The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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216 lines
9.9 KiB
216 lines
9.9 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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#pragma once
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#include "Animation.h"
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#include "IBullet.h"
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#include <unordered_set>
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#include <variant>
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#include "Oscillator.h"
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class Monster;
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class Player;
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using HitList=std::unordered_set<std::variant<Monster*,Player*>>;
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enum class EffectType{
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NONE,
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SPELL_CIRCLE,
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MONSTER_SOUL,
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BLINK_PORTAL,
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TRAIL_OF_FIRE,
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};
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struct Effect{
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friend class AiL;
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friend struct FallingStone;
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vf2d pos={0,0};
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float lifetime=0;
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float fadeout=0;
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float fadein{0.f};
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vf2d size={1,1};
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Pixel col=WHITE;
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vf2d spd={};
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float rotation=0;
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float rotationSpd=0;
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vf2d scaleSpd{};
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bool additiveBlending=false;
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float z{};
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private:
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bool dead=false;
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public:
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Effect(vf2d pos,float lifetime,const std::string&imgFile,bool upperLevel,float size=1.0f,float fadeout=0.0f,vf2d spd={},Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false);
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Effect(vf2d pos,float lifetime,const std::string&imgFile,bool upperLevel,vf2d size={1,1},float fadeout=0.0f,vf2d spd={},Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false);
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Effect(vf2d pos,float lifetime,const std::string&imgFile,bool upperLevel,float fadein,float fadeout,vf2d size,vf2d spd,Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false);
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Effect(vf2d pos,float lifetime,const std::string&imgFile,bool upperLevel,float fadein,float fadeout,vf2d size,vf2d spd,EffectType type,Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false);
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virtual bool Update(float fElapsedTime);
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Animate2D::Frame GetFrame()const;
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void _Draw()const;
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virtual void Draw(const Pixel blendCol)const;
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bool OnUpperLevel();
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const EffectType GetType()const;
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const float GetZ()const;
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const bool&OnUpperLevel()const;
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void SetType(const EffectType type);
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protected:
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float original_fadeOutTime;
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float original_fadeInTime{};
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EffectType type{EffectType::NONE};
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Animate2D::Animation<std::string>animation;
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Animate2D::AnimationState internal_animState;
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private:
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bool upperLevel=false;
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double aliveTime{};
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};
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struct Meteor:Effect{
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enum MeteorSetting{
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METEOR,
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COMET,
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SOLAR_FLARE,
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COMET_FLARE,
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};
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Meteor(const vf2d pos,const float lifetime,const bool upperLevel,const MeteorSetting setting,const float fadeout=0.0f,const vf2d spd={},const Pixel col=WHITE,const float rotation=0,const float rotationSpd=0,const bool additiveBlending=false);
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float startLifetime=0;
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bool shakeField=false;
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bool Update(float fElapsedTime)override;
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void Draw(const Pixel blendCol)const override;
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private:
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int meteorImpactParticles{};
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float randomColorTintR{};
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float randomColorTintG{};
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float randomColorTintB{};
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float meteorRadius{};
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float fallSpdMult{1.f};
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float damageMult{1.f};
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float fireRingLifetime{};
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std::string meteorCrashSFX{};
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};
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struct PulsatingFire:Effect{
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PulsatingFire(vf2d pos,float lifetime,const float radius,std::string imgFile,bool upperLevel,vf2d size={1,1},float fadeout=0.0f,vf2d spd={},Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false);
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std::vector<float>pulsatingFireValues;
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float lastParticleTimer=0;
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float lastDamageTimer=0;
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float radius;
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bool Update(float fElapsedTime)override;
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void Draw(const Pixel blendCol)const override;
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};
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struct SwordSlash:Effect{
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SwordSlash(float lifetime,std::string imgFile,float damageMult, float swordSweepAngle,vf2d size={1,1},float fadeout=0.0f,vf2d spd={},Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false);
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bool Update(float fElapsedTime)override;
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private:
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HitList hitList;
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const float damageMult;
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const float swordSweepAngle;
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};
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//This draws effects using screen coordinates instead of world coordinates, useful for applying effects directly on the screen.
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struct ForegroundEffect:Effect{
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ForegroundEffect(vf2d pos,float lifetime,std::string imgFile,bool upperLevel,float size=1.0f,float fadeout=0.0f,vf2d spd={},Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false);
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ForegroundEffect(vf2d pos,float lifetime,std::string imgFile,bool upperLevel,vf2d size={1,1},float fadeout=0.0f,vf2d spd={},Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false);
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virtual void Draw(const Pixel blendCol)const override final;
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};
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struct SpellCircle:Effect{
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SpellCircle(vf2d pos,float lifetime,std::string imgFile,std::string spellInsigniaFile,bool upperLevel,float size=1.0f,float fadeout=0.0f,vf2d spd={},Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false,float insigniaSize=1.0f,float insigniaFadeout=0.0f,vf2d insigniaSpd={},Pixel insigniaCol=WHITE,float insigniaRotation=0,float insigniaRotationSpd=0,bool insigniaAdditiveBlending=false);
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SpellCircle(vf2d pos,float lifetime,std::string imgFile,std::string spellInsigniaFile,bool upperLevel,vf2d size={1,1},float fadeout=0.0f,vf2d spd={},Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false,vf2d insigniaSize={1,1},float insigniaFadeout=0.0f,vf2d insigniaSpd={},Pixel insigniaCol=WHITE,float insigniaRotation=0,float insigniaRotationSpd=0,bool insigniaAdditiveBlending=false);
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Effect spellInsignia{vf2d{},0.f,"spell_insignia.png",false,{}};
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virtual bool Update(float fElapsedTime)override final;
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virtual void Draw(const Pixel blendCol)const override final;
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};
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struct RockLaunch:Effect{
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//The lifetime is for how long the effect lasts after it's launched. You don't have to calculate extra lifetime to compensate for the delayTime, it is done for you.
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RockLaunch(vf2d pos,float lifetime,std::string imgFile,float delayTime,float size,float fadeout,vf2d spd,Pixel col,float rotation,float rotationSpd,bool additiveBlending=false);
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virtual bool Update(float fElapsedTime)override final;
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private:
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float delayTime;
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vf2d futureSpd;
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};
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struct ShineEffect:Effect{
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//An effect that starts invisible, becomes visible, then fades out again.
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ShineEffect(vf2d pos,float fadeinTime,float fadeoutTime,std::string imgFile,float size,vf2d spd,Pixel col,float rotation,float rotationSpd,bool additiveBlending=false);
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virtual bool Update(float fElapsedTime)override final;
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private:
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float fadeinTime;
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const Pixel originalCol;
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};
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//Spawns and moves towards the player after some amount of time.
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struct MonsterSoul:Effect{
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MonsterSoul(vf2d pos,float fadeoutTime,float size,vf2d spd,Pixel col,float rotation,float rotationSpd,bool additiveBlending=false);
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virtual bool Update(float fElapsedTime)override final;
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virtual void Draw(const Pixel blendCol)const override final;
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public:
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enum Phase{
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RISING,
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TRACKING_PLAYER,
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DEAD,
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};
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uint8_t alpha{0U};
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Phase phase{RISING};
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float moveSpd{24.f};
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float fadeoutTime;
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};
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struct FadeInOutEffect:Effect{
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//cycleSpd is how long it takes to get from fully opaque to fully transparent, and back to fully opaque
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FadeInOutEffect(vf2d pos,const std::string&img,float lifetime,float cycleSpd,bool onUpperLevel,float size,vf2d spd,Pixel col,float rotation,float rotationSpd,bool additiveBlending=false,float particleSpawnFreq=0.f,const std::function<Effect(const Effect&self)>&particleGenerator={});
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//A version with oscillators for position and colors, for extra animation effects!
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FadeInOutEffect(Oscillator<vf2d>pos,const std::string&img,float lifetime,bool onUpperLevel,Oscillator<vf2d>size,vf2d spd,Oscillator<Pixel>col,float rotation,float rotationSpd,bool additiveBlending=false,float particleSpawnFreq=0.f,const std::function<Effect(const Effect&self)>&particleGenerator={});
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virtual bool Update(float fElapsedTime)override;
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virtual void Draw(const Pixel blendCol)const override;
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std::function<Effect(const Effect&self)>particleGenerator;
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const float particleSpawnFreq;
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Oscillator<vf2d>posOscillator;
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Oscillator<vf2d>sizeOscillator;
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Oscillator<Pixel>colOscillator;
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float particleSpawnTimer{};
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const float originalParticleSpawnTimer{};
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};
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struct PoisonPool:FadeInOutEffect{
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PoisonPool(vf2d pos,const std::string&img,float radius,int damage,float damageFreq,const HurtType friendly,float lifetime,float cycleSpd,bool onUpperLevel,float size,vf2d spd,Pixel col,float rotation,float rotationSpd,bool additiveBlending=false,float particleSpawnFreq=0.f,const std::function<Effect(const Effect&self)>&particleGenerator={});
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virtual bool Update(float fElapsedTime)override final;
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const int damage;
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float damageTimer{};
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const float originalDamageTimer{};
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const float radius;
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HurtType friendly;
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const size_t poisonPoolSFXID{};
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}; |