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.
132 lines
3.9 KiB
132 lines
3.9 KiB
#pragma once
|
|
#include "olcPixelGameEngine.h"
|
|
#include "Animation.h"
|
|
#include "State.h"
|
|
#include "Player.h"
|
|
#include "olcUTIL_Animate2D.h"
|
|
|
|
enum MonsterStrategy{
|
|
RUN_TOWARDS,
|
|
SHOOT_AFAR
|
|
};
|
|
|
|
enum MonsterName{
|
|
SLIME_GREEN,
|
|
SLIME_BLUE,
|
|
SLIME_RED,
|
|
SLIME_YELLOW,
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
/*//*/END,//Used for detecting the end of the list, DO NOT USE OR TOUCH. Add all monsters above this//*//*/
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
};
|
|
|
|
struct MonsterData{
|
|
private:
|
|
int hp;
|
|
int atk;
|
|
float moveSpd;//1.0=100%
|
|
float size;
|
|
std::vector<AnimationState> animations;
|
|
MonsterStrategy strategy;
|
|
MonsterName type;
|
|
int collisionDmg;
|
|
AnimationState jumpAnimation=AnimationState::WARRIOR_IDLE_S;
|
|
AnimationState shootAnimation=AnimationState::WARRIOR_IDLE_S;
|
|
AnimationState deathAnimation=AnimationState::WARRIOR_IDLE_S;
|
|
public:
|
|
MonsterData();
|
|
//When specifying animations, the first one will become the default animation. The last becomes the death animation.
|
|
MonsterData(MonsterName type,int hp,int atk,std::vector<AnimationState>animations,AnimationState jumpAnimation,AnimationState shootAnimation,AnimationState deathAnimation,float moveSpd=1.0f,float size=1.0f,MonsterStrategy strategy=RUN_TOWARDS,int collisionDmg=0);
|
|
int GetHealth();
|
|
int GetAttack();
|
|
float GetMoveSpdMult();
|
|
float GetSizeMult();
|
|
MonsterName GetType();
|
|
MonsterStrategy GetAIStrategy();
|
|
int GetCollisionDmg();
|
|
AnimationState GetJumpAnimation();
|
|
AnimationState GetShootAnimation();
|
|
AnimationState GetDeathAnimation();
|
|
std::vector<AnimationState>GetAnimations(){
|
|
return animations;
|
|
}
|
|
};
|
|
|
|
struct Monster{
|
|
private:
|
|
vf2d pos;
|
|
vf2d vel={0,0};
|
|
float friction=400;
|
|
vf2d target={0,0};
|
|
float targetAcquireTimer=0;
|
|
int hp,maxhp;
|
|
int atk;
|
|
float moveSpd;
|
|
float size;
|
|
float attackCooldownTimer=0;
|
|
float queueShotTimer=0;
|
|
Key facingDirection;
|
|
MonsterStrategy strategy;
|
|
State state=State::NORMAL;
|
|
Animate2D::Animation<AnimationState>animation;
|
|
Animate2D::AnimationState internal_animState;
|
|
float randomFrameOffset=0.f;
|
|
float deathTimer=0.f;
|
|
MonsterName type;
|
|
std::vector<Buff>buffList;
|
|
AnimationState GetDeathAnimationName();
|
|
bool hasHitPlayer=false;
|
|
bool canMove=true; //Set to false when stuck due to collisions.
|
|
protected:
|
|
public:
|
|
Monster()=delete;
|
|
Monster(vf2d pos,MonsterData data);
|
|
vf2d&GetPos();
|
|
int GetHealth();
|
|
int GetAttack();
|
|
float GetMoveSpdMult();
|
|
float GetSizeMult();
|
|
Animate2D::Frame GetFrame();
|
|
void UpdateAnimation(AnimationState state);
|
|
bool Update(float fElapsedTime);
|
|
//Returns true when damage is actually dealt (there is a death check here.)
|
|
bool Hurt(int damage);
|
|
bool IsAlive();
|
|
vf2d&GetTargetPos();
|
|
Key GetFacingDirection();
|
|
void Draw();
|
|
void Collision(Player&p);
|
|
void Collision(Monster&p);
|
|
void Collision();
|
|
void SetVelocity(vf2d vel);
|
|
//Returns false if the monster could not be moved to the requested location due to collision.
|
|
bool SetPosition(vf2d pos);
|
|
//Returns false if the monster could not be moved to the requested location due to collision.
|
|
bool SetX(float x);
|
|
//Returns false if the monster could not be moved to the requested location due to collision.
|
|
bool SetY(float y);
|
|
void PerformJumpAnimation();
|
|
void PerformShootAnimation();
|
|
|
|
void AddBuff(BuffType type,float duration,float intensity);
|
|
std::vector<Buff>GetBuffs(BuffType buff);
|
|
};
|
|
|
|
struct MonsterSpawner{
|
|
private:
|
|
vf2d pos;
|
|
vf2d range;
|
|
std::vector<std::pair<MonsterName,vf2d>>monsters;
|
|
bool triggered=false;
|
|
public:
|
|
MonsterSpawner();
|
|
//For the monster list, the second pair item is the position relative to the spawner to spawn the monster.
|
|
MonsterSpawner(vf2d pos,vf2d range,std::vector<std::pair<MonsterName,vf2d>>MONSTER_LIST);
|
|
bool SpawnTriggered();
|
|
vf2d GetRange();
|
|
vf2d GetPos();
|
|
void SetTriggered(bool trigger,bool spawnMonsters=true);
|
|
friend std::ostream&operator<<(std::ostream&os,MonsterSpawner&rhs);
|
|
}; |