The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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102 lines
4.1 KiB
102 lines
4.1 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 "AdventuresInLestoria.h"
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#include "util.h"
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INCLUDE_game
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INCLUDE_MONSTER_LIST
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INCLUDE_GFX
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FrogTongue::FrogTongue(Monster&sourceMonster,vf2d targetPos,float lifetime,int damage,bool upperLevel,float knockbackStrength,bool friendly,Pixel col)
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:Bullet(sourceMonster.GetPos(),{},0,damage,upperLevel,friendly,col),targetPos(targetPos),tongueLength(0.f),knockbackStrength(knockbackStrength),sourceMonster(sourceMonster){
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this->lifetime=lifetime;
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duration=lifetime;
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}
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void FrogTongue::Update(float fElapsedTime){
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pos=sourceMonster.GetPos();
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if(sourceMonster.IsAlive()){
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geom2d::line<float>lineToTarget(pos,targetPos);
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vf2d drawVec=lineToTarget.vector().norm()*3;
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tongueLength=util::lerp(0,lineToTarget.length(),pow(sin((lifetime*PI)/duration),20.f));
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vf2d tongueEndPos=geom2d::line<float>(pos+drawVec,targetPos).upoint(pow(sin((lifetime*PI)/duration),20.f));
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geom2d::line<float>tongueLine(pos+drawVec,tongueEndPos);
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if(!friendly&&geom2d::overlaps(game->GetPlayer()->Hitbox(),tongueLine)){
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_PlayerHit(game->GetPlayer());
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}
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if(friendly){
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for(std::unique_ptr<Monster>&m:MONSTER_LIST){
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if(hitList.find(&*m)==hitList.end()&&geom2d::overlaps(m->BulletCollisionHitbox(),tongueLine)){
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_MonsterHit(*m);
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hitList.insert(&*m);
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}
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}
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}
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}
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}
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bool FrogTongue::PlayerHit(Player*player){
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if(!deactivated){
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player->Hurt(damage,OnUpperLevel(),0);
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geom2d::line<float>lineToTarget(pos,targetPos);
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vf2d drawVec=lineToTarget.vector().norm()*3;
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player->Knockback(geom2d::line<float>(pos+drawVec,targetPos).vector()*knockbackStrength);
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deactivated=true;
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}
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return false;
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}
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bool FrogTongue::MonsterHit(Monster&monster){
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monster.Hurt(damage,OnUpperLevel(),0);
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geom2d::line<float>lineToTarget(pos,targetPos);
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vf2d drawVec=lineToTarget.vector().norm()*3;
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monster.Knockback(geom2d::line<float>(pos+drawVec,targetPos).vector()*knockbackStrength);
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return false;
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}
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void FrogTongue::Draw(const Pixel blendCol)const{
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geom2d::line<float>lineToTarget(pos,targetPos);
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vf2d drawVec=lineToTarget.vector().norm()*3;
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vf2d tongueEndPos=geom2d::line<float>(pos+drawVec,targetPos).upoint(pow(sin((lifetime*PI)/duration),20.f));
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game->view.DrawRotatedDecal(pos+drawVec,GFX["tongue.png"].Decal(),drawVec.polar().y,{0.f,1.f},{tongueLength,1.0f},col);
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game->view.DrawRotatedDecal(tongueEndPos,GFX["tongue_end.png"].Decal(),drawVec.polar().y,{2.f,2.f},{1.f,1.f},col);
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} |