The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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100 lines
4.1 KiB
100 lines
4.1 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 "BulletTypes.h"
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#include "SoundEffect.h"
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#include "AdventuresInLestoria.h"
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#include "DEFINES.h"
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#include "util.h"
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INCLUDE_game
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INCLUDE_ANIMATION_DATA
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DaggerSlash::DaggerSlash(Monster&sourceMonster,float radius,int damage,const float knockbackAmt,bool upperLevel,const Direction facingDir,const float daggerFrameDuration,const float daggerSlashDistance,bool friendly,Pixel col)
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:Bullet(sourceMonster.GetPos(),{},radius,damage,"goblin_sword_slash.png",upperLevel,false,daggerFrameDuration*ANIMATION_DATA["goblin_sword_slash.png"].GetFrameCountBasedOnAnimationStyle(),true,friendly,col),
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sourceMonster(sourceMonster),frameDuration(daggerFrameDuration),daggerSlashDistance(daggerSlashDistance),facingDir(facingDir),knockbackAmt(knockbackAmt){}
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void DaggerSlash::Update(float fElapsedTime){
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ANIMATION_DATA["goblin_sword_slash.png"].ChangeFrameDuration(frameDuration);
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pos=sourceMonster.GetPos();
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#pragma region Dagger slash offset
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switch(facingDir){
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case Direction::NORTH:{
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pos+=vf2d{0,-daggerSlashDistance};
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}break;
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case Direction::EAST:{
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pos+=vf2d{daggerSlashDistance,0};
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}break;
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case Direction::SOUTH:{
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pos+=vf2d{0,daggerSlashDistance};
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}break;
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case Direction::WEST:{
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pos+=vf2d{-daggerSlashDistance,0};
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}break;
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default:ERR(std::format("WARNING! Unknown direction value {} was supplied! THIS SHOULD NOT BE HAPPENING!",int(facingDir)));
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}
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#pragma endregion
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#pragma region Dagger rotation handling
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switch(facingDir){
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case Direction::NORTH:{
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vel={0,-0.001f};
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}break;
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case Direction::EAST:{
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vel={0.001f,0};
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}break;
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case Direction::SOUTH:{
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vel={0,0.001f};
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}break;
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case Direction::WEST:{
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vel={-0.001f,0};
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}break;
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default:ERR(std::format("WARNING! Unknown direction value {} was supplied! THIS SHOULD NOT BE HAPPENING!",int(facingDir)));
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}
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#pragma endregion
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}
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bool DaggerSlash::PlayerHit(Player*player){
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deactivated=true;
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game->AddEffect(std::make_unique<Effect>(pos,0,"lightning_splash_effect.png",upperLevel,player->GetSizeMult()*0.25f,0.25,vf2d{}));
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player->Knockback(util::pointTo(sourceMonster.GetPos(),player->GetPos())*knockbackAmt);
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return false;
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}
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bool DaggerSlash::MonsterHit(Monster&monster){
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deactivated=true;
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game->AddEffect(std::make_unique<Effect>(pos,0,"lightning_splash_effect.png",upperLevel,monster.GetSizeMult()*0.25f,0.25,vf2d{}));
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monster.Knockback(util::pointTo(sourceMonster.GetPos(),monster.GetPos())*knockbackAmt);
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return false;
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} |