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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130 lines
5.5 KiB
130 lines
5.5 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 "State_LevelComplete.h"
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#include "AdventuresInLestoria.h"
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#include "DEFINES.h"
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#include "Menu.h"
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#include "MenuLabel.h"
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#include "SaveFile.h"
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#include "ProgressBar.h"
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#include "SoundEffect.h"
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INCLUDE_MONSTER_LIST
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INCLUDE_game
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void State_LevelComplete::OnStateChange(GameState*prevState){
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game->ResumeGame();
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if(xpGainSound==std::numeric_limits<size_t>::max()){
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xpGainSound=Audio::LoadAndPlay("xpgain.ogg"_SFX,true);
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Audio::Engine().SetVolume(xpGainSound,0.f);
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}
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if(Menu::IsMenuOpen()){
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Menu::CloseAllMenus();
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}
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levelUpTextPos={-100.f,-100.f};
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Component<ProgressBar>(MenuType::LEVEL_COMPLETE,"XP Bar")->ResetProgressBar(game->GetPlayer()->CurrentXP(),game->GetPlayer()->NextLevelXPRequired());
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accumulatedXP=game->GetPlayer()->GetAccumulatedXP();
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float xpBonus=1.1f; //10% XP bonus for finishing a stage.
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if(Component<MenuLabel>(LEVEL_COMPLETE,"Stage Complete Label")->GetLabel()!="Stage Summary"){ //If the label says stage summary, we didn't actually complete the level. Don't reward any stage items to the player.
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for(const ItemMapData&data:game->GetCurrentMap().GetStageLoot()){
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uint8_t amountDiff=data.maxAmt-data.minAmt;
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uint8_t randomAmt=data.maxAmt;
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if(amountDiff>0){ //This check avoids division by zero.
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randomAmt=util::random()%(amountDiff+1)+data.minAmt;
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}
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for(uint8_t rolls=0;rolls<randomAmt;rolls++){
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if(util::random(1.0f)<data.chance/100.f){
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Inventory::AddItem(data.item,1U);
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}
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}
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}
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xpBonus=1.0f;
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}
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accumulatedXP*=xpBonus;
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Component<MenuLabel>(MenuType::LEVEL_COMPLETE,"Level EXP Gain Outline")->SetLabel(std::format("+{} Exp",accumulatedXP));
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game->GetPlayer()->AddXP(game->GetPlayer()->GetAccumulatedXP());
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game->GetPlayer()->SetState(State::NORMAL);
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Menu::OpenMenu(LEVEL_COMPLETE);
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};
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void State_LevelComplete::OnLevelLoad(){}
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void State_LevelComplete::OnUserUpdate(AiL*game){
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if(levelUpTimer>0.f){
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levelUpTimer=std::max(0.f,levelUpTimer-game->GetElapsedTime());
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levelUpTextPos.y-=(16/"Interface.HUD Level Up Timer"_F)*game->GetElapsedTime();
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if(levelUpTimer<0.f){
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levelUpTimer=0.f;
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levelUpTextPos=Menu::menus[LEVEL_COMPLETE]->pos.x+Component<MenuLabel>(LEVEL_COMPLETE,"Level Display")->GetPos()+Component<MenuLabel>(LEVEL_COMPLETE,"Level Display")->GetSize()-vf2d{0.f,16.f};
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}
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}
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if(accumulatedXP>0){
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lastXPChangeTimer-=game->GetElapsedTime();
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Audio::Engine().SetVolume(xpGainSound,0.6f);
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if(lastXPChangeTimer<=0.f){
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int incrementAmt=int(accumulatedXP/(1/"Interface.HUD XP Bar Tick Rate"_F))+1;
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accumulatedXP-=incrementAmt;
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auto progressBar=Component<ProgressBar>(MenuType::LEVEL_COMPLETE,"XP Bar");
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progressBar->UpdateProgressBar(progressBar->GetCurrentProgress()+incrementAmt);
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if(progressBar->GetCurrentProgress()>=progressBar->GetFinalProgress()){
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levelUpTextPos=Menu::menus[LEVEL_COMPLETE]->pos+Component<MenuLabel>(LEVEL_COMPLETE,"Level Display")->GetPos()+Component<MenuLabel>(LEVEL_COMPLETE,"Level Display")->GetSize();
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levelUpTimer="Interface.HUD Level Up Timer"_F;
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progressBar->ResetProgressBar(progressBar->GetCurrentProgress()-progressBar->GetFinalProgress(),game->GetPlayer()->NextLevelXPRequired());
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SoundEffect::PlaySFX("Level Up",SoundEffect::CENTERED);
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}
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lastXPChangeTimer="Interface.HUD XP Bar Tick Rate"_F;
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}
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}else{
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Audio::Engine().SetVolume(xpGainSound,0.f);
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}
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};
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void State_LevelComplete::Draw(AiL*game){
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game->RenderHud();
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};
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void State_LevelComplete::DrawOverlay(AiL*game){
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game->DrawShadowStringPropDecal(levelUpTextPos+vf2d{8.f,0.f},"Level Up!",YELLOW);
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game->DrawRotatedDecal(levelUpTextPos+vf2d{2.f,1.f},GFX["overworld_arrow.png"].Decal(),-PI/2,GFX["overworld_arrow.png"].Sprite()->Size(),{1.f,1.f},BLACK);
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game->DrawRotatedDecal(levelUpTextPos+vf2d{2.f,0.f},GFX["overworld_arrow.png"].Decal(),-PI/2,GFX["overworld_arrow.png"].Sprite()->Size(),{1.f,1.f},YELLOW);
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} |