The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
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81 lines
3.4 KiB
81 lines
3.4 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 "Effect.h"
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#include "AdventuresInLestoria.h"
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#include "DEFINES.h"
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#include "util.h"
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#include "olcUTIL_Geometry2D.h"
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INCLUDE_game
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ChargedArrow::ChargedArrow(vf2d pos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col)
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:lastLaserPos(pos),laserGraphic("laser.png"),
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Bullet(pos,vel,radius,damage,"charged_shot_arrow.png",upperLevel,true,INFINITE,true,friendly,col){}
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ChargedArrow::ChargedArrow(const std::string&shotArrowGraphic,const std::string&laserGraphic,vf2d pos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col)
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:lastLaserPos(pos),laserGraphic(laserGraphic),
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Bullet(pos,vel,radius,damage,shotArrowGraphic,upperLevel,true,INFINITE,true,friendly,col){}
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void ChargedArrow::Update(float fElapsedTime){
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geom2d::line lineToCurrentPos(geom2d::line(lastLaserPos,pos));
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float dist=lineToCurrentPos.length();
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if(dist>=1){
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vf2d midpoint(lineToCurrentPos.rpoint(0.5));
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const float normalBeamRadius{12*"Ranger.Ability 2.Radius"_F/100/5};
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float laserWidth{radius/normalBeamRadius};
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game->AddEffect(std::make_unique<Effect>(midpoint,0.1f,laserGraphic,upperLevel,vf2d{laserWidth,dist*2},0.3f,vf2d{},Pixel{192,128,238},atan2(pos.y-lastLaserPos.y,pos.x-lastLaserPos.x)+PI/2,0,true));
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lastLaserPos=pos;
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}
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}
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BulletDestroyState ChargedArrow::PlayerHit(Player*player)
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{
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return BulletDestroyState::KEEP_ALIVE;
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}
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BulletDestroyState ChargedArrow::MonsterHit(Monster&monster,const uint8_t markStacksBeforeHit)
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{
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return BulletDestroyState::KEEP_ALIVE;
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}
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void ChargedArrow::ModifyOutgoingDamageData(HurtDamageInfo&data){
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if(friendly)data.hurtFlags|=HurtFlag::PLAYER_ABILITY;
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} |