The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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249 lines
9.2 KiB
249 lines
9.2 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 © 2023 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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#pragma once
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#include "olcUTIL_Camera2D.h"
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#include "Animation.h"
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#include "olcUTIL_Animate2D.h"
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#include "Monster.h"
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#include "olcPGEX_TransformedView.h"
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#include "Player.h"
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#include "Bullet.h"
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#include "Effect.h"
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#include "Map.h"
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#include "TMXParser.h"
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#include "olcUTIL_DataFile.h"
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#include "Key.h"
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#include "GameState.h"
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#ifndef __EMSCRIPTEN__
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#include "discord.h"
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#endif
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#include "Audio.h"
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#include "olcPGEX_SplashScreen.h"
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#include "olcPixelGameEngine.h"
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#define CreateBullet(type) BULLET_LIST.push_back(std::make_unique<type>(type
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#define EndBullet ));
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using HurtReturnValue=bool;
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using MonsterHurtList=std::vector<std::pair<Monster*,HurtReturnValue>>;
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class AiL : public olc::PixelGameEngine
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{
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friend class GameState;
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friend class State_GameRun;
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friend class SaveFile;
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friend class sig::Animation;
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friend class Audio;
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std::unique_ptr<Player>player;
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SplashScreen splash;
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public:
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Pathfinding pathfinder;
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static InputGroup KEY_SCROLLUP;
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static InputGroup KEY_SCROLLDOWN;
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static InputGroup KEY_BACK;
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static InputGroup KEY_CONFIRM;
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static InputGroup KEY_ATTACK;
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static InputGroup KEY_LEFT;
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static InputGroup KEY_RIGHT;
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static InputGroup KEY_UP;
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static InputGroup KEY_DOWN;
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static InputGroup KEY_MENU;
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static InputGroup KEY_START;
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static InputGroup KEY_SELECT;
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static InputGroup KEY_SCROLL;
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static float SIZE_CHANGE_SPEED;
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double levelTime;
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Camera2D camera;
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std::map<MapName,Map>MAP_DATA;
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private:
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std::vector<std::unique_ptr<Effect>>foregroundEffects,backgroundEffects,foregroundEffectsToBeInserted,backgroundEffectsToBeInserted;
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std::vector<TileRenderData*>tilePreparationList,tileForegroundList;
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std::vector<int>dropsBeforeLower,dropsAfterLower,dropsBeforeUpper,dropsAfterUpper;
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std::vector<ZoneData>endZones,upperEndZones;
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std::vector<vf2d>circleCooldownPoints;
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std::vector<vf2d>squareCircleCooldownPoints;
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std::map<std::string,TilesetData>MAP_TILESETS;
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vf2d worldShake={};
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float worldShakeTime=0;
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float lastWorldShakeAdjust=0;
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vf2d worldShakeVel={};
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const float WORLD_SHAKE_ADJUST_MAX_TIME=0.4f;
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MapName currentLevel="CAMPAIGN_1_1";
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std::vector<TileGroup>foregroundTileGroups;
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std::vector<TileGroup>upperForegroundTileGroups;
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int bridgeLayerIndex=-1;
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float bridgeFadeFactor=0.f;
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void InitializeClasses();
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int DEBUG_PATHFINDING=0;
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std::vector<Monster*>monstersBeforeLower,monstersAfterLower,monstersBeforeUpper,monstersAfterUpper;
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std::vector<Bullet*>bulletsLower,bulletsUpper;
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std::vector<Effect*>backgroundEffectsLower,backgroundEffectsUpper,foregroundEffectsLower,foregroundEffectsUpper;
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float reflectionUpdateTimer=0;
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float reflectionStepTime=0;
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std::set<vi2d>visibleTiles;
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float bossDisplayTimer=0;
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std::string bossName;
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int totalDamageDealt=0;
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float encounterDuration=0;
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bool encounterStarted=false;
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int totalBossEncounterMobs=0;
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int chapter=1; //We start at chapter 1.
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std::array<std::shared_ptr<Item>,3>loadout;
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float fadeOutDuration=0;
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States::State transitionState=States::State::GAME_RUN;
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bool gameEnd=false;
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std::vector<Monster>monstersToBeSpawned;
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time_t gameStarted;
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std::function<void(std::string_view)>responseCallback;
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float fadeInDuration=0;
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float fadeOutTotalTime=0;
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bool disableFadeIn=false;
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void ValidateGameStatus();
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#ifndef __EMSCRIPTEN__
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::discord::Result SetupDiscord();
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#endif
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Audio audioEngine;
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public:
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AiL();
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bool OnUserCreate() override;
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bool OnUserUpdate(float fElapsedTime) override;
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bool OnUserDestroy() override;
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public:
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geom2d::rect<float>NO_COLLISION={{0.f,0.f,},{0.f,0.f}};
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TileTransformedView view;
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void InitializeLevel(std::string mapFile,MapName map);
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void LoadLevel(MapName map);
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void HandleUserInput(float fElapsedTime);
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void UpdateCamera(float fElapsedTime);
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void UpdateEffects(float fElapsedTime);
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void UpdateBullets(float fElapsedTime);
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void RenderWorld(float fElapsedTime);
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void RenderHud();
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void RenderMenu();
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void AddEffect(std::unique_ptr<Effect>foreground,std::unique_ptr<Effect>background);
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//If back is true, places the effect in the background
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void AddEffect(std::unique_ptr<Effect>foreground,bool back=false);
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const MonsterHurtList HurtEnemies(vf2d pos,float radius,int damage,bool upperLevel,float z);
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vf2d GetWorldMousePos();
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bool LeftHeld();
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bool RightHeld();
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bool UpHeld();
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bool DownHeld();
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bool LeftPressed();
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bool RightPressed();
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bool UpPressed();
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bool DownPressed();
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bool LeftReleased();
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bool RightReleased();
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bool UpReleased();
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bool DownReleased();
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Player*GetPlayer();
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void SetupWorldShake(float duration);
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//tileID is the tile number from the tilesets.
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bool IsForegroundTile(TilesheetData sheet,int tileID);
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//tileID is the tile number from the tilesets.
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bool IsUpperForegroundTile(int tileID);
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//tileID is the tile number from the tilesets.
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TilesheetData GetTileSheet(MapName map,int tileID);
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//Gets the rectangle of the tile collision at this tile. If upperLevel is set to true, the collision tile must be in a Bridge class layer for the tile to hit. Also, zones containing LowerBridgeCollision will apply when upperLevel is set to false.
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geom2d::rect<float>GetTileCollision(MapName map,vf2d pos,bool upperLevel=false);
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//Checks if the point resides inside of a collision tile.
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bool HasTileCollision(MapName map,vf2d pos,bool upperLevel=false);
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const MapName&GetCurrentLevel()const;
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bool IsBridgeLayer(LayerTag&layer);
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std::map<std::string,std::vector<ZoneData>>&GetZoneData(MapName map);
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void PopulateRenderLists();
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void ChangePlayerClass(Class cl);
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std::string GetString(std::string key);
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datafilestringdata GetStringList(std::string key);
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int GetInt(std::string key);
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datafileintdata GetIntList(std::string key);
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float GetFloat(std::string key);
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datafilefloatdata GetFloatList(std::string key);
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double GetDouble(std::string key);
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datafiledoubledata GetDoubleList(std::string key);
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static void OutputDebugInfo(const char*key,std::size_t len);
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void InitializeLevels();
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void RenderTile(vi2d pos,TilesheetData tileSheet,int tileSheetIndex,vi2d tileSheetPos);
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void RenderTile(TileRenderData&tileSheet,Pixel col);
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bool IsReflectiveTile(TilesheetData tileSheet,int tileID);
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void SpawnMonster(vf2d pos,MonsterData&data,bool upperLevel=false,bool isBossSpawn=false); //Queues a monster for spawning on the next frame.
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void DrawPie(vf2d center,float radius,float degreesCut,Pixel col);
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void DrawSquarePie(vf2d center,float radius,float degreesCut,Pixel col);
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void RenderCooldowns();
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void InitializeDefaultKeybinds();
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void SetBossNameDisplay(std::string name,float time=5);
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bool InBossEncounter();
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void StartBossEncounter();
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void DisplayBossEncounterInfo();
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void BossDamageDealt(int damage);
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void ReduceBossEncounterMobCount();
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void InitializeGraphics();
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void RenderVersionInfo();
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const Map&GetCurrentMap()const;
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const MapTag&GetCurrentMapData()const;
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const MapName&GetCurrentMapName()const;
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int GetCurrentChapter();
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void SetChapter(int chapter);
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const std::weak_ptr<Item>GetLoadoutItem(int slot);
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void SetLoadoutItem(int slot,std::string itemName);
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//Returns true if the item can be used (we have >0 of it)
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bool UseLoadoutItem(int slot);
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//Blanks out this loadout item.
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void ClearLoadoutItem(int slot);
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void RenderFadeout();
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bool GamePaused();
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void EndGame();
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void UpdateDiscordStatus(std::string levelName,std::string className);
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void InitializePlayerLevelCap();
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void ResetGame();
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void OnRequestCompleted(const std::string_view receivedData)const override;
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void DisableFadeIn(const bool disable);
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struct TileGroupData{
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vi2d tilePos;
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int layer;
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bool operator<(const TileGroupData&rhs)const{
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return layer<rhs.layer||(layer==rhs.layer&&tilePos<rhs.tilePos);
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}
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};
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}; |