The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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349 lines
9.6 KiB
349 lines
9.6 KiB
#include "Monster.h"
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#include "DamageNumber.h"
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#include "Crawler.h"
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#include "Bullet.h"
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#include "DEFINES.h"
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INCLUDE_ANIMATION_DATA
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INCLUDE_MONSTER_DATA
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INCLUDE_MONSTER_LIST
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INCLUDE_DAMAGENUMBER_LIST
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INCLUDE_game
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INCLUDE_BULLET_LIST
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MonsterData::MonsterData(){}
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MonsterData::MonsterData(MonsterName type,int hp,int atk,std::vector<AnimationState>animations,float moveSpd,float size,MonsterStrategy strategy,int collisionDmg):
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type(type),hp(hp),atk(atk),moveSpd(moveSpd),size(size),strategy(strategy),animations(animations),collisionDmg(collisionDmg){
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}
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int MonsterData::GetHealth(){
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return hp;
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}
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int MonsterData::GetAttack(){
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return atk;
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}
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float MonsterData::GetMoveSpdMult(){
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return moveSpd;
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}
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float MonsterData::GetSizeMult(){
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return size;
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}
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int MonsterData::GetCollisionDmg(){
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return collisionDmg;
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}
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MonsterName MonsterData::GetType(){
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return type;
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}
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MonsterStrategy MonsterData::GetAIStrategy(){
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return strategy;
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}
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Monster::Monster(){}
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Monster::Monster(vf2d pos,MonsterData data):
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pos(pos),hp(data.GetHealth()),maxhp(data.GetHealth()),atk(data.GetAttack()),moveSpd(data.GetMoveSpdMult()),size(data.GetSizeMult()),strategy(data.GetAIStrategy()),type(data.GetType()){
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bool firstAnimation=true;
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for(AnimationState&anim:data.GetAnimations()){
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animation.AddState(anim,ANIMATION_DATA[anim]);
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if(firstAnimation){
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animation.ChangeState(internal_animState,anim);
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firstAnimation=false;
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}
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}
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randomFrameOffset=(rand()%1000)/1000.f;
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}
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vf2d&Monster::GetPos(){
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return pos;
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}
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int Monster::GetHealth(){
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return hp;
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}
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int Monster::GetAttack(){
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return atk;
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}
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float Monster::GetMoveSpdMult(){
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return moveSpd;
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}
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float Monster::GetSizeMult(){
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return size;
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}
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Animate2D::Frame Monster::GetFrame(){
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return animation.GetFrame(internal_animState);
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}
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void Monster::UpdateAnimation(AnimationState state){
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animation.ChangeState(internal_animState,state);
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}
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void Monster::PerformJumpAnimation(){
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switch(type){
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case SLIME_GREEN:{
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animation.ChangeState(internal_animState,AnimationState::GREEN_SLIME_JUMP);
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}break;
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case SLIME_BLUE:{
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animation.ChangeState(internal_animState,AnimationState::BLUE_SLIME_JUMP);
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}break;
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case SLIME_RED:{
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animation.ChangeState(internal_animState,AnimationState::RED_SLIME_JUMP);
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}break;
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}
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}
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void Monster::PerformShootAnimation(){
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switch(type){
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case SLIME_GREEN:{
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animation.ChangeState(internal_animState,AnimationState::GREEN_SLIME_SPIT);
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}break;
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case SLIME_BLUE:{
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animation.ChangeState(internal_animState,AnimationState::BLUE_SLIME_SPIT);
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}break;
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case SLIME_RED:{
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animation.ChangeState(internal_animState,AnimationState::RED_SLIME_SPIT);
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}break;
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}
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}
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void Monster::SetX(float x){
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if(x-12*size>0&&x+12*size<game->WORLD_SIZE.x*24){
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pos.x=x;
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} else {
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pos.x=std::min(game->WORLD_SIZE.x*24-12*size,std::max(12*size,pos.x));
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}
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}
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void Monster::SetY(float y){
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if(y-12*size>0&&y+12*size<game->WORLD_SIZE.y*24){
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pos.y=y;
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} else {
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pos.y=std::min(game->WORLD_SIZE.y*24-12*size,std::max(12*size,pos.y));
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}
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}
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bool Monster::Update(float fElapsedTime){
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if(IsAlive()){
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for(Monster&m:MONSTER_LIST){
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if(&m==this)continue;
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if(geom2d::overlaps(geom2d::circle(pos,12*size/2),geom2d::circle(m.GetPos(),12*m.GetSizeMult()/2))){
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m.Collision(*this);
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geom2d::line line(pos,m.GetPos());
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float dist = line.length();
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m.SetPosition(line.rpoint(dist*1.1));
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if(m.IsAlive()){
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vel=line.vector().norm()*-128;
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}
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}
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}
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if(!game->GetPlayer().HasIframes()&&geom2d::overlaps(geom2d::circle(pos,12*size/2),geom2d::circle(game->GetPlayer().GetPos(),12*game->GetPlayer().GetSizeMult()/2))){
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geom2d::line line(pos,game->GetPlayer().GetPos());
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float dist = line.length();
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SetPosition(line.rpoint(-0.1));
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vel=line.vector().norm()*-128;
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}
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if(state==NORMAL){
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if(game->GetPlayer().GetX()>pos.x){
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facingDirection=RIGHT;
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} else {
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facingDirection=LEFT;
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}
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}
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switch(strategy){
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case RUN_TOWARDS:{
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targetAcquireTimer=std::max(0.f,targetAcquireTimer-fElapsedTime);
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if(targetAcquireTimer==0){
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targetAcquireTimer=3;
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target=geom2d::line(pos,game->GetPlayer().GetPos()).upoint(1.2);
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state=MOVE_TOWARDS;
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}
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if(state==MOVE_TOWARDS&&geom2d::line(pos,target).length()>100*fElapsedTime*moveSpd){
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SetPosition(pos+geom2d::line(pos,target).vector().norm()*100*fElapsedTime*moveSpd);
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PerformJumpAnimation();
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} else {
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if(state==MOVE_TOWARDS){
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state=NORMAL;//Revert state once we've finished moving towards target.
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UpdateAnimation(MONSTER_DATA[type].GetAnimations()[0]);
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}
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}
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}break;
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case SHOOT_AFAR:{
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targetAcquireTimer=std::max(0.f,targetAcquireTimer-fElapsedTime);
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attackCooldownTimer=std::max(0.f,attackCooldownTimer-fElapsedTime);
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if(queueShotTimer>0){
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queueShotTimer-=fElapsedTime;
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if(queueShotTimer<0){
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queueShotTimer=0;
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BULLET_LIST.push_back(Bullet(pos+vf2d{0,-4},geom2d::line(pos+vf2d{0,-4},game->GetPlayer().GetPos()).vector().norm()*24*3.f,2,atk,{75/2,162/2,225/2}));
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}
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}
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geom2d::line line(pos,game->GetPlayer().GetPos());
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if(targetAcquireTimer==0&&queueShotTimer==0){
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targetAcquireTimer=1;
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if(line.length()<24*6){
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target=line.upoint(-1.2);
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if(pos.x-12*size>1&&pos.x+12*size<game->WORLD_SIZE.x*24-1&&
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pos.y-12*size>1&&pos.y+12*size<game->WORLD_SIZE.y*24-1){
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state=MOVE_AWAY;
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} else
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if(pos.x-12*size<=1||pos.x+12*size>=game->WORLD_SIZE.x*24-1){
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geom2d::line moveTowardsLine=geom2d::line(pos,target);
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if(abs(moveTowardsLine.vector().norm().y)>=0.5){
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state=MOVE_AWAY;
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} else {
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state=NORMAL;
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}
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} else
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if(pos.y-12*size<=1||pos.y+12*size>=game->WORLD_SIZE.y*24-1){
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geom2d::line moveTowardsLine=geom2d::line(pos,target);
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if(abs(moveTowardsLine.vector().norm().x)>=0.5){
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state=MOVE_AWAY;
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} else {
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state=NORMAL;
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}
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}
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} else
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if(line.length()>24*7){
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target=line.upoint(1.2);
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state=MOVE_TOWARDS;
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} else {
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state=NORMAL;
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}
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}
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geom2d::line moveTowardsLine=geom2d::line(pos,target);
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switch(state){
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case MOVE_TOWARDS:{
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if(moveTowardsLine.length()>1){
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SetPosition(pos+moveTowardsLine.vector().norm()*100*fElapsedTime*moveSpd);
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}
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if(line.length()<=24*7){
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state=NORMAL;
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}
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if(moveTowardsLine.vector().x>0){
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facingDirection=RIGHT;
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} else {
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facingDirection=LEFT;
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}
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PerformJumpAnimation();
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}break;
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case MOVE_AWAY:{
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if(moveTowardsLine.length()>1){
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SetPosition(pos+moveTowardsLine.vector().norm()*100*fElapsedTime*moveSpd);
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}
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if(line.length()>=24*6){
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state=NORMAL;
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}
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if(moveTowardsLine.vector().x>0){
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facingDirection=RIGHT;
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} else {
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facingDirection=LEFT;
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}
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PerformJumpAnimation();
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}break;
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default:{
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if(attackCooldownTimer==0){
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attackCooldownTimer=1;
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queueShotTimer=0.7;
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PerformShootAnimation();
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}
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}
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}
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}break;
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}
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if(vel.x>0){
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vel.x=std::max(0.f,vel.x-friction*fElapsedTime);
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} else {
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vel.x=std::min(0.f,vel.x+friction*fElapsedTime);
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}
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if(vel.y>0){
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vel.y=std::max(0.f,vel.y-friction*fElapsedTime);
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} else {
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vel.y=std::min(0.f,vel.y+friction*fElapsedTime);
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}
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SetX(pos.x+vel.x*fElapsedTime);
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SetY(pos.y+vel.y*fElapsedTime);
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}
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if(hp<=0){
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deathTimer+=fElapsedTime;
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if(deathTimer>3){
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return false;
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}
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}
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animation.UpdateState(internal_animState,randomFrameOffset+fElapsedTime);
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randomFrameOffset=0;
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return true;
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}
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Key Monster::GetFacingDirection(){
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return facingDirection;
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}
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void Monster::Draw(){
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if(GetFacingDirection()==RIGHT){
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game->view.DrawPartialDecal((GetPos()+vf2d{float(GetFrame().GetSourceRect().size.x),0}*GetSizeMult())-vf2d{12,12}*GetSizeMult(),GetFrame().GetSourceImage()->Decal(),GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,vf2d(GetSizeMult()*-1,GetSizeMult()));
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} else {
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game->view.DrawPartialDecal(GetPos()-vf2d{12,12}*GetSizeMult(),GetFrame().GetSourceImage()->Decal(),GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,vf2d(GetSizeMult(),GetSizeMult()));
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}
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}
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void Monster::Collision(Player&p){
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if(MONSTER_DATA[type].GetCollisionDmg()>0){
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p.Hurt(MONSTER_DATA[type].GetCollisionDmg());
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}
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Collision();
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}
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void Monster::Collision(Monster&m){
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Collision();
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}
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void Monster::Collision(){
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if(strategy==RUN_TOWARDS&&state==MOVE_TOWARDS){
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state=NORMAL;
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}
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}
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void Monster::SetVelocity(vf2d vel){
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this->vel=vel;
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}
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void Monster::SetPosition(vf2d pos){
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SetX(pos.x);
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SetY(pos.y);
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}
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AnimationState Monster::GetDeathAnimationName(){
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switch(type){
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case SLIME_GREEN:{
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return AnimationState::GREEN_SLIME_DIE;
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}
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case SLIME_BLUE:{
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return AnimationState::BLUE_SLIME_DIE;
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}
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case SLIME_RED:{
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return AnimationState::RED_SLIME_DIE;
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}
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default:{
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return AnimationState::IDLE_S;
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}
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}
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}
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bool Monster::Hurt(int damage){
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if(hp<=0) return false;
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hp=std::max(0,hp-damage);
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DAMAGENUMBER_LIST.push_back(DamageNumber(pos,damage));
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if(hp<=0){
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animation.ChangeState(internal_animState,GetDeathAnimationName());
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}
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return true;
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}
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bool Monster::IsAlive(){
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return hp>0;
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}
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vf2d&Monster::GetTargetPos(){
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return target;
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}
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MonsterSpawner::MonsterSpawner(){}
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MonsterSpawner::MonsterSpawner(vf2d pos,int range,std::vector<std::pair<MonsterName,vf2d>>monsters):
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pos(pos),range(range),monsters(monsters){
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}
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bool MonsterSpawner::SpawnTriggered(){
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return triggered;
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}
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int MonsterSpawner::GetRange(){
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return range;
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}
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vf2d MonsterSpawner::GetPos(){
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return pos;
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}
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void MonsterSpawner::SetTriggered(bool trigger,bool spawnMonsters){
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triggered=trigger;
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if(spawnMonsters){
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for(std::pair<MonsterName,vf2d>&monsterInfo:monsters){
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MONSTER_LIST.push_back(Monster(pos+monsterInfo.second,MONSTER_DATA[monsterInfo.first]));
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}
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}
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} |