The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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92 lines
4.3 KiB
92 lines
4.3 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 "DEFINES.h"
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#include "AdventuresInLestoria.h"
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#include "util.h"
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#include <ranges>
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#include "SoundEffect.h"
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INCLUDE_game
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FallingStone::FallingStone(vf2d targetPos,vf2d vel,float zVel,float indicatorDisplayTime,float radius,int damage,bool upperLevel,bool hitsMultiple,float knockbackAmt,float lifetime,bool friendly,Pixel col,vf2d scale,float image_angle,float spellCircleRotation,float spellCircleRotationSpd,Pixel insigniaCol,float insigniaRotation,float insigniaRotationSpd)
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:Bullet(targetPos,vel,radius,damage,"rock.png",upperLevel,false,lifetime+0.1f,false,friendly,col,scale,image_angle),targetPos(targetPos),zVel(zVel),indicatorDisplayTime(indicatorDisplayTime),knockbackAmt(knockbackAmt),
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indicator(targetPos,lifetime+0.1f,"range_indicator.png","spell_insignia.png",upperLevel,radius/12.f,0.5f,{},col,spellCircleRotation,spellCircleRotationSpd,false,radius/12.f,0.f,{},insigniaCol,insigniaRotation,insigniaRotationSpd,false){
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pos+=-vel*lifetime;
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z=-zVel*lifetime;
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}
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void FallingStone::Update(float fElapsedTime){
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z+=zVel*fElapsedTime;
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lastTrailEffect-=fElapsedTime;
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if(z<=0.f){
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z=0.f;
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vel={};
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if(IsActivated()){
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fadeOutTime=0.5f;
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SoundEffect::PlaySFX("Stone Land",pos);
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if(friendly){
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for(auto&[monsterPtr,hurt]:game->Hurt(targetPos,radius,damage,OnUpperLevel(),z,HurtType::MONSTER)){
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if(hurt)std::get<Monster*>(monsterPtr)->ApplyIframes(0.1f);
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}
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}
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else{
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for(auto&[playerPtr,hurt]:game->Hurt(targetPos,radius,damage,OnUpperLevel(),z,HurtType::PLAYER)){
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if(hurt)std::get<Player*>(playerPtr)->ApplyIframes(0.1f);
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}
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}
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game->ProximityKnockback(targetPos,radius,knockbackAmt,HurtType::PLAYER|HurtType::MONSTER);
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for(int i:std::ranges::iota_view(0,30))game->AddEffect(std::make_unique<Effect>(pos-vf2d{0.f,GetZ()},util::random_range(0.05f,0.2f),"circle_outline.png",OnUpperLevel(),util::random_range(0.5f,1.f),0.2f,vf2d{util::random_range(-10.f,10.f),util::random_range(-3.f,0.f)},PixelLerp(BLACK,col,util::random(1.f)),0.f,0.f,true));
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Deactivate();
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}
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}else{
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if(lastTrailEffect<=0.f){
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game->AddEffect(std::make_unique<Effect>(pos-vf2d{0.f,GetZ()},util::random_range(0.05f,0.2f),"circle_outline.png",OnUpperLevel(),util::random_range(0.5f,1.f),0.2f,vf2d{util::random_range(-3.f,3.f),util::random_range(-3.f,3.f)},PixelLerp(BLACK,col,util::random(1.f)),0.f,0.f,true));
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}
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}
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indicator.Update(fElapsedTime);
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}
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void FallingStone::Draw(const Pixel blendCol)const{
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if(lifetime<=indicatorDisplayTime){
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indicator._Draw();
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}
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Bullet::Draw(blendCol);
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}
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void FallingStone::ModifyOutgoingDamageData(HurtDamageInfo&data){} |