The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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135 lines
4.0 KiB
135 lines
4.0 KiB
#pragma once
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#include "olcPixelGameEngine.h"
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#include "Animation.h"
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#include "State.h"
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#include "Player.h"
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#include "olcUTIL_Animate2D.h"
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enum MonsterStrategy{
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RUN_TOWARDS,
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SHOOT_AFAR
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};
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enum MonsterName{
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SLIME_GREEN,
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SLIME_BLUE,
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SLIME_RED,
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SLIME_YELLOW,
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///////////////////////////////////////////////////////////////////////////////////////////////////////////
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/*//*/END,//Used for detecting the end of the list, DO NOT USE OR TOUCH. Add all monsters above this//*//*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////
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};
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struct MonsterData{
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private:
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int hp;
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int atk;
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float moveSpd;//1.0=100%
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float size;
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std::vector<AnimationState> animations;
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MonsterStrategy strategy;
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MonsterName type;
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int collisionDmg;
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AnimationState jumpAnimation=AnimationState::WARRIOR_IDLE_S;
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AnimationState shootAnimation=AnimationState::WARRIOR_IDLE_S;
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AnimationState deathAnimation=AnimationState::WARRIOR_IDLE_S;
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public:
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MonsterData();
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//When specifying animations, the first one will become the default animation. The last becomes the death animation.
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MonsterData(MonsterName type,int hp,int atk,std::vector<AnimationState>animations,AnimationState jumpAnimation,AnimationState shootAnimation,AnimationState deathAnimation,float moveSpd=1.0f,float size=1.0f,MonsterStrategy strategy=RUN_TOWARDS,int collisionDmg=0);
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int GetHealth();
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int GetAttack();
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float GetMoveSpdMult();
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float GetSizeMult();
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MonsterName GetType();
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MonsterStrategy GetAIStrategy();
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int GetCollisionDmg();
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AnimationState GetJumpAnimation();
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AnimationState GetShootAnimation();
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AnimationState GetDeathAnimation();
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std::vector<AnimationState>GetAnimations(){
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return animations;
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}
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};
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struct Monster{
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private:
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vf2d pos;
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vf2d vel={0,0};
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float friction=400;
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vf2d target={0,0};
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float targetAcquireTimer=0;
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int hp,maxhp;
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int atk;
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float moveSpd;
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float size;
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float attackCooldownTimer=0;
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float queueShotTimer=0;
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Key facingDirection;
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MonsterStrategy strategy;
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State state=State::NORMAL;
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Animate2D::Animation<AnimationState>animation;
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Animate2D::AnimationState internal_animState;
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float randomFrameOffset=0.f;
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float deathTimer=0.f;
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MonsterName type;
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std::vector<Buff>buffList;
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AnimationState GetDeathAnimationName();
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bool hasHitPlayer=false;
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bool canMove=true; //Set to false when stuck due to collisions.
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bool upperLevel=false;
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protected:
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public:
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Monster()=delete;
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Monster(vf2d pos,MonsterData data);
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vf2d&GetPos();
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int GetHealth();
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int GetAttack();
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float GetMoveSpdMult();
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float GetSizeMult();
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Animate2D::Frame GetFrame();
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void UpdateAnimation(AnimationState state);
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bool Update(float fElapsedTime);
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//Returns true when damage is actually dealt (there is a death check here.)
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bool Hurt(int damage);
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bool IsAlive();
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vf2d&GetTargetPos();
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Key GetFacingDirection();
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void Draw();
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void Collision(Player&p);
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void Collision(Monster&p);
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void Collision();
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void SetVelocity(vf2d vel);
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//Returns false if the monster could not be moved to the requested location due to collision.
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bool SetPosition(vf2d pos);
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//Returns false if the monster could not be moved to the requested location due to collision.
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bool SetX(float x);
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//Returns false if the monster could not be moved to the requested location due to collision.
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bool SetY(float y);
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void PerformJumpAnimation();
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void PerformShootAnimation();
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bool OnUpperLevel();
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void Moved();
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void AddBuff(BuffType type,float duration,float intensity);
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std::vector<Buff>GetBuffs(BuffType buff);
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};
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struct MonsterSpawner{
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private:
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vf2d pos;
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vf2d range;
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std::vector<std::pair<MonsterName,vf2d>>monsters;
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bool triggered=false;
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public:
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MonsterSpawner();
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//For the monster list, the second pair item is the position relative to the spawner to spawn the monster.
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MonsterSpawner(vf2d pos,vf2d range,std::vector<std::pair<MonsterName,vf2d>>MONSTER_LIST);
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bool SpawnTriggered();
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vf2d GetRange();
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vf2d GetPos();
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void SetTriggered(bool trigger,bool spawnMonsters=true);
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friend std::ostream&operator<<(std::ostream&os,MonsterSpawner&rhs);
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}; |