The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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239 lines
5.2 KiB
239 lines
5.2 KiB
#include "Monster.h"
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#include "Player.h"
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#include "Crawler.h"
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#include "DamageNumber.h"
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#include "DEFINES.h"
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INCLUDE_MONSTER_DATA
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INCLUDE_MONSTER_LIST
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INCLUDE_ANIMATION_DATA
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INCLUDE_SPAWNER_LIST
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INCLUDE_DAMAGENUMBER_LIST
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INCLUDE_game
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const float Player::GROUND_SLAM_SPIN_TIME=0.6f;
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const float Player::GROUND_SLAM_COOLDOWN=20;
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Player::Player(){
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}
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Player::Player(vf2d pos):
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pos(pos){
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}
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void Player::SetX(float x){
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pos.x=x;
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};
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void Player::SetY(float y){
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pos.y=y;
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}
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void Player::SetZ(float z){
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this->z=z;
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}
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void Player::SetPos(vf2d pos){
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this->pos=pos;
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}
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vf2d&Player::GetPos(){
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return pos;
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}
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float Player::GetX(){
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return pos.x;
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}
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float Player::GetY(){
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return pos.y;
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}
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float Player::GetZ(){
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return z;
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}
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int Player::GetHealth(){
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return hp;
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}
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int Player::GetMaxHealth(){
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return maxhp;
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}
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int Player::GetAttack(){
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return atk;
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}
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float Player::GetMoveSpdMult(){
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return moveSpd;
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}
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float Player::GetSizeMult(){
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return size;
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}
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float Player::GetAttackRangeMult(){
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return attack_range;
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}
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float Player::GetSpinAngle(){
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return spin_angle;
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}
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State Player::GetState(){
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return state;
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}
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void Player::Update(float fElapsedTime){
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attack_cooldown_timer=std::max(0.f,attack_cooldown_timer-fElapsedTime);
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switch(state){
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case SPIN:{
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switch(facingDirection){
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case UP:{
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if(lastAnimationFlip==0){
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lastAnimationFlip=0.03;
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facingDirection=DOWN;
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animation.ChangeState(internal_animState,AnimationState::WALK_S);
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}
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}break;
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case DOWN:{
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if(lastAnimationFlip==0){
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lastAnimationFlip=0.03;
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facingDirection=UP;
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animation.ChangeState(internal_animState,AnimationState::WALK_N);
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}
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}break;
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}
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if(facingDirection==RIGHT){
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spin_angle+=spin_spd*fElapsedTime;
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} else {
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spin_angle-=spin_spd*fElapsedTime;
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}
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if(spin_attack_timer>0){
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z=50*sin(3.3*(GROUND_SLAM_SPIN_TIME-spin_attack_timer)/GROUND_SLAM_SPIN_TIME);
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spin_attack_timer=std::max(0.f,spin_attack_timer-fElapsedTime);
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} else {
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state=NORMAL;
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spin_angle=0;
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z=0;
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game->HurtEnemies(pos,3*12,atk*2.5);
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game->AddEffect(Effect{GetPos(),0.5,AnimationState::GROUND_SLAM_ATTACK_FRONT,1.33f,0.6f},Effect{GetPos(),0.5,AnimationState::GROUND_SLAM_ATTACK_BACK,1.33f,0.6f});
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}
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if(lastAnimationFlip>0){
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lastAnimationFlip=std::max(0.f,lastAnimationFlip-fElapsedTime);
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}
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}break;
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default:{
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//Update animations normally.
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}
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[[fallthrough]];
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}
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animation.UpdateState(internal_animState,fElapsedTime);
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groundSlamCooldown=std::max(0.f,groundSlamCooldown-fElapsedTime);
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for(Monster&m:MONSTER_LIST){
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if(geom2d::overlaps(geom2d::circle(pos,12*size/2),geom2d::circle(m.GetPos(),12*m.GetSizeMult()/2))){
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if(m.IsAlive()){
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m.Collision(*this);
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}
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geom2d::line line(pos,m.GetPos());
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float dist = line.length();
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m.SetPosition(line.rpoint(dist*1.1));
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if(m.IsAlive()){
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vel=line.vector().norm()*-128;
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}
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}
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}
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if(vel.x>0){
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vel.x=std::max(0.f,vel.x-friction*fElapsedTime);
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} else {
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vel.x=std::min(0.f,vel.x+friction*fElapsedTime);
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}
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if(vel.y>0){
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vel.y=std::max(0.f,vel.y-friction*fElapsedTime);
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} else {
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vel.y=std::min(0.f,vel.y+friction*fElapsedTime);
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}
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float newX=pos.x+vel.x*fElapsedTime;
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if(newX-12*size>0&&newX+12*size<game->WORLD_SIZE.x*24){
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pos.x=newX;
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}
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float newY=pos.y+vel.y*fElapsedTime;
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if(newY-12*size>0&&newY+12*size<game->WORLD_SIZE.y*24){
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pos.y=newY;
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}
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if(attack_cooldown_timer==0&&game->GetMouse(0).bHeld){
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bool attack=false;
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Monster*closest=nullptr;
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float closest_dist=999999;
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for(Monster&m:MONSTER_LIST){
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if(m.IsAlive()
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&&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))
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&&geom2d::line<float>(game->GetWorldMousePos(),m.GetPos()).length()<closest_dist){
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closest_dist=geom2d::line<float>(game->GetWorldMousePos(),m.GetPos()).length();
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closest=&m;
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}
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}
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if(closest!=nullptr&&closest->Hurt(atk)){
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attack_cooldown_timer=ATTACK_COOLDOWN;
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}
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}
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}
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vf2d Player::GetVelocity(){
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return vel;
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}
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void Player::Hurt(int damage){
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if(hp<=0) return;
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hp=std::max(0,hp-damage);
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DAMAGENUMBER_LIST.push_back(DamageNumber(pos,damage));
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}
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void Player::AddAnimation(AnimationState state){
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animation.AddState(state,ANIMATION_DATA[state]);
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}
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void Player::UpdateAnimation(AnimationState animState){
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animation.ChangeState(internal_animState,animState);
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}
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Animate2D::Frame Player::GetFrame(){
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return animation.GetFrame(internal_animState);
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}
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void Player::SetLastReleasedMovementKey(Key k){
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lastReleasedMovementKey=k;
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}
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Key Player::GetLastReleasedMovementKey(){
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return lastReleasedMovementKey;
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}
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void Player::SetFacingDirection(Key direction){
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facingDirection=direction;
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}
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Key Player::GetFacingDirection(){
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return facingDirection;
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}
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void Player::Moved(){
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for(MonsterSpawner&spawner:SPAWNER_LIST){
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if(!spawner.SpawnTriggered()&&geom2d::overlaps(geom2d::circle<float>(pos-vf2d{size*12,size*12},size*12),geom2d::circle<float>(spawner.GetPos(),spawner.GetRange()))){
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spawner.SetTriggered(true);
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}
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}
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}
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float Player::GetGroundSlamCooldown(){
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return groundSlamCooldown;
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}
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void Player::Spin(float duration,float spinSpd){
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state=State::SPIN;
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spin_attack_timer=duration;
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spin_spd=spinSpd;
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spin_angle=0;
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groundSlamCooldown=GROUND_SLAM_COOLDOWN;
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} |