The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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347 lines
11 KiB
347 lines
11 KiB
#include "Class.h"
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#include "DEFINES.h"
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#include "Crawler.h"
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#include "BulletTypes.h"
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INCLUDE_game
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INCLUDE_MONSTER_LIST
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INCLUDE_PLAYER_BULLET_LIST
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std::map<Class,std::unique_ptr<ClassData>>CLASS_DATA;
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void ClassData::InitializeClassData(){
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CLASS_DATA[WARRIOR]=std::make_unique<Warrior>(Warrior("Warrior",WARRIOR,
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{"Block",15,0,VERY_DARK_BLUE,DARK_BLUE},
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{"Battlecry",12,40},
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{"Ground Slam",15,50},
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{"Sonic Slash",40,60},
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WARRIOR_WALK_N,WARRIOR_WALK_E,WARRIOR_WALK_S,WARRIOR_WALK_W,
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WARRIOR_IDLE_N,WARRIOR_IDLE_E,WARRIOR_IDLE_S,WARRIOR_IDLE_W));
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CLASS_DATA[RANGER]=std::make_unique<Ranger>(Ranger("Ranger",RANGER,
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{"Retreat",7,0,VERY_DARK_BLUE,DARK_BLUE},
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{"Rapid Fire",12,35},
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{"Charged Shot",15,40},
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{"Multishot",25,50},
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RANGER_WALK_N,RANGER_WALK_E,RANGER_WALK_S,RANGER_WALK_W,
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RANGER_IDLE_N,RANGER_IDLE_E,RANGER_IDLE_S,RANGER_IDLE_W));
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CLASS_DATA[BARD]=std::make_unique<Bard>(Bard("Bard",BARD,
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{"???",7,0,VERY_DARK_BLUE,DARK_BLUE},
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{"???",12,0},
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{"???",15,0},
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{"???",25,0},
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WARRIOR_WALK_N,WARRIOR_WALK_E,WARRIOR_WALK_S,WARRIOR_WALK_W,
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WARRIOR_IDLE_N,WARRIOR_IDLE_E,WARRIOR_IDLE_S,WARRIOR_IDLE_W));
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CLASS_DATA[WIZARD]=std::make_unique<Wizard>(Wizard("Wizard",WIZARD,
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{"Teleport",8,5,VERY_DARK_BLUE,DARK_BLUE},
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{"Firebolt",6,30},
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{"Lightning Bolt",6,25},
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{"Meteor",40,75},
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WIZARD_WALK_N,WIZARD_WALK_E,WIZARD_WALK_S,WIZARD_WALK_W,
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WIZARD_IDLE_N,WIZARD_IDLE_E,WIZARD_IDLE_S,WIZARD_IDLE_W));
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CLASS_DATA[WITCH]=std::make_unique<Witch>(Witch("Witch",WITCH,
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{"???",8,0,VERY_DARK_BLUE,DARK_BLUE},
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{"???",6,0},
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{"???",6,0},
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{"???",40,0},
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WARRIOR_WALK_N,WARRIOR_WALK_E,WARRIOR_WALK_S,WARRIOR_WALK_W,
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WARRIOR_IDLE_N,WARRIOR_IDLE_E,WARRIOR_IDLE_S,WARRIOR_IDLE_W));
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}
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ClassData::ClassData(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
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AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w)
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:name(name),cl(cl),rightClickAbility(rightClickAbility),ability1(ability1),ability2(ability2),ability3(ability3),
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walk_n(walk_n),walk_e(walk_e),walk_s(walk_s),walk_w(walk_w),idle_n(idle_n),idle_w(idle_w),idle_s(idle_s),idle_e(idle_e)
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{}
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Warrior::Warrior(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
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AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w)
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:ClassData(name,cl,rightClickAbility,ability1,ability2,ability3,
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walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w)
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{}
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void Warrior::Update(float fElapsedTime){
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}
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bool Warrior::AutoAttack(){
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ACCESS_PLAYER
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if(p.state!=State::SPIN){
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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>(p.pos-vf2d{p.GetSizeMult()*12,p.GetSizeMult()*12},p.attack_range*p.GetSizeMult()*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(p.GetAttack())){
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p.attack_cooldown_timer=p.ATTACK_COOLDOWN;
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p.swordSwingTimer=0.2;
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p.SetState(State::SWING_SWORD);
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switch(p.facingDirection){
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case DOWN:{
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p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_S);
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}break;
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case RIGHT:{
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p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_E);
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}break;
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case LEFT:{
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p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_W);
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}break;
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case UP:{
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p.UpdateAnimation(AnimationState::WARRIOR_SWINGSWORD_N);
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}break;
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}
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}
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}
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return true;
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}
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bool Warrior::Ability1(){
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ACCESS_PLAYER
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game->AddEffect(Effect(p.pos,0.1,AnimationState::BATTLECRY_EFFECT,1,0.3));
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p.AddBuff(BuffType::ATTACK_UP,10,0.1);
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p.AddBuff(BuffType::DAMAGE_REDUCTION,10,0.1);
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for(Monster&m:MONSTER_LIST){
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if(m.GetSizeMult()<=1&&geom2d::overlaps(geom2d::circle<float>(p.pos,12*3.5),geom2d::circle<float>(m.GetPos(),m.GetSizeMult()*12))){
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m.AddBuff(BuffType::SLOWDOWN,5,0.3);
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}
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}
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return true;
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}
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bool Warrior::Ability2(){
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ACCESS_PLAYER
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p.Spin(p.GROUND_SLAM_SPIN_TIME,14*PI);
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p.iframe_time=p.GROUND_SLAM_SPIN_TIME+0.1;
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return true;
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}
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bool Warrior::Ability3(){
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ACCESS_PLAYER
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p.SetState(State::SWING_SONIC_SWORD);
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p.AddBuff(BuffType::SLOWDOWN,0.5,1);
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vf2d bulletVel={};
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switch(p.GetFacingDirection()){
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case UP:{
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p.vel.y=70;
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bulletVel.y=-400;
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p.UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_N);
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}break;
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case LEFT:{
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p.vel.x=70;
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bulletVel.x=-400;
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p.UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_W);
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}break;
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case RIGHT:{
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p.vel.x=-70;
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bulletVel.x=400;
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p.UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_E);
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}break;
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case DOWN:{
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p.vel.y=-70;
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bulletVel.y=400;
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p.UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_S);
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}break;
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}
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PLAYER_BULLET_LIST.push_back(std::make_unique<Bullet>(p.pos,bulletVel,30,p.GetAttack()*8,AnimationState::SONICSLASH,true,2.25,true,true,WHITE));
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game->SetupWorldShake(0.5);
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return true;
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}
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bool Warrior::RightClickAbility(){
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ACCESS_PLAYER
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if(p.GetState()==State::NORMAL){
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rightClickAbility.cooldown=rightClickAbility.COOLDOWN_TIME;
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p.SetState(State::BLOCK);
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p.AddBuff(BuffType::SLOWDOWN,3,0.3);
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return true;
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}
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return false;
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}
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Thief::Thief(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
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AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w)
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:ClassData(name,cl,rightClickAbility,ability1,ability2,ability3,
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walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w)
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{}
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void Thief::Update(float fElapsedTime){
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}
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bool Thief::AutoAttack(){
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return true;
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}
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bool Thief::Ability1(){
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return true;
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}
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bool Thief::Ability2(){
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return true;
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}
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bool Thief::Ability3(){
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return true;
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}
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bool Thief::RightClickAbility(){
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return true;
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}
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Ranger::Ranger(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
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AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w)
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:ClassData(name,cl,rightClickAbility,ability1,ability2,ability3,
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walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w)
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{}
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void Ranger::Update(float fElapsedTime){
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}
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bool Ranger::AutoAttack(){
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return true;
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}
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bool Ranger::Ability1(){
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return true;
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}
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bool Ranger::Ability2(){
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return true;
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}
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bool Ranger::Ability3(){
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return true;
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}
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bool Ranger::RightClickAbility(){
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return true;
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}
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Bard::Bard(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
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AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w)
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:ClassData(name,cl,rightClickAbility,ability1,ability2,ability3,
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walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w)
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{}
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void Bard::Update(float fElapsedTime){
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}
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bool Bard::AutoAttack(){
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return true;
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}
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bool Bard::Ability1(){
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return true;
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}
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bool Bard::Ability2(){
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return true;
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}
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bool Bard::Ability3(){
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return true;
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}
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bool Bard::RightClickAbility(){
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return true;
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}
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Wizard::Wizard(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
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AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w)
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:ClassData(name,cl,rightClickAbility,ability1,ability2,ability3,
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walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w)
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{}
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void Wizard::Update(float fElapsedTime){
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ACCESS_PLAYER
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if(p.attack_cooldown_timer>0){
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CLASS_DATA[cl]->idle_n=AnimationState::WIZARD_IDLE_ATTACK_N;
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CLASS_DATA[cl]->idle_e=AnimationState::WIZARD_IDLE_ATTACK_E;
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CLASS_DATA[cl]->idle_s=AnimationState::WIZARD_IDLE_ATTACK_S;
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CLASS_DATA[cl]->idle_w=AnimationState::WIZARD_IDLE_ATTACK_W;
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CLASS_DATA[cl]->walk_n=AnimationState::WIZARD_ATTACK_N;
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CLASS_DATA[cl]->walk_e=AnimationState::WIZARD_ATTACK_E;
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CLASS_DATA[cl]->walk_s=AnimationState::WIZARD_ATTACK_S;
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CLASS_DATA[cl]->walk_w=AnimationState::WIZARD_ATTACK_W;
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} else {
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CLASS_DATA[cl]->idle_n=AnimationState::WIZARD_IDLE_N;
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CLASS_DATA[cl]->idle_e=AnimationState::WIZARD_IDLE_E;
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CLASS_DATA[cl]->idle_s=AnimationState::WIZARD_IDLE_S;
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CLASS_DATA[cl]->idle_w=AnimationState::WIZARD_IDLE_W;
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CLASS_DATA[cl]->walk_n=AnimationState::WIZARD_WALK_N;
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CLASS_DATA[cl]->walk_e=AnimationState::WIZARD_WALK_E;
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CLASS_DATA[cl]->walk_s=AnimationState::WIZARD_WALK_S;
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CLASS_DATA[cl]->walk_w=AnimationState::WIZARD_WALK_W;
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}
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}
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bool Wizard::AutoAttack(){
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ACCESS_PLAYER
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p.attack_cooldown_timer=p.MAGIC_ATTACK_COOLDOWN;
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float angleToCursor=atan2(game->GetWorldMousePos().y-p.pos.y,game->GetWorldMousePos().x-p.pos.x);
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PLAYER_BULLET_LIST.push_back(std::make_unique<EnergyBolt>(EnergyBolt(p.pos,{cos(angleToCursor)*200,sin(angleToCursor)*200},12,p.GetAttack(),true,WHITE)));
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return true;
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}
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bool Wizard::Ability1(){
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return true;
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}
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bool Wizard::Ability2(){
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return true;
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}
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bool Wizard::Ability3(){
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return true;
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}
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bool Wizard::RightClickAbility(){
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ACCESS_PLAYER
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float pointMouseDirection=atan2(game->GetWorldMousePos().y-p.GetPos().y,game->GetWorldMousePos().x-p.GetPos().x);
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vf2d pointTowardsMouse={cos(pointMouseDirection),sin(pointMouseDirection)};
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float dist=std::clamp(geom2d::line<float>{p.GetPos(),game->GetWorldMousePos()}.length(),0.f,6.5f*24);
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vf2d teleportPoint=p.GetPos()+pointTowardsMouse*dist;
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while(dist>0&&game->HasTileCollision(game->GetCurrentLevel(),teleportPoint)){
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dist--;
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teleportPoint=p.GetPos()+pointTowardsMouse*dist;
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}
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if(dist>0){
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p.SetPos(teleportPoint);
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return true;
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} else {
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return false;
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}
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}
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Witch::Witch(std::string name,Class cl,Ability rightClickAbility,Ability ability1,Ability ability2,Ability ability3,
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AnimationState walk_n,AnimationState walk_e,AnimationState walk_s,AnimationState walk_w,AnimationState idle_n,AnimationState idle_e,AnimationState idle_s,AnimationState idle_w)
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:ClassData(name,cl,rightClickAbility,ability1,ability2,ability3,
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walk_n,walk_e,walk_s,walk_w,idle_n,idle_e,idle_s,idle_w)
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{}
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void Witch::Update(float fElapsedTime){
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}
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bool Witch::AutoAttack(){
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return true;
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}
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bool Witch::Ability1(){
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return true;
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}
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bool Witch::Ability2(){
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return true;
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}
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bool Witch::Ability3(){
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return true;
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}
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bool Witch::RightClickAbility(){
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return true;
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}
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