The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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76 lines
3.5 KiB
76 lines
3.5 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "BulletTypes.h"
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GhostSaber::GhostSaber(const vf2d pos,const std::weak_ptr<Monster>target,const float lifetime,const float distFromTarget,const float knockbackAmt,const float initialRot,const float radius,const float expandSpd,const int damage,const bool upperLevel,const float rotSpd,const bool friendly,const Pixel col,const vf2d scale,const float image_angle)
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:Bullet(target.lock()->GetPos()+vf2d{distFromTarget,initialRot}.cart(),{},radius,damage,"ghost_dagger.png",upperLevel,false,INFINITE,false,friendly,col,scale,image_angle),attachedMonster(target),rotSpd(rotSpd),distFromTarget(distFromTarget),rot(initialRot),aliveTime(lifetime),knockbackAmt(knockbackAmt),expandSpd(expandSpd){}
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void GhostSaber::Update(float fElapsedTime){
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alphaOscillator.Update(fElapsedTime);
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particleTimer-=fElapsedTime;
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aliveTime-=fElapsedTime;
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distFromTarget+=expandSpd*fElapsedTime;
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if(particleTimer<=0.f){
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particleTimer+=0.05f;
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game->AddEffect(std::make_unique<ShineEffect>(pos,0.1f,0.1f,"pixel.png",2.f,vf2d{},Pixel{239,215,98,192},util::random(2*PI),0.f,true));
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}
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rot+=rotSpd*fElapsedTime;
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if(!attachedMonster.expired()){
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pos=attachedMonster.lock()->GetPos()+vf2d{distFromTarget,rot}.cart();
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}
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if(aliveTime<=0.f&&!IsDeactivated()){
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Deactivate();
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fadeOutTime=0.5f;
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}
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col.a=alphaOscillator.get();
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image_angle=-rot*2;
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};
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BulletDestroyState GhostSaber::PlayerHit(Player*player){
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player->ApplyIframes(0.2f);
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player->Knockback(vf2d{knockbackAmt,rot}.cart());
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return BulletDestroyState::KEEP_ALIVE;
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}
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BulletDestroyState GhostSaber::MonsterHit(Monster&monster,const uint8_t markStacksBeforeHit){
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monster.ApplyIframes(0.2f);
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monster.Knockback(vf2d{knockbackAmt,rot}.cart());
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return BulletDestroyState::KEEP_ALIVE;
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}
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void GhostSaber::ModifyOutgoingDamageData(HurtDamageInfo&data){} |