The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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170 lines
6.2 KiB
170 lines
6.2 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 "DamageNumber.h"
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#include "AdventuresInLestoria.h"
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INCLUDE_game
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const float DamageNumber::MOVE_UP_TIME=0.4f;
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using enum DamageNumberType::DamageNumberType;
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DamageNumber::DamageNumber(vf2d pos,int damage,bool friendly,DamageNumberType::DamageNumberType type):
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pos(pos),damage(damage),friendly(friendly),type(type),invertedDirection(type==INTERRUPT),riseSpd(GetOriginalRiseSpd()){
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RecalculateSize();
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}
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void DamageNumber::RecalculateSize(){
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float damageMultRatio=damage/game->GetPlayer()->GetEquipStat("Attack")/2.f;
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if(!friendly){
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float newSize=std::clamp(roundf(damageMultRatio),1.0f,4.0f);
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float riseSpd{GetOriginalRiseSpd()};
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if(type==HEALTH_LOSS||type==CRIT||type==DOT)riseSpd*=newSize;
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size=vf2d{newSize,newSize};
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}
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}
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void DamageNumber::Update(){
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if(pauseTime>0){
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pauseTime-=game->GetElapsedTime();
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} else{
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lifetime+=game->GetElapsedTime();
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if(lifetime<=1){
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if(lifetime<DamageNumber::MOVE_UP_TIME){
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if(invertedDirection){
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pos.y+=riseSpd*game->GetElapsedTime();
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}else{
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pos.y-=riseSpd*game->GetElapsedTime();
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}
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}
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}
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}
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}
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void DamageNumber::Draw(){
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#define NumberScalesWithDamage true
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#define NormalNumber false
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auto DrawDamageNumber=[&](const bool ScaleWithNumber,std::string_view text,std::pair<Pixel,Pixel>colorWhenAppliedToMonster,std::pair<Pixel,Pixel>colorWhenAppliedToPlayer,vf2d scaling={1.f,1.f}){
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vf2d textSize=game->GetTextSizeProp(text)*scaling;
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if(!friendly){
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vf2d additionalScaling={1.f,1.f};
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if(ScaleWithNumber)additionalScaling=size;
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textSize*=additionalScaling;
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vf2d drawPos=pos-textSize/2.f;
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drawPos.x=std::clamp(drawPos.x,game->view.GetWorldTL().x,game->view.GetWorldBR().x-textSize.x);
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drawPos.y=std::clamp(drawPos.y,game->view.GetWorldTL().y,game->view.GetWorldBR().y-textSize.y);
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game->view.DrawShadowStringPropDecal(drawPos,text,colorWhenAppliedToMonster.first,colorWhenAppliedToMonster.second,scaling*additionalScaling);
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}else{
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vf2d drawPos=pos-textSize/2.f;
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drawPos.x=std::clamp(drawPos.x,game->view.GetWorldTL().x,game->view.GetWorldBR().x-textSize.x);
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drawPos.y=std::clamp(drawPos.y,game->view.GetWorldTL().y,game->view.GetWorldBR().y-textSize.y);
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game->view.DrawShadowStringPropDecal(drawPos,text,colorWhenAppliedToPlayer.first,colorWhenAppliedToPlayer.second,scaling);
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}
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};
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switch(type){
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case HEALTH_LOSS:{
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std::string text=std::to_string(damage);
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DrawDamageNumber(NumberScalesWithDamage,text,{DARK_RED,{255,160,160}},{RED,VERY_DARK_GREY});
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}break;
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case HEALTH_GAIN:{
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std::string text="+"+std::to_string(damage);
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DrawDamageNumber(NormalNumber,text,{DARK_GREEN,BLACK},{GREEN,VERY_DARK_GREY});
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}break;
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case MANA_GAIN:{
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std::string text="+"+std::to_string(damage);
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DrawDamageNumber(NormalNumber,text,{BLUE,VERY_DARK_GREY},{BLUE,VERY_DARK_GREY});
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}break;
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case INTERRUPT:{
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std::string text="Interrupted!";
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DrawDamageNumber(NormalNumber,text,{BLACK,VERY_DARK_GREY},{BLACK,VERY_DARK_GREY},{0.5f,1});
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}break;
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case CRIT:{
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std::string text=std::to_string(damage);
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DrawDamageNumber(NumberScalesWithDamage,text,{YELLOW,DARK_YELLOW},{BLACK,{0,0,0,0}});
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}break;
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case DOT:{
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std::string text=std::to_string(damage);
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DrawDamageNumber(NormalNumber,text,std::pair<Pixel,Pixel>{0xE1BEE7,0x1F083A},std::pair<Pixel,Pixel>{0xDCE775,0x37320A});
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}break;
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case BACKSTAB:{
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std::string text=std::to_string(damage);
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DrawDamageNumber(NumberScalesWithDamage,text,std::pair<Pixel,Pixel>{0x888093,0x150035},{BLACK,{0,0,0,0}});
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}break;
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case SHIELD_LOSS:{
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std::string text=std::to_string(damage);
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DrawDamageNumber(NumberScalesWithDamage,text,std::pair<Pixel,Pixel>{DARK_BLUE,0x68d7ef},std::pair<Pixel,Pixel>{BLUE,0x4141be});
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}break;
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default:ERR(std::format("Damage Number Type {} is not implemented! THIS SHOULD NOT BE HAPPENING!",int(type)));
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}
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}
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float DamageNumber::GetOriginalRiseSpd(){
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float riseSpd{20.f};
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if(type==INTERRUPT||type==MANA_GAIN||type==HEALTH_GAIN)riseSpd=40.f;
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if(type==DOT)riseSpd=-10.f;
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return riseSpd;
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}
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void DamageNumber::AddDamage(int damageAmt){
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if(damageAmt<0)ERR(std::format("WARNING! Trying to apply a negative damage amount to a damage counter: {}! THIS SHOULD NOT BE HAPPENING!",damageAmt));
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damage+=damageAmt;
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}
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const bool DamageNumber::IsDead()const{
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return lifetime>1.f;
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}
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void DamageNumber::SetPauseTimer(const float pauseTime){
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this->pauseTime=pauseTime;
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}
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void DamageNumber::SetType(const DamageNumberType::DamageNumberType type){
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this->type=type;
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}
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const DamageNumberType::DamageNumberType DamageNumber::GetType()const{
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return type;
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} |