The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
118 lines
5.2 KiB
118 lines
5.2 KiB
#pragma region License
|
|
/*
|
|
License (OLC-3)
|
|
~~~~~~~~~~~~~~~
|
|
|
|
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
|
|
|
|
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 "State_LevelComplete.h"
|
|
#include "AdventuresInLestoria.h"
|
|
#include "DEFINES.h"
|
|
#include "Menu.h"
|
|
#include "MenuLabel.h"
|
|
#include "SaveFile.h"
|
|
#include "ProgressBar.h"
|
|
#include "SoundEffect.h"
|
|
|
|
INCLUDE_MONSTER_LIST
|
|
INCLUDE_game
|
|
|
|
void State_LevelComplete::OnStateChange(GameState*prevState){
|
|
game->ResumeGame();
|
|
if(xpGainSound==std::numeric_limits<size_t>::max()){
|
|
xpGainSound=Audio::LoadAndPlay("xpgain.ogg"_SFX,true);
|
|
Audio::Engine().SetVolume(xpGainSound,0.f);
|
|
}
|
|
if(Menu::IsMenuOpen()){
|
|
Menu::CloseAllMenus();
|
|
}
|
|
levelUpTextPos={-100.f,-100.f};
|
|
Component<MenuLabel>(MenuType::LEVEL_COMPLETE,"Level EXP Gain Outline")->SetLabel(std::format("+{} Exp",game->GetPlayer()->GetAccumulatedXP()));
|
|
Component<ProgressBar>(MenuType::LEVEL_COMPLETE,"XP Bar")->ResetProgressBar(game->GetPlayer()->CurrentXP(),game->GetPlayer()->NextLevelXPRequired());
|
|
accumulatedXP=game->GetPlayer()->GetAccumulatedXP();
|
|
game->GetPlayer()->AddXP(game->GetPlayer()->GetAccumulatedXP());
|
|
for(const ItemMapData&data:game->GetCurrentMap().GetStageLoot()){
|
|
uint8_t amountDiff=data.maxAmt-data.minAmt;
|
|
uint8_t randomAmt=data.maxAmt;
|
|
if(amountDiff>0){ //This check avoids division by zero.
|
|
randomAmt=util::random()%(amountDiff+1)+data.minAmt;
|
|
}
|
|
for(uint8_t rolls=0;rolls<randomAmt;rolls++){
|
|
if(util::random(1.0f)<data.chance/100.f){
|
|
Inventory::AddItem(data.item,1U);
|
|
}
|
|
}
|
|
}
|
|
game->GetPlayer()->SetState(State::NORMAL);
|
|
Menu::OpenMenu(LEVEL_COMPLETE);
|
|
};
|
|
void State_LevelComplete::OnUserUpdate(AiL*game){
|
|
if(levelUpTimer>0.f){
|
|
levelUpTimer=std::max(0.f,levelUpTimer-game->GetElapsedTime());
|
|
levelUpTextPos.y-=(16/"Interface.HUD Level Up Timer"_F)*game->GetElapsedTime();
|
|
|
|
if(levelUpTimer<0.f){
|
|
levelUpTimer=0.f;
|
|
levelUpTextPos=Menu::menus[LEVEL_COMPLETE]->pos.x+Component<MenuLabel>(LEVEL_COMPLETE,"Level Display")->GetPos()+Component<MenuLabel>(LEVEL_COMPLETE,"Level Display")->GetSize()-vf2d{0.f,16.f};
|
|
}
|
|
}
|
|
|
|
if(accumulatedXP>0){
|
|
lastXPChangeTimer-=game->GetElapsedTime();
|
|
Audio::Engine().SetVolume(xpGainSound,0.6f);
|
|
while(lastXPChangeTimer<=0.f){
|
|
int incrementAmt=int(accumulatedXP/(1/"Interface.HUD XP Bar Tick Rate"_F))+1;
|
|
accumulatedXP-=incrementAmt;
|
|
auto progressBar=Component<ProgressBar>(MenuType::LEVEL_COMPLETE,"XP Bar");
|
|
progressBar->UpdateProgressBar(progressBar->GetCurrentProgress()+incrementAmt);
|
|
if(progressBar->GetCurrentProgress()>=progressBar->GetFinalProgress()){
|
|
levelUpTextPos=Menu::menus[LEVEL_COMPLETE]->pos+Component<MenuLabel>(LEVEL_COMPLETE,"Level Display")->GetPos()+Component<MenuLabel>(LEVEL_COMPLETE,"Level Display")->GetSize();
|
|
levelUpTimer="Interface.HUD Level Up Timer"_F;
|
|
progressBar->ResetProgressBar(progressBar->GetCurrentProgress()-progressBar->GetFinalProgress(),game->GetPlayer()->NextLevelXPRequired());
|
|
SoundEffect::PlaySFX("Level Up",SoundEffect::CENTERED);
|
|
}
|
|
lastXPChangeTimer+="Interface.HUD XP Bar Tick Rate"_F;
|
|
}
|
|
}else{
|
|
Audio::Engine().SetVolume(xpGainSound,0.f);
|
|
}
|
|
};
|
|
void State_LevelComplete::Draw(AiL*game){
|
|
game->RenderHud();
|
|
};
|
|
|
|
void State_LevelComplete::DrawOverlay(AiL*game){
|
|
game->DrawShadowStringPropDecal(levelUpTextPos+vf2d{8.f,0.f},"Level Up!",YELLOW);
|
|
game->DrawRotatedDecal(levelUpTextPos+vf2d{2.f,1.f},GFX["overworld_arrow.png"].Decal(),-PI/2,GFX["overworld_arrow.png"].Sprite()->Size(),{1.f,1.f},BLACK);
|
|
game->DrawRotatedDecal(levelUpTextPos+vf2d{2.f,0.f},GFX["overworld_arrow.png"].Decal(),-PI/2,GFX["overworld_arrow.png"].Sprite()->Size(),{1.f,1.f},YELLOW);
|
|
} |