The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
94 lines
3.8 KiB
94 lines
3.8 KiB
#pragma region License
|
|
/*
|
|
License (OLC-3)
|
|
~~~~~~~~~~~~~~~
|
|
|
|
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
|
|
|
|
Redistribution and use in source and binary forms, with or without modification,
|
|
are permitted provided that the following conditions are met:
|
|
|
|
1. Redistributions or derivations of source code must retain the above copyright
|
|
notice, this list of conditions and the following disclaimer.
|
|
|
|
2. Redistributions or derivative works in binary form must reproduce the above
|
|
copyright notice. This list of conditions and the following disclaimer must be
|
|
reproduced in the documentation and/or other materials provided with the distribution.
|
|
|
|
3. Neither the name of the copyright holder nor the names of its contributors may
|
|
be used to endorse or promote products derived from this software without specific
|
|
prior written permission.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
|
|
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
|
|
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
|
|
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
|
|
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
|
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
|
|
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
|
|
SUCH DAMAGE.
|
|
|
|
Portions of this software are copyright © 2024 The FreeType
|
|
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
|
|
All rights reserved.
|
|
*/
|
|
#pragma endregion
|
|
|
|
#include "MonsterStrategyHelpers.h"
|
|
#include "util.h"
|
|
#include "AdventuresInLestoria.h"
|
|
#include "SoundEffect.h"
|
|
|
|
using A=Attribute;
|
|
|
|
void Monster::STRATEGY::BREAKING_PILLAR(Monster&m,float fElapsedTime,std::string strategy){
|
|
enum Phase{
|
|
INITIALIZE,
|
|
RUN,
|
|
};
|
|
|
|
if(m.GetHealthRatio()>=ConfigFloat("Break Phase 1 HP % Threshold")/100.f){
|
|
m.animation.ModifyDisplaySprite(m.internal_animState,ConfigString("Unbroken Animation Name"));
|
|
}else
|
|
if(m.GetHealthRatio()>=ConfigFloat("Break Phase 2 HP % Threshold")/100.f){
|
|
m.animation.ModifyDisplaySprite(m.internal_animState,ConfigString("Break Phase 1 Animation Name"));
|
|
}else m.animation.ModifyDisplaySprite(m.internal_animState,ConfigString("Break Phase 2 Animation Name"));
|
|
|
|
switch(m.phase){
|
|
case INITIALIZE:{
|
|
m.F(A::BREAK_TIME)=ConfigFloat("Break Time");
|
|
m.F(A::SHAKE_TIMER)=0.2f;
|
|
m.phase=RUN;
|
|
|
|
m.SetStrategyDeathFunction([&](GameEvent&deathEvent,Monster&m,const std::string&strategy){
|
|
m.lifetime=0.01f;
|
|
m.B(A::MARKED_DEAD)=true;
|
|
const float bulletAngRandomOffset{util::random(PI/2)};
|
|
for(int i=0;i<ConfigInt("Death Ring Bullet Count");i++){
|
|
const float bulletAngle=((2*PI)/ConfigInt("Death Ring Bullet Count"))*i+bulletAngRandomOffset;
|
|
CreateBullet(Bullet)(m.GetPos(),vf2d{ConfigFloat("Death Ring Bullet Speed"),bulletAngle}.cart(),ConfigFloat("Death Ring Bullet Size"),ConfigInt("Death Ring Bullet Damage"),m.OnUpperLevel(),false,ConfigPixel("Death Ring Bullet Color"),vf2d{ConfigFloat("Death Ring Bullet Size")/3,ConfigFloat("Death Ring Bullet Size")/3})EndBullet;
|
|
}
|
|
return false;
|
|
});
|
|
}break;
|
|
case RUN:{
|
|
m.F(A::BREAK_TIME)-=fElapsedTime;
|
|
if(m.F(A::BREAK_TIME)<=2.f){
|
|
if(m.F(A::BREAK_TIME)<=0.f){
|
|
m._DealTrueDamage(m.GetHealth()); //Kill the pillar, making it crumble.
|
|
break;
|
|
}
|
|
m.F(A::SHAKE_TIMER)-=fElapsedTime;
|
|
if(m.F(A::SHAKE_TIMER)<=0.f){
|
|
m.F(A::SHAKE_TIMER)+=0.2f;
|
|
if(m.B(A::SHAKE_DIR))m.SetX(m.GetPos().x-2);
|
|
else m.SetX(m.GetPos().x+2);
|
|
m.B(A::SHAKE_DIR)=!m.B(A::SHAKE_DIR);
|
|
SoundEffect::PlaySFX("Pillar Shake",m.GetPos());
|
|
}
|
|
}
|
|
}break;
|
|
}
|
|
} |