The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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207 lines
10 KiB
207 lines
10 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 "drawutil.h"
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#include "AdventuresInLestoria.h"
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#include "DEFINES.h"
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INCLUDE_game
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void drawutil::DrawCrosshair(AiL*game,geom2d::rect<float>rect,float accTime,float pulsatingAmt,float borderThickness){
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vf2d crosshairExtension={std::min(0.25f*rect.size.x-borderThickness/2,12.f),std::min(0.25f*rect.size.y-borderThickness/2,12.f)};
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vf2d pulseAmt=vf2d{1,1}*std::abs(std::sin(accTime*3))*2;
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//Lower-Left Corner
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vf2d pos=rect.pos+vf2d{0,rect.size.y-borderThickness}+vf2d{-pulseAmt.x,pulseAmt.y};
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vf2d size={borderThickness+crosshairExtension.x,borderThickness};
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game->FillRect(pos,size,RED);
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pos=vf2d{pos.x,pos.y-crosshairExtension.y};
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size={borderThickness,crosshairExtension.y};
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game->FillRect(pos,size,RED);
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//Lower-Right Corner
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pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,rect.size.y-borderThickness}+vf2d{pulseAmt.x,pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->FillRect(pos,size,RED);
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pos=vf2d{pos.x+crosshairExtension.x,pos.y-crosshairExtension.y};
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size={borderThickness,crosshairExtension.y};
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game->FillRect(pos,size,RED);
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//Upper-Left Corner
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pos=rect.pos+vf2d{0,0}+vf2d{-pulseAmt.x,-pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->FillRect(pos,size,RED);
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pos=vf2d{pos.x,pos.y+borderThickness};
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size={borderThickness,crosshairExtension.y};
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game->FillRect(pos,size,RED);
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//Upper-Right Corner
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pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,0}+vf2d{pulseAmt.x,-pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->FillRect(pos,size,RED);
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pos=vf2d{pos.x+crosshairExtension.x,pos.y+borderThickness};
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size={borderThickness,crosshairExtension.y};
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game->FillRect(pos,size,RED);
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};
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void drawutil::DrawCrosshairTransformedView(olc::TransformedView&view,geom2d::rect<float>rect,float accTime,float pulsatingAmt,float borderThickness){
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vf2d crosshairExtension={std::min(0.25f*rect.size.x-borderThickness/2,12.f),std::min(0.25f*rect.size.y-borderThickness/2,12.f)};
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vf2d pulseAmt=vf2d{1,1}*std::abs(std::sin(accTime*3))*2;
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//Lower-Left Corner
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vf2d pos=rect.pos+vf2d{0,rect.size.y-borderThickness}+vf2d{-pulseAmt.x,pulseAmt.y};
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vf2d size={borderThickness+crosshairExtension.x,borderThickness};
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game->view.FillRect(pos,size,RED);
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pos=vf2d{pos.x,pos.y-crosshairExtension.y};
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size={borderThickness,crosshairExtension.y};
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game->view.FillRect(pos,size,RED);
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//Lower-Right Corner
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pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,rect.size.y-borderThickness}+vf2d{pulseAmt.x,pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->view.FillRect(pos,size,RED);
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pos=vf2d{pos.x+crosshairExtension.x,pos.y-crosshairExtension.y};
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size={borderThickness,crosshairExtension.y};
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game->view.FillRect(pos,size,RED);
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//Upper-Left Corner
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pos=rect.pos+vf2d{0,0}+vf2d{-pulseAmt.x,-pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->view.FillRect(pos,size,RED);
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pos=vf2d{pos.x,pos.y+borderThickness};
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size={borderThickness,crosshairExtension.y};
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game->view.FillRect(pos,size,RED);
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//Upper-Right Corner
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pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,0}+vf2d{pulseAmt.x,-pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->view.FillRect(pos,size,RED);
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pos=vf2d{pos.x+crosshairExtension.x,pos.y+borderThickness};
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size={borderThickness,crosshairExtension.y};
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game->view.FillRect(pos,size,RED);
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}
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void drawutil::DrawCrosshairDecal(AiL*game,geom2d::rect<float>rect,float accTime,float pulsatingAmt,float borderThickness){
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vf2d crosshairExtension={std::min(0.25f*rect.size.x-borderThickness/2,12.f),std::min(0.25f*rect.size.y-borderThickness/2,12.f)};
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vf2d pulseAmt=vf2d{1,1}*std::abs(std::sin(accTime*3))*2;
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//Lower-Left Corner
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vf2d pos=rect.pos+vf2d{0,rect.size.y-borderThickness}+vf2d{-pulseAmt.x,pulseAmt.y};
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vf2d size={borderThickness+crosshairExtension.x,borderThickness};
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game->FillRectDecal(pos,size,RED);
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pos=vf2d{pos.x,pos.y-crosshairExtension.y};
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size={borderThickness,crosshairExtension.y};
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game->FillRectDecal(pos,size,RED);
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//Lower-Right Corner
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pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,rect.size.y-borderThickness}+vf2d{pulseAmt.x,pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->FillRectDecal(pos,size,RED);
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pos=vf2d{pos.x+crosshairExtension.x,pos.y-crosshairExtension.y};
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size={borderThickness,crosshairExtension.y};
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game->FillRectDecal(pos,size,RED);
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//Upper-Left Corner
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pos=rect.pos+vf2d{0,0}+vf2d{-pulseAmt.x,-pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->FillRectDecal(pos,size,RED);
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pos=vf2d{pos.x,pos.y+borderThickness};
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size={borderThickness,crosshairExtension.y};
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game->FillRectDecal(pos,size,RED);
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//Upper-Right Corner
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pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,0}+vf2d{pulseAmt.x,-pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->FillRectDecal(pos,size,RED);
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pos=vf2d{pos.x+crosshairExtension.x,pos.y+borderThickness};
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size={borderThickness,crosshairExtension.y};
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game->FillRectDecal(pos,size,RED);
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};
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void drawutil::DrawCrosshairDecalTransformedView(olc::TransformedView&view,geom2d::rect<float>rect,float accTime,float pulsatingAmt,float borderThickness){
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vf2d crosshairExtension={std::min(0.25f*rect.size.x-borderThickness/2,12.f),std::min(0.25f*rect.size.y-borderThickness/2,12.f)};
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vf2d pulseAmt=vf2d{1,1}*std::abs(std::sin(accTime*3))*2;
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//Lower-Left Corner
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vf2d pos=rect.pos+vf2d{0,rect.size.y-borderThickness}+vf2d{-pulseAmt.x,pulseAmt.y};
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vf2d size={borderThickness+crosshairExtension.x,borderThickness};
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game->view.FillRectDecal(pos,size,RED);
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pos=vf2d{pos.x,pos.y-crosshairExtension.y};
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size={borderThickness,crosshairExtension.y};
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game->view.FillRectDecal(pos,size,RED);
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//Lower-Right Corner
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pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,rect.size.y-borderThickness}+vf2d{pulseAmt.x,pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->view.FillRectDecal(pos,size,RED);
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pos=vf2d{pos.x+crosshairExtension.x,pos.y-crosshairExtension.y};
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size={borderThickness,crosshairExtension.y};
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game->view.FillRectDecal(pos,size,RED);
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//Upper-Left Corner
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pos=rect.pos+vf2d{0,0}+vf2d{-pulseAmt.x,-pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->view.FillRectDecal(pos,size,RED);
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pos=vf2d{pos.x,pos.y+borderThickness};
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size={borderThickness,crosshairExtension.y};
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game->view.FillRectDecal(pos,size,RED);
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//Upper-Right Corner
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pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,0}+vf2d{pulseAmt.x,-pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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game->view.FillRectDecal(pos,size,RED);
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pos=vf2d{pos.x+crosshairExtension.x,pos.y+borderThickness};
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size={borderThickness,crosshairExtension.y};
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game->view.FillRectDecal(pos,size,RED);
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}
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void drawutil::DrawCrosshairDecalViewPort(olc::ViewPort&window,geom2d::rect<float>rect,float accTime,float pulsatingAmt,float borderThickness){
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vf2d crosshairExtension={std::min(0.25f*rect.size.x-borderThickness/2,12.f),std::min(0.25f*rect.size.y-borderThickness/2,12.f)};
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vf2d pulseAmt=vf2d{1,1}*std::abs(std::sin(accTime*3))*2;
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//Lower-Left Corner
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vf2d pos=rect.pos+vf2d{0,rect.size.y-borderThickness}+vf2d{-pulseAmt.x,pulseAmt.y};
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vf2d size={borderThickness+crosshairExtension.x,borderThickness};
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window.FillRectDecal(pos,size,RED);
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pos=vf2d{pos.x,pos.y-crosshairExtension.y};
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size={borderThickness,crosshairExtension.y};
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window.FillRectDecal(pos,size,RED);
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//Lower-Right Corner
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pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,rect.size.y-borderThickness}+vf2d{pulseAmt.x,pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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window.FillRectDecal(pos,size,RED);
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pos=vf2d{pos.x+crosshairExtension.x,pos.y-crosshairExtension.y};
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size={borderThickness,crosshairExtension.y};
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window.FillRectDecal(pos,size,RED);
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//Upper-Left Corner
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pos=rect.pos+vf2d{0,0}+vf2d{-pulseAmt.x,-pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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window.FillRectDecal(pos,size,RED);
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pos=vf2d{pos.x,pos.y+borderThickness};
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size={borderThickness,crosshairExtension.y};
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window.FillRectDecal(pos,size,RED);
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//Upper-Right Corner
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pos=rect.pos+vf2d{rect.size.x-borderThickness-crosshairExtension.x,0}+vf2d{pulseAmt.x,-pulseAmt.y};
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size={borderThickness+crosshairExtension.x,borderThickness};
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window.FillRectDecal(pos,size,RED);
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pos=vf2d{pos.x+crosshairExtension.x,pos.y+borderThickness};
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size={borderThickness,crosshairExtension.y};
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window.FillRectDecal(pos,size,RED);
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} |