The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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128 lines
5.4 KiB
128 lines
5.4 KiB
#include "Class.h"
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#include "olcPixelGameEngine.h"
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#include "DEFINES.h"
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#include "Player.h"
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#include "Effect.h"
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#include "Crawler.h"
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#include "BulletTypes.h"
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INCLUDE_MONSTER_LIST
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INCLUDE_BULLET_LIST
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INCLUDE_game
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std::string Wizard::name="Wizard";
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Class Wizard::cl=WIZARD;
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Ability Wizard::rightClickAbility={"Teleport",8,5,VERY_DARK_BLUE,DARK_BLUE};
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Ability Wizard::ability1={"Firebolt",6,30};
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Ability Wizard::ability2={"Lightning Bolt",6,25};
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Ability Wizard::ability3={"Meteor",40,75,VERY_DARK_RED,VERY_DARK_RED,{1.5,900,400}};
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Ability Wizard::ability4={"???",0,0};
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AnimationState Wizard::idle_n=WIZARD_IDLE_N;
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AnimationState Wizard::idle_e=WIZARD_IDLE_E;
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AnimationState Wizard::idle_s=WIZARD_IDLE_S;
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AnimationState Wizard::idle_w=WIZARD_IDLE_W;
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AnimationState Wizard::walk_n=WIZARD_WALK_N;
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AnimationState Wizard::walk_e=WIZARD_WALK_E;
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AnimationState Wizard::walk_s=WIZARD_WALK_S;
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AnimationState Wizard::walk_w=WIZARD_WALK_W;
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SETUP_CLASS(Wizard)
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void Wizard::OnUpdate(float fElapsedTime){
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if(attack_cooldown_timer>0){
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idle_n=AnimationState::WIZARD_IDLE_ATTACK_N;
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idle_e=AnimationState::WIZARD_IDLE_ATTACK_E;
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idle_s=AnimationState::WIZARD_IDLE_ATTACK_S;
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idle_w=AnimationState::WIZARD_IDLE_ATTACK_W;
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walk_n=AnimationState::WIZARD_ATTACK_N;
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walk_e=AnimationState::WIZARD_ATTACK_E;
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walk_s=AnimationState::WIZARD_ATTACK_S;
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walk_w=AnimationState::WIZARD_ATTACK_W;
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} else {
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idle_n=AnimationState::WIZARD_IDLE_N;
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idle_e=AnimationState::WIZARD_IDLE_E;
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idle_s=AnimationState::WIZARD_IDLE_S;
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idle_w=AnimationState::WIZARD_IDLE_W;
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walk_n=AnimationState::WIZARD_WALK_N;
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walk_e=AnimationState::WIZARD_WALK_E;
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walk_s=AnimationState::WIZARD_WALK_S;
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walk_w=AnimationState::WIZARD_WALK_W;
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}
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if(GetState()==State::CASTING){
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switch(GetFacingDirection()){
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case UP:{
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UpdateAnimation(AnimationState::WIZARD_CAST_N,WIZARD|WITCH);
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}break;
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case DOWN:{
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UpdateAnimation(AnimationState::WIZARD_CAST_S,WIZARD|WITCH);
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}break;
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case LEFT:{
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UpdateAnimation(AnimationState::WIZARD_CAST_W,WIZARD|WITCH);
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}break;
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case RIGHT:{
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UpdateAnimation(AnimationState::WIZARD_CAST_E,WIZARD|WITCH);
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}break;
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}
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}
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}
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bool Wizard::AutoAttack(){
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attack_cooldown_timer=MAGIC_ATTACK_COOLDOWN;
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float angleToCursor=atan2(game->GetWorldMousePos().y-GetPos().y,game->GetWorldMousePos().x-GetPos().x);
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BULLET_LIST.push_back(std::make_unique<EnergyBolt>(EnergyBolt(GetPos(),{cos(angleToCursor)*200,sin(angleToCursor)*200},12,GetAttack(),upperLevel,true,WHITE)));
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return true;
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}
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void Wizard::InitializeClassAbilities(){
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#pragma region Wizard Right-click Ability (Teleport)
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Wizard::rightClickAbility.action=
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[&](){
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float pointMouseDirection=atan2(game->GetWorldMousePos().y-GetPos().y,game->GetWorldMousePos().x-GetPos().x);
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vf2d pointTowardsMouse={cos(pointMouseDirection),sin(pointMouseDirection)};
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float dist=std::clamp(geom2d::line<float>{GetPos(),game->GetWorldMousePos()}.length(),0.f,6.5f*24);
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if(dist<12)return false;
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vf2d teleportPoint=GetPos()+pointTowardsMouse*dist;
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while(dist>0&&game->HasTileCollision(game->GetCurrentLevel(),teleportPoint)&&CanPathfindTo(GetPos(),teleportPoint)){
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dist-=24;
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teleportPoint=GetPos()+pointTowardsMouse*dist;
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}
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if(dist>0&&CanPathfindTo(GetPos(),teleportPoint)){
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SetState(State::TELEPORT);
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teleportAnimationTimer=0.35;
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teleportTarget=teleportPoint;
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teleportStartPosition=GetPos();
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iframe_time=0.35;
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for(int i=0;i<16;i++){
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game->AddEffect(std::make_unique<Effect>(GetPos()+vf2d{(rand()%160-80)/10.f,(rand()%160-80)/10.f},float(rand()%300)/1000,AnimationState::DOT_PARTICLE,upperLevel,0.3,0.2,vf2d{float(rand()%1000-500)/100,float(rand()%1000-500)/100},BLACK));
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}
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return true;
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} else {
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notificationDisplay={"Cannot Teleport to that location!",0.5};
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return false;
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}
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};
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#pragma endregion
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#pragma region Wizard Ability 1 (Fire Bolt)
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Wizard::ability1.action=
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[&](){
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float angleToCursor=atan2(game->GetWorldMousePos().y-GetPos().y,game->GetWorldMousePos().x-GetPos().x);
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BULLET_LIST.push_back(std::make_unique<FireBolt>(FireBolt(GetPos(),{cos(angleToCursor)*275,sin(angleToCursor)*275},12,GetAttack(),upperLevel,true,{240,120,60})));
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return true;
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};
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#pragma endregion
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#pragma region Wizard Ability 2 (Lightning Bolt)
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Wizard::ability2.action=
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[&](){
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float angleToCursor=atan2(game->GetWorldMousePos().y-GetPos().y,game->GetWorldMousePos().x-GetPos().x);
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BULLET_LIST.push_back(std::make_unique<LightningBolt>(LightningBolt(GetPos(),{cos(angleToCursor)*230,sin(angleToCursor)*230},12,GetAttack()*4,upperLevel,true,WHITE)));
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return true;
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};
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#pragma endregion
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#pragma region Wizard Ability 3 (Meteor)
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Wizard::ability3.action=
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[&](){
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CastSpell(Wizard::ability3);
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game->AddEffect(std::make_unique<Meteor>(GetPos(),3,AnimationState::METEOR,OnUpperLevel(),vf2d{1,1},2));
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return true;
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};
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#pragma endregion
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} |