The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
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108 lines
4.1 KiB
108 lines
4.1 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 "State_GameRun.h"
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#include "AdventuresInLestoria.h"
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#include "DEFINES.h"
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#include "Menu.h"
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#include "ItemDrop.h"
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#include "VisualNovel.h"
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#include "State_OverworldMap.h"
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#include "GameEvent.h"
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#include "MenuComponent.h"
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#include "Unlock.h"
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#include "Tutorial.h"
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#include "StageMaskPolygon.h"
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INCLUDE_MONSTER_LIST
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INCLUDE_game
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void State_GameRun::OnStateChange(GameState*prevState){
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if(Menu::IsMenuOpen()){
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Menu::CloseAllMenus();
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}
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game->GetPlayer()->SetState(State::NORMAL);
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port=ViewPort::rectViewPort({0,0},{240,240},{24,24});
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game->LoadLevel(State_OverworldMap::GetCurrentConnectionPoint().map);
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}
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void State_GameRun::OnLevelLoad(){
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Component<MenuComponent>(MenuType::PAUSE,"Return to Camp Button")->SetGrayedOut(false);
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if(!Tutorial::TaskIsComplete(TutorialTaskName::MOVE_AROUND)){
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Tutorial::SetNextTask(TutorialTaskName::MOVE_AROUND);
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}
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if(game->GetCurrentMapName()=="CAMPAIGN_1_B2"){
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game->SetWorldColor({90,0,90,255});
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game->SetWorldColorFunc([&](vi2d pos){
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float fadeInRange=10*24.f;
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float distToPlayer=geom2d::line<float>(game->GetPlayer()->GetPos(),pos).length();
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return game->GetWorldColor()*std::min(1.0f,fadeInRange/distToPlayer);
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});
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}
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}
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void State_GameRun::OnUserUpdate(AiL*game){
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game->bossDisplayTimer=std::max(0.f,game->bossDisplayTimer-game->GetElapsedTime());
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if(game->encounterStarted&&game->totalBossEncounterMobs>0){
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game->encounterDuration+=game->GetElapsedTime();
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}
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game->HandleUserInput(game->GetElapsedTime());
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GameEvent::UpdateEvents();
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game->UpdateEntities();
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game->UpdateCamera(game->GetElapsedTime());
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}
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void State_GameRun::Draw(AiL*game){
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game->RenderWorld(game->GetElapsedTime());
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if(game->GetCurrentMapData().provideOptimization&&!LoadingScreen::loading){
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StageMaskPolygon poly{
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{
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game->view.ScreenToWorld(game->GetMousePos()-vf2d{50,50}),
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game->view.ScreenToWorld(game->GetMousePos()+vf2d{100,-20}),
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game->view.ScreenToWorld(game->GetMousePos()+vf2d{200,200}),
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game->view.ScreenToWorld(game->GetMousePos()+vf2d{-50,150}),
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game->view.ScreenToWorld(game->GetMousePos()+vf2d{-120,90}),
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},"safeIndicatorGradient.png",PixelLerp(VERY_DARK_BLUE,BLACK,sin(geom2d::pi*game->GetRunTime()*2))
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};
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poly.Draw();
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}
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game->RenderHud();
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Tutorial::Draw();
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} |