The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Crawler/State_OverworldMap.cpp

143 lines
6.4 KiB

#pragma once
#include "State_OverworldMap.h"
#include "Crawler.h"
#include "DEFINES.h"
#include "Menu.h"
#include "Unlock.h"
#include "ConnectionPoint.h"
#include "utils.h"
#include "MenuLabel.h"
#include "EncountersSpawnListScrollableWindowComponent.h"
INCLUDE_MONSTER_LIST
INCLUDE_game
std::vector<ConnectionPoint>State_OverworldMap::connections;
State_OverworldMap::State_OverworldMap(){
SetStageMarker("Stage I-I"); //Eventually we will load the game from a file and this will not be necessary. We just set it to this for now.
}
void State_OverworldMap::OnStateChange(GameState*prevState){
if(Menu::IsMenuOpen()){
Menu::CloseAllMenus();
}
game->GetPlayer()->SetPos(currentConnectionPoint->rect.pos+currentConnectionPoint->rect.size/2+vf2d{0,16});
playerTargetPos=currentConnectionPoint->rect.pos+currentConnectionPoint->rect.size/2+vf2d{0,16};
game->GetPlayer()->UpdateWalkingAnimation(DOWN);
game->GetPlayer()->SetState(State::FORCE_WALK);
game->GetPlayer()->SetSizeMult(1);
game->camera.MoveCamera(currentConnectionPoint->rect.middle()+vf2d{game->GetScreenSize().x/6.0f,0});
Component<MenuLabel>(OVERWORLD_LEVEL_SELECT,"Chapter Label")->SetLabel("Chapter "+std::to_string(game->GetCurrentChapter()));
Component<MenuLabel>(OVERWORLD_LEVEL_SELECT,"Stage Label")->SetLabel(currentConnectionPoint->name);
Component<EncountersSpawnListScrollableWindowComponent>(OVERWORLD_LEVEL_SELECT,"Spawns List")->UpdateSpawns(currentConnectionPoint->spawns);
Component<MenuComponent>(OVERWORLD_LEVEL_SELECT,"Enter Button")->Enable(currentConnectionPoint->levelDataExists);
Menu::OpenMenu(OVERWORLD_LEVEL_SELECT,false);
};
void State_OverworldMap::OnUserUpdate(Crawler*game){
game->camera.SetTarget(currentConnectionPoint->rect.middle()+vf2d{game->GetScreenSize().x/6.0f,0});
game->UpdateCamera(game->GetElapsedTime());
game->GetPlayer()->Update(game->GetElapsedTime());
if(game->GetPlayer()->GetPos()!=playerTargetPos){
if(geom2d::line<float>(game->GetPlayer()->GetPos(),playerTargetPos).length()<2){
game->GetPlayer()->SetPos(playerTargetPos);
}else{
game->GetPlayer()->SetPos(game->GetPlayer()->GetPos()+util::pointTo(game->GetPlayer()->GetPos(),playerTargetPos)*playerMoveSpd*game->GetElapsedTime());
}
}
for(ConnectionPoint&cp:connections){
if(game->GetMouse(Mouse::LEFT).bPressed&&geom2d::overlaps(game->GetWorldMousePos(),cp.rect)){
for(int neighborInd:currentConnectionPoint->neighbors){
if(neighborInd==-1)continue;
ConnectionPoint&neighbor=ConnectionPointFromIndex(neighborInd);
if(Unlock::IsUnlocked(neighbor.name)&&&cp==&neighbor){
currentConnectionPoint=&neighbor;
playerTargetPos=currentConnectionPoint->rect.pos+currentConnectionPoint->rect.size/2+vf2d{0,16};
float angleTo=util::angleTo(game->GetPlayer()->GetPos(),playerTargetPos);
if(angleTo>=-3*PI/4&&angleTo<-PI/4){
game->GetPlayer()->UpdateWalkingAnimation(UP);
}else
if(angleTo<PI/4&&angleTo>=-PI/4){
game->GetPlayer()->UpdateWalkingAnimation(RIGHT);
}else
if(angleTo>=PI/4&&angleTo<3*PI/4){
game->GetPlayer()->UpdateWalkingAnimation(DOWN);
}else{
game->GetPlayer()->UpdateWalkingAnimation(LEFT);
}
Component<MenuLabel>(OVERWORLD_LEVEL_SELECT,"Stage Label")->SetLabel(currentConnectionPoint->name);
Component<EncountersSpawnListScrollableWindowComponent>(OVERWORLD_LEVEL_SELECT,"Spawns List")->UpdateSpawns(currentConnectionPoint->spawns);
Component<MenuComponent>(OVERWORLD_LEVEL_SELECT,"Enter Button")->Enable(currentConnectionPoint->levelDataExists);
break;
}
}
}
}
};
void State_OverworldMap::Draw(Crawler*game){
currentTime+=game->GetElapsedTime();
for(ConnectionPoint&cp:connections){
if(!Unlock::IsUnlocked(cp)){
game->view.FillRectDecal(cp.rect.pos,cp.rect.size,{0,0,0,128});
}
}
for(ConnectionPoint&cp:connections){
if(Unlock::IsUnlocked(cp)&&geom2d::overlaps(game->GetWorldMousePos(),cp.rect)&&(&cp==currentConnectionPoint||cp.IsNeighbor(*currentConnectionPoint))){
float borderThickness=4;
vf2d crosshairExtension={std::min(0.25f*cp.rect.size.x-borderThickness/2,12.f),std::min(0.25f*cp.rect.size.y-borderThickness/2,12.f)};
vf2d pulsatingAmt=vf2d{1,1}*std::abs(std::sin(currentTime*3))*2;
//Lower-Left Corner
vf2d pos=cp.rect.pos+vf2d{0,cp.rect.size.y-borderThickness}+vf2d{-pulsatingAmt.x,pulsatingAmt.y};
vf2d size={borderThickness+crosshairExtension.x,borderThickness};
game->view.FillRectDecal(pos,size,RED);
pos=vf2d{pos.x,pos.y-crosshairExtension.y};
size={borderThickness,crosshairExtension.y};
game->view.FillRectDecal(pos,size,RED);
//Lower-Right Corner
pos=cp.rect.pos+vf2d{cp.rect.size.x-borderThickness-crosshairExtension.x,cp.rect.size.y-borderThickness}+vf2d{pulsatingAmt.x,pulsatingAmt.y};
size={borderThickness+crosshairExtension.x,borderThickness};
game->view.FillRectDecal(pos,size,RED);
pos=vf2d{pos.x+crosshairExtension.x,pos.y-crosshairExtension.y};
size={borderThickness,crosshairExtension.y};
game->view.FillRectDecal(pos,size,RED);
//Upper-Left Corner
pos=cp.rect.pos+vf2d{0,0}+vf2d{-pulsatingAmt.x,-pulsatingAmt.y};
size={borderThickness+crosshairExtension.x,borderThickness};
game->view.FillRectDecal(pos,size,RED);
pos=vf2d{pos.x,pos.y+borderThickness};
size={borderThickness,crosshairExtension.y};
game->view.FillRectDecal(pos,size,RED);
//Upper-Right Corner
pos=cp.rect.pos+vf2d{cp.rect.size.x-borderThickness-crosshairExtension.x,0}+vf2d{pulsatingAmt.x,-pulsatingAmt.y};
size={borderThickness+crosshairExtension.x,borderThickness};
game->view.FillRectDecal(pos,size,RED);
pos=vf2d{pos.x+crosshairExtension.x,pos.y+borderThickness};
size={borderThickness,crosshairExtension.y};
game->view.FillRectDecal(pos,size,RED);
break;
}
}
};
void State_OverworldMap::SetStageMarker(std::string connectionName){
for(ConnectionPoint&connection:connections){
if(connection.name==connectionName){
currentConnectionPoint=&connection;
return;
}
}
ERR("WARNING! Could not find a connection point with name "<<connectionName<<"!");
}
ConnectionPoint&State_OverworldMap::ConnectionPointFromIndex(int ind){
return connections.at(ind);
}
ConnectionPoint&State_OverworldMap::GetCurrentConnectionPoint(){
return *((State_OverworldMap*)(GameState::states.at(States::OVERWORLD_MAP)))->currentConnectionPoint;
}
void State_OverworldMap::StartLevel(){
game->LoadLevel(LEVEL_NAMES.at(State_OverworldMap::GetCurrentConnectionPoint().map));
GameState::ChangeState(States::GAME_RUN);
}