The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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233 lines
8.1 KiB
233 lines
8.1 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 "Bullet.h"
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#include "AdventuresInLestoria.h"
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#include "DEFINES.h"
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#include "safemap.h"
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#include "util.h"
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INCLUDE_ANIMATION_DATA
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INCLUDE_game
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INCLUDE_GFX
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INCLUDE_MONSTER_LIST
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INCLUDE_WINDOW_SIZE
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Bullet::Bullet(vf2d pos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col,vf2d scale,float image_angle)
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:pos(pos),vel(vel),radius(radius),damage(damage),col(col),friendly(friendly),upperLevel(upperLevel),scale(scale),image_angle(image_angle){};
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Bullet::Bullet(vf2d pos,vf2d vel,float radius,int damage,std::string animation,bool upperLevel,bool hitsMultiple,float lifetime,bool rotatesWithAngle,bool friendly,Pixel col,vf2d scale,float image_angle)
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:pos(pos),vel(vel),radius(radius),damage(damage),col(col),animated(true),rotates(rotatesWithAngle),lifetime(lifetime),hitsMultiple(hitsMultiple),friendly(friendly),upperLevel(upperLevel),scale(scale),image_angle(image_angle){
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this->animation.AddState(animation,ANIMATION_DATA[animation]);
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this->animation.ChangeState(internal_animState,animation);
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};
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Animate2D::Frame Bullet::GetFrame()const{
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return animation.GetFrame(internal_animState);
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}
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void Bullet::UpdateFadeTime(float fElapsedTime)
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{
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if(fadeInTime>0){
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if(fadeInTimer<fadeInTime){
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fadeInTimer=std::min(fadeInTime,fadeInTimer+fElapsedTime);
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if(fadeInTimer==fadeInTime)deactivated=false;
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}
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}
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if(fadeOutTime>0){
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if(fadeOutTimer==0){
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lifetime=fadeOutTime;
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}
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fadeOutTimer+=fElapsedTime;
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}
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}
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void Bullet::Update(float fElapsedTime){}
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void Bullet::SimulateUpdate(const float fElapsedTime){
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simulated=true;
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_Update(fElapsedTime);
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simulated=false;
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}
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void Bullet::_Update(const float fElapsedTime){
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UpdateFadeTime(fElapsedTime);
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Update(fElapsedTime);
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animation.UpdateState(internal_animState,fElapsedTime);
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if(!deactivated){
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float totalDistance=(vel*fElapsedTime).mag();
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int iterations=int(std::max(1.f,(vel*fElapsedTime).mag()));
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int totalIterations=iterations;
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vf2d finalBulletPos=pos+vel*fElapsedTime;
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distanceTraveled+=totalDistance/24.f*100.f;
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const auto CollisionCheck=[&](){
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if(simulated)return true;
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if(friendly){
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for(std::unique_ptr<Monster>&m:MONSTER_LIST){
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if(geom2d::overlaps(m->BulletCollisionHitbox(),geom2d::circle(pos,radius))){
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if(hitList.find(&*m)==hitList.end()&&m->Hurt(damage,OnUpperLevel(),z)){
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if(!hitsMultiple){
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if(_MonsterHit(*m)){
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dead=true;
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}
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return false;
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}else _MonsterHit(*m);
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hitList.insert(&*m);
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}
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}
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}
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} else {
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if(geom2d::overlaps(game->GetPlayer()->Hitbox(),geom2d::circle(pos,radius))){
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if(hitList.find(game->GetPlayer())==hitList.end()&&game->GetPlayer()->Hurt(damage,OnUpperLevel(),z)){
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if(!hitsMultiple){
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if(_PlayerHit(&*game->GetPlayer())){
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dead=true;
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}
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return false;
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}else _PlayerHit(&*game->GetPlayer());
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hitList.insert(game->GetPlayer());
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}
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}
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}
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return true;
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};
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while(iterations>0){
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iterations--;
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pos+=(vel*fElapsedTime)/float(totalIterations);
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if(!CollisionCheck()){
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return;
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}
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}
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pos=finalBulletPos;
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if(!CollisionCheck()){
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return;
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}
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}else{
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pos+=vel*fElapsedTime;
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}
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if(IsPlayerAutoAttackProjectile()){pos+=game->GetWindSpeed()*game->GetElapsedTime();}
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if(/*World size in PIXELS!*/vi2d worldSize=game->GetCurrentMapData().MapSize*game->GetCurrentMapData().TileSize;pos.x+radius<-WINDOW_SIZE.x||pos.x-radius>worldSize.x+WINDOW_SIZE.x||pos.y+radius<-WINDOW_SIZE.y||pos.y-radius>worldSize.y+WINDOW_SIZE.y){
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dead=true;
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return;
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}
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lifetime-=fElapsedTime;
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if(lifetime<=0){
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dead=true;
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return;
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}
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}
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void Bullet::_Draw()const{
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Pixel blendCol=col;
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if(fadeInTime==0&&fadeOutTime==0)blendCol.a=col.a;
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else if(fadeOutTime>0)blendCol.a=uint8_t(util::lerp(col.a,0,1-((fadeOutTime-fadeOutTimer)/fadeOutTime)));
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else if(fadeInTime>0)blendCol.a=uint8_t(util::lerp(col.a,0,((fadeInTime-fadeInTimer)/fadeInTime)));
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if(GetZ()>0){
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vf2d shadowScale=vf2d{8*scale.x/3.f,1}/std::max(1.f,GetZ()/8);
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game->view.DrawDecal(pos-vf2d{3,3}*shadowScale/2+vf2d{0,12*scale.y},GFX["circle.png"].Decal(),shadowScale,BLACK);
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}
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const bool NotOnTitleScreen=GameState::STATE!=GameState::states[States::MAIN_MENU];
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if(NotOnTitleScreen
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&&(game->GetPlayer()->HasIframes()||game->GetPlayer()->GetZ()>1)){
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blendCol.a/=1.59f; //Comes from 255 divided by 160 which is roughly what we want the alpha to be when the bullet has full transparency.
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}
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Draw(blendCol);
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}
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void Bullet::Draw(const Pixel blendCol)const{
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if(animated){
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game->view.DrawPartialRotatedDecal(pos-vf2d{0,GetZ()}+drawOffsetY,GetFrame().GetSourceImage()->Decal(),rotates?atan2(vel.y,vel.x)-PI/2+image_angle:image_angle,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,scale,blendCol);
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}else{
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game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()}+drawOffsetY-GFX["circle.png"].Sprite()->Size()*scale/2,GFX["circle.png"].Decal(),image_angle,GFX["circle.png"].Sprite()->Size()/2,scale,blendCol);
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game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()}+drawOffsetY-GFX["circle.png"].Sprite()->Size()*scale/2,GFX["circle_outline.png"].Decal(),image_angle,GFX["circle.png"].Sprite()->Size()/2,scale,Pixel{WHITE.r,WHITE.g,WHITE.b,blendCol.a});
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}
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}
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bool Bullet::_PlayerHit(Player*player){
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const bool destroyBullet=PlayerHit(player);
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if(iframeTimerOnHit>0.f)player->ApplyIframes(iframeTimerOnHit);
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return destroyBullet;
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}
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bool Bullet::_MonsterHit(Monster&monster){
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const bool destroyBullet=MonsterHit(monster);
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if(iframeTimerOnHit>0.f)monster.ApplyIframes(iframeTimerOnHit);
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return destroyBullet;
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}
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bool Bullet::PlayerHit(Player*player){return true;}
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bool Bullet::MonsterHit(Monster&monster){return true;}
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bool Bullet::OnUpperLevel(){return upperLevel;}
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const bool Bullet::IsDead()const{
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return dead;
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}
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const float Bullet::GetZ()const{
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return z;
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}
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Bullet&Bullet::SetIframeTimeOnHit(float iframeTimer){
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iframeTimerOnHit=iframeTimer;
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return *this;
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}
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Bullet&Bullet::SetFadeinTime(float fadeInTime){
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const float durationDiff=fadeInTime-fadeInTimer;
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this->fadeInTime=fadeInTime;
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lifetime+=durationDiff;
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deactivated=true;
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return *this;
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}
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const float&Bullet::GetFadeoutTimer()const{
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return fadeOutTimer;
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}
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Bullet&Bullet::SetIsPlayerAutoAttackProjectile(){
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playerAutoAttackProjectile=true;
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return *this;
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}
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const bool Bullet::IsPlayerAutoAttackProjectile()const{
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return playerAutoAttackProjectile;
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}
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void Bullet::AddVelocity(vf2d vel){
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this->vel+=vel*game->GetElapsedTime();
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} |