The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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126 lines
3.0 KiB
126 lines
3.0 KiB
#include "Monster.h"
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extern std::map<AnimationState,Animate2D::FrameSequence>ANIMATION_DATA;
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extern std::map<MonsterName,MonsterData>MONSTER_DATA;
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extern std::vector<Monster>MONSTER_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):
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type(type),hp(hp),atk(atk),moveSpd(moveSpd),size(size),strategy(strategy),animations(animations){
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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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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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bool Monster::Update(float fElapsedTime){
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switch(strategy){
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RUN_TOWARDS:{
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}break;
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SHOOT_AFAR:{
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}break;
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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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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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void Monster::Hurt(int damage){
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hp=std::max(0,hp-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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}
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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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} |