The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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96 lines
4.8 KiB
96 lines
4.8 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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PurpleEnergyBall::PurpleEnergyBall(vf2d pos,float radius,float homingRadius,int damage,bool upperLevel,vf2d speed,bool hitsMultiple,float lifetime,bool friendly,Pixel col,vf2d scale)
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:initialScale(scale),homingRadius(homingRadius),Bullet(pos,speed,radius,damage,"mark_trail.png",upperLevel,hitsMultiple,INFINITE,false,friendly,col,scale/2.f,0.f){}
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void PurpleEnergyBall::Update(float fElapsedTime){
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if(homingTarget.has_value()){
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if(!homingTarget.value().expired()){
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const bool TargetInRange{util::distance(pos,homingTarget.value().lock()->GetPos())<="Witch.Auto Attack.Homing Range"_F};
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const bool TargetIsAlive{homingTarget.value().lock()->IsAlive()};
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if(TargetIsAlive&&TargetInRange){
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const float targetAngle{util::angleTo(pos,homingTarget.value().lock()->GetPos())};
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float currentAngle{vel.polar().y};
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util::turn_towards_direction(currentAngle,targetAngle,util::degToRad("Witch.Auto Attack.Homing Turning Radius"_F)*fElapsedTime);
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vel=vf2d{vel.mag(),currentAngle}.cart();
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}else{
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homingTarget.reset();
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}
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}else{
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homingTarget.reset();
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}
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}else homingTarget=Monster::GetNearestMonster(pos,"Witch.Auto Attack.Homing Range"_F,OnUpperLevel(),GetZ());
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if(distanceTraveled>"Witch.Auto Attack.Max Range"_F&&IsActivated()){
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fadeOutTime="Witch.Auto Attack.BulletHitFadeoutTime"_F;
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}
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const vf2d energyBallScale{initialScale.lerp(initialScale*0.9f,cos(12*PI*game->GetRunTime())/2.f+0.5f)};
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scale=energyBallScale;
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}
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void PurpleEnergyBall::Draw(const Pixel blendCol)const{
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const vf2d lightOrbScale{initialScale.lerp(initialScale/2.f,sin(12*PI*game->GetRunTime())/2.f+0.5f)};
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game->SetDecalMode(DecalMode::ADDITIVE);
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game->view.DrawPartialRotatedDecal(pos,animation.GetFrame(internal_animState).GetSourceImage()->Decal(),0.f,animation.GetFrame(internal_animState).GetSourceRect().size/2.f,animation.GetFrame(internal_animState).GetSourceRect().pos,animation.GetFrame(internal_animState).GetSourceRect().size,lightOrbScale+0.2f,blendCol);
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game->SetDecalMode(DecalMode::NORMAL);
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Bullet::Draw(blendCol);
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}
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BulletDestroyState PurpleEnergyBall::PlayerHit(Player*player)
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{
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fadeOutTime="Witch.Auto Attack.BulletHitFadeoutTime"_F;
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std::unique_ptr<Effect>hitEffect{std::make_unique<Effect>(player->GetPos(),0,"purpleenergyball_hit.png",upperLevel,player->GetSizeMult(),"Witch.Auto Attack.SplashEffectFadeoutTime"_F,vf2d{},WHITE,util::random(2*PI),5*PI)};
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hitEffect->scaleSpd={-0.3f,-0.3f};
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game->AddEffect(std::move(hitEffect));
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return BulletDestroyState::KEEP_ALIVE;
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}
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BulletDestroyState PurpleEnergyBall::MonsterHit(Monster&monster,const uint8_t markStacksBeforeHit)
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{
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fadeOutTime="Witch.Auto Attack.BulletHitFadeoutTime"_F;
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std::unique_ptr<Effect>hitEffect{std::make_unique<Effect>(monster.GetPos(),0,"purpleenergyball_hit.png",upperLevel,monster.GetSizeMult(),"Witch.Auto Attack.SplashEffectFadeoutTime"_F,vf2d{},WHITE,util::random(2*PI),5*PI)};
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hitEffect->scaleSpd={-0.3f,-0.3f};
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game->AddEffect(std::move(hitEffect));
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return BulletDestroyState::KEEP_ALIVE;
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} |