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/Player.cpp

192 lines
3.9 KiB

#include "Monster.h"
#include "Player.h"
#include "Crawler.h"
#include "DamageNumber.h"
#include "DEFINES.h"
INCLUDE_MONSTER_DATA
INCLUDE_MONSTER_LIST
INCLUDE_ANIMATION_DATA
INCLUDE_SPAWNER_LIST
INCLUDE_DAMAGENUMBER_LIST
INCLUDE_game
const float Player::GROUND_SLAM_SPIN_TIME=0.6f;
Player::Player(){
}
Player::Player(vf2d pos):
pos(pos){
}
void Player::SetX(float x){
pos.x=x;
};
void Player::SetY(float y){
pos.y=y;
}
void Player::SetZ(float z){
this->z=z;
}
void Player::SetPos(vf2d pos){
this->pos=pos;
}
vf2d&Player::GetPos(){
return pos;
}
float Player::GetX(){
return pos.x;
}
float Player::GetY(){
return pos.y;
}
float Player::GetZ(){
return z;
}
int Player::GetHealth(){
return hp;
}
int Player::GetMaxHealth(){
return maxhp;
}
int Player::GetAttack(){
return atk;
}
float Player::GetMoveSpdMult(){
return moveSpd;
}
float Player::GetSizeMult(){
return size;
}
float Player::GetAttackRangeMult(){
return attack_range;
}
float Player::GetSpinAngle(){
return spin_angle;
}
State Player::GetState(){
return state;
}
void Player::Update(float fElapsedTime){
attack_cooldown_timer=std::max(0.f,attack_cooldown_timer-fElapsedTime);
switch(state){
case SPIN:{
switch(facingDirection){
case UP:{
if(lastAnimationFlip==0){
lastAnimationFlip=0.03;
facingDirection=DOWN;
animation.ChangeState(internal_animState,AnimationState::WALK_S);
}
}break;
case DOWN:{
if(lastAnimationFlip==0){
lastAnimationFlip=0.03;
facingDirection=UP;
animation.ChangeState(internal_animState,AnimationState::WALK_N);
}
}break;
}
if(facingDirection==RIGHT){
spin_angle+=spin_spd*fElapsedTime;
} else {
spin_angle-=spin_spd*fElapsedTime;
}
if(spin_attack_timer>0){
z=50*sin(3.3*(GROUND_SLAM_SPIN_TIME-spin_attack_timer)/GROUND_SLAM_SPIN_TIME);
spin_attack_timer=std::max(0.f,spin_attack_timer-fElapsedTime);
} else {
state=NORMAL;
spin_angle=0;
z=0;
game->AddEffect(Effect{GetPos(),0.5,AnimationState::GROUND_SLAM_ATTACK_FRONT,0.6f},Effect{GetPos(),0.5,AnimationState::GROUND_SLAM_ATTACK_BACK,0.6f});
}
if(lastAnimationFlip>0){
lastAnimationFlip=std::max(0.f,lastAnimationFlip-fElapsedTime);
}
}break;
default:{
//Update animations normally.
}
[[fallthrough]];
}
animation.UpdateState(internal_animState,fElapsedTime);
if(attack_cooldown_timer==0&&game->GetMouse(0).bHeld){
bool attack=false;
for(Monster&m:MONSTER_LIST){
if(m.IsAlive()&&geom2d::overlaps(geom2d::circle<float>(pos-vf2d{size*12,size*12},attack_range*size*12),geom2d::circle<float>(m.GetPos()-vf2d{m.GetSizeMult()*12,m.GetSizeMult()*12},m.GetSizeMult()*12))){
m.Hurt(atk);
attack=true;
break;
}
}
if(attack){
attack_cooldown_timer=ATTACK_COOLDOWN;
}
}
}
void Player::Hurt(int damage){
hp=std::max(0,hp-damage);
DAMAGENUMBER_LIST.push_back(DamageNumber(pos,damage));
}
void Player::AddAnimation(AnimationState state){
animation.AddState(state,ANIMATION_DATA[state]);
}
void Player::UpdateAnimation(AnimationState animState){
animation.ChangeState(internal_animState,animState);
}
Animate2D::Frame Player::GetFrame(){
return animation.GetFrame(internal_animState);
}
void Player::SetLastReleasedMovementKey(Key k){
lastReleasedMovementKey=k;
}
Key Player::GetLastReleasedMovementKey(){
return lastReleasedMovementKey;
}
void Player::SetFacingDirection(Key direction){
facingDirection=direction;
}
Key Player::GetFacingDirection(){
return facingDirection;
}
void Player::Moved(){
for(MonsterSpawner&spawner:SPAWNER_LIST){
if(!spawner.SpawnTriggered()&&geom2d::overlaps(geom2d::circle<float>(pos-vf2d{size*12,size*12},size*12),geom2d::circle<float>(spawner.GetPos(),spawner.GetRange()))){
spawner.SetTriggered(true);
}
}
}
void Player::Spin(float duration,float spinSpd){
state=State::SPIN;
spin_attack_timer=duration;
spin_spd=spinSpd;
spin_angle=0;
}