #pragma endregion #pragma region Ranger Ability 1 (Rapid Fire) Ranger::ability1.action= [](Player*p,vf2d pos={}){ p->remainingRapidFireShots=p->RAPID_FIRE_SHOOT_AMOUNT; p->rapidFireTimer=p->RAPID_FIRE_SHOOT_DELAY; if("Ranger.Ability 1.IsAnimationLocked"_I){ p->SetState(State::ANIMATION_LOCK); } return true; }; #pragma endregion #pragma region Ranger Ability 2 (Charged Shot) Ranger::ability2.action= [](Player*p,vf2d pos={}){ vf2d arrowVelocity=util::pointTo(p->GetPos(),game->GetWorldMousePos()); BULLET_LIST.push_back(std::make_unique(p->GetPos(),arrowVelocity*"Ranger.Ability 2.Speed"_F,12*"Ranger.Ability 2.Radius"_F/100,p->GetAttack()*"Ranger.Ability 2.DamageMult"_F,p->OnUpperLevel(),true)); p->SetAnimationBasedOnTargetingDirection(atan2(arrowVelocity.y,arrowVelocity.x)); game->SetupWorldShake("Ranger.Ability 2.WorldShakeTime"_F); p->Knockback(-1.f*arrowVelocity.norm()*"Ranger.Ability 2.Knockback"_F); return true; }; #pragma endregion #pragma region Ranger Ability 3 (Multi Shot) Ranger::ability3.action= [](Player*p,vf2d pos={}){ geom2d::line pointTowardsCursor=geom2d::line(p->GetPos(),game->GetWorldMousePos()); float shootingDist=pointTowardsCursor.length(); vf2d shootingDirMiddle=pointTowardsCursor.vector(); float shootingAngle=atan2(shootingDirMiddle.y,shootingDirMiddle.x); int arrowCount="Ranger.Ability 3.ArrowCount"_I%2==0?"Ranger.Ability 3.ArrowCount"_I+1:"Ranger.Ability 3.ArrowCount"_I; for(int i=0;iGetPos(),p->GetPos()+vf2d{cos(newAngle),sin(newAngle)}*shootingDist); vf2d extendedLine=pointTowardsCursor.upoint(1.1); BULLET_LIST.push_back(std::make_unique(Arrow(p->GetPos(),extendedLine,vf2d{cos(newAngle)*"Ranger.Ability 3.ArrowSpd"_F,float(sin(newAngle)*"Ranger.Ability 3.ArrowSpd"_F-PI/8*"Ranger.Ability 3.ArrowSpd"_F)}+p->movementVelocity,12*"Ranger.Ability 3.ArrowRadius"_F/100,p->GetAttack()*"Ranger.Ability 3.DamageMult"_F,p->OnUpperLevel(),true))); } p->SetAnimationBasedOnTargetingDirection(shootingAngle); return true; }; #pragma endregion }