The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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93 lines
4.5 KiB
93 lines
4.5 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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#include <ranges>
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#include "util.h"
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#include "AdventuresInLestoria.h"
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INCLUDE_ANIMATION_DATA
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INCLUDE_game
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DeadlyDash::DeadlyDash(vf2d startPos,vf2d endPos,float radius,float afterImagesLingeringTime,int damage,float knockbackAmt,bool upperLevel,bool friendly,float afterImagesSpreadDist,const std::string&animation,Pixel col)
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:animation(animation),startPos(startPos),endPos(endPos),checkRadius(radius),afterImagesSpreadDist(afterImagesSpreadDist),afterImagesLingeringTime(afterImagesLingeringTime),knockbackAmt(knockbackAmt),Bullet({},{},0.f,damage,"circle.png",upperLevel,true,INFINITE,false,friendly,col,{1.f,1.f},0.f){
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const geom2d::line<float>afterImageLine{startPos,endPos};
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const int afterImageCount{int(afterImageLine.length()/afterImagesSpreadDist)+1};
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lifetime=afterImageCount*afterImagesLingeringTime;
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for(int i:std::ranges::iota_view(0,afterImageCount)){
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const float offsetDist{afterImagesSpreadDist*(i+1)};
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const vf2d afterImagePos{geom2d::line<float>{startPos,endPos}.rpoint(offsetDist)};
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if(friendly){
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const HurtList&hitList{game->HurtNotHit(afterImagePos,radius,damage,this->hitList,OnUpperLevel(),GetZ(),HurtType::MONSTER)};
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for(auto&[entityPtr,wasHit]:hitList){
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if(wasHit){
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Monster*monster{std::get<Monster*>(entityPtr)};
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monster->ProximityKnockback(afterImagePos,knockbackAmt);
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this->hitList.insert(monster);
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}
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}
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}else{
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const HurtList&hitList{game->HurtNotHit(afterImagePos,radius,damage,this->hitList,OnUpperLevel(),GetZ(),HurtType::PLAYER)};
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for(auto&[entityPtr,wasHit]:hitList){
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if(wasHit){
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Player*player{std::get<Player*>(entityPtr)};
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player->ProximityKnockback(afterImagePos,knockbackAmt);
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}
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}
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}
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}
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}
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void DeadlyDash::Draw(const Pixel blendCol)const{
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const geom2d::line<float>afterImageLine{startPos,endPos};
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const int afterImageCount{int(afterImageLine.length()/afterImagesSpreadDist)+1};
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for(int i:std::ranges::iota_view(0,afterImageCount)){
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const float fadeTimeBegins{(i+1)*afterImagesLingeringTime};
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uint8_t alpha{255U};
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if(GetAliveTime()>fadeTimeBegins)alpha=std::max(0.f,util::lerp(255,0,(GetAliveTime()-fadeTimeBegins)/afterImagesLingeringTime));
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const Animate2D::FrameSequence&animation{ANIMATION_DATA[this->animation]};
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const float animationFrameTimer{i*animation.m_fFrameDuration};
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const float offsetDist{afterImagesSpreadDist*(i+1)};
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const vf2d drawPos{geom2d::line<float>{startPos,endPos}.rpoint(offsetDist)};
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const Animate2D::Frame&frame{animation.GetFrame(animationFrameTimer)};
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game->SetDecalMode(DecalMode::ADDITIVE);
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game->view.DrawPartialRotatedDecal(drawPos,frame.GetSourceImage()->Decal(),0.f,frame.GetSourceRect().size/2,frame.GetSourceRect().pos,frame.GetSourceRect().size,{game->GetPlayer()->GetSizeMult(),game->GetPlayer()->GetSizeMult()},{col.r,col.g,col.b,alpha});
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game->SetDecalMode(DecalMode::NORMAL);
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}
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} |