The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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115 lines
4.6 KiB
115 lines
4.6 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 "BulletTypes.h"
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#include "AdventuresInLestoria.h"
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#include "util.h"
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INCLUDE_game
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INCLUDE_GFX
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LevitatingRock::LevitatingRock(const Monster&attachedTarget,const vf2d&attackingTarget,const float fadeInTime,const float facingRotOffset,const float distance,const float lockOnTime,const float waitTime,const float targetSpd,const float radius,const int damage,const bool upperLevel,const bool friendly,const Pixel col,const vf2d scale)
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:attachedTarget(attachedTarget),attackingTarget(attackingTarget),fadeInTime(fadeInTime),fadeInOriginalTime(fadeInTime),facingRotOffset(facingRotOffset),dist(distance),lockOnTime(lockOnTime),initialWaitTime(waitTime),flyingSpd(targetSpd),collisionRadius(radius),
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Bullet(attachedTarget.GetPos(),{},0.f,damage,"rock.png",upperLevel,false,INFINITE,false,friendly,col){}
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void LevitatingRock::Update(float fElapsedTime){
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if(attachedTarget.IsDead()){
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if(fadeOutTime==0.f){
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fadeOutTime=1.5f;
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col.r/=4;
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col.g/=4;
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col.b/=4;
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}
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return;
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}
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lockOnTime-=fElapsedTime;
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initialWaitTime-=fElapsedTime;
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fadeInTime=std::max(0.f,fadeInTime-fElapsedTime);
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col.a=uint8_t(util::lerp(255.f,0.f,fadeInTime/fadeInOriginalTime));
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if(lockOnTime>0.f){
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vf2d normalizedVec=util::pointTo(attachedTarget.GetPos(),attackingTarget).polar();
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normalizedVec.x=dist;
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normalizedVec.y+=facingRotOffset;
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pos=attachedTarget.GetPos()+normalizedVec.cart();
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}else
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if(!targetVel.has_value()&&IsMaster()){
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targetVel=util::pointTo(attachedTarget.GetPos(),pos)*flyingSpd;
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for(auto&rock:slaveRocks){
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rock->targetVel=targetVel;
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}
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}
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const bool RocksHaveLaunched=initialWaitTime<=0.f;
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if(!RocksHaveLaunched){
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radius=0.f;//Prevent the rocks from hitting anything by making their radius be zero.
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drawOffsetY=cos(PI*game->GetRunTime())*3.f;
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}
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else if(targetVel.has_value()){
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vel=targetVel.value();
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radius=collisionRadius;
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}else ERR(std::format("WARNING! Levitating Rock does not have a target velocity! It did not get assigned somehow! Is Master: {}. THIS SHOULD NOT BE HAPPENING!",IsMaster()))
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}
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BulletDestroyState LevitatingRock::PlayerHit(Player*player){
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if(initialWaitTime>0.f)return BulletDestroyState::KEEP_ALIVE;
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fadeOutTime=0.5f;
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player->Knockback(vel/3.f);
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return BulletDestroyState::KEEP_ALIVE;
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}
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BulletDestroyState LevitatingRock::MonsterHit(Monster&monster){
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if(initialWaitTime>0.f)return BulletDestroyState::KEEP_ALIVE;
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fadeOutTime=0.5f;
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monster.Knockback(vel/3.f);
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return BulletDestroyState::KEEP_ALIVE;
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}
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void LevitatingRock::Draw(const Pixel blendCol)const{
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Bullet::Draw(blendCol);
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game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()}+drawOffsetY,GFX["rock_outline.png"].Decal(),rotates?atan2(vel.y,vel.x)-PI/2:0,GFX["rock_outline.png"].Sprite()->Size()/2,scale,col);
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}
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void LevitatingRock::AssignMaster(LevitatingRock*masterRock){
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masterRock->slaveRocks.push_back(this);
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}
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const bool LevitatingRock::IsMaster()const{
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return slaveRocks.size()>0;
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} |