The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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122 lines
5.3 KiB
122 lines
5.3 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 "DEFINES.h"
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#include "Effect.h"
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#include "AdventuresInLestoria.h"
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#include "safemap.h"
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INCLUDE_ANIMATION_DATA
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INCLUDE_game
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INCLUDE_GFX
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Effect::Effect(vf2d pos,float lifetime,const std::string&imgFile,bool upperLevel,float size,float fadeout,vf2d spd,Pixel col,float rotation,float rotationSpd,bool additiveBlending)
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:Effect(pos,lifetime,imgFile,upperLevel,0.f,fadeout,vf2d{size,size},spd,col,rotation,rotationSpd,additiveBlending){}
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Effect::Effect(vf2d pos,float lifetime,const std::string&imgFile,bool upperLevel,vf2d size,float fadeout,vf2d spd,Pixel col,float rotation,float rotationSpd,bool additiveBlending)
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:Effect(pos,lifetime,imgFile,upperLevel,0.f,fadeout,size,spd,col,rotation,rotationSpd,additiveBlending){}
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Effect::Effect(vf2d pos,float lifetime,const std::string&imgFile,bool upperLevel,float fadein,float fadeout,vf2d size,vf2d spd,Pixel col,float rotation,float rotationSpd,bool additiveBlending)
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:Effect(pos,lifetime,imgFile,upperLevel,fadein,fadeout,size,spd,EffectType::NONE,col,rotation,rotationSpd,additiveBlending){}
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Effect::Effect(vf2d pos,float lifetime,const std::string&imgFile,bool upperLevel,float fadein,float fadeout,vf2d size,vf2d spd,EffectType type,Pixel col,float rotation,float rotationSpd,bool additiveBlending)
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:pos(pos),lifetime(lifetime),upperLevel(upperLevel),size(size),fadein(fadein),original_fadeInTime(fadein),fadeout(fadeout),original_fadeOutTime(fadeout),spd(spd),col(col),rotation(rotation),rotationSpd(rotationSpd),additiveBlending(additiveBlending){
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this->animation.AddState(imgFile,ANIMATION_DATA.at(imgFile));
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this->animation.ChangeState(internal_animState,imgFile);
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}
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bool Effect::Update(float fElapsedTime){
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aliveTime+=fElapsedTime;
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if(fadein<original_fadeInTime){
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fadein=std::min(original_fadeInTime,fadein+fElapsedTime);
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}else{
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lifetime-=fElapsedTime;
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if(lifetime<=0){
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fadeout-=fElapsedTime;
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if(fadeout<=0){
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dead=true;
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return false;
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}
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}
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}
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rotation+=rotationSpd*fElapsedTime;
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size+=scaleSpd*fElapsedTime;
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pos+=spd*fElapsedTime;
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animation.UpdateState(internal_animState,fElapsedTime);
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return true;
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}
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void Effect::Draw()const{
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if(additiveBlending)game->SetDecalMode(DecalMode::ADDITIVE);
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const bool FadeInFinished{original_fadeInTime==0||fadein==original_fadeInTime};
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const bool HasFadeout{fadeout>0};
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if(GetZ()>0){
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vf2d shadowScale=vf2d{8*size.x/3.f,1}/std::max(1.f,GetZ()/8);
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game->view.DrawDecal(pos-vf2d{3,3}*shadowScale/2+vf2d{0,12*size.y},GFX["circle.png"].Decal(),shadowScale,BLACK);
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}
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[[unlikely]]if(!FadeInFinished){
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game->view.DrawPartialRotatedDecal(pos-vf2d{0,GetZ()},GetFrame().GetSourceImage()->Decal(),rotation,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,size,{col.r,col.g,col.b,uint8_t(fadein/original_fadeInTime*col.a)});
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}else
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[[likely]]if(HasFadeout){
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game->view.DrawPartialRotatedDecal(pos-vf2d{0,GetZ()},GetFrame().GetSourceImage()->Decal(),rotation,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,size,{col.r,col.g,col.b,uint8_t(fadeout/original_fadeOutTime*col.a)});
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}else{
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game->view.DrawPartialRotatedDecal(pos-vf2d{0,GetZ()},GetFrame().GetSourceImage()->Decal(),rotation,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,size,col);
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}
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game->SetDecalMode(DecalMode::NORMAL);
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}
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Animate2D::Frame Effect::GetFrame()const{
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return animation.GetFrame(internal_animState);
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}
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bool Effect::OnUpperLevel(){
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return upperLevel;
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}
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const EffectType Effect::GetType()const{
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return type;
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}
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const float Effect::GetZ()const{
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return z;
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}
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void Effect::SetType(const EffectType type){
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this->type=type;
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} |