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@ -95,6 +95,7 @@ bool Enemy::isExplosive() { |
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void Enemy::setExploded(bool exploded) { |
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this->exploded = exploded; |
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game->RegenerateMinimap(); |
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} |
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Enemy Enemy::freshCopy(bool randomizeLoc){ |
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@ -238,6 +239,9 @@ void Enemy::OnDeathEvent() { |
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if (game->enemyData[id].powerupDrop != PowerupType::NONE) { |
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game->SpawnPowerup(game->enemyData[id].powerupDrop, pos); |
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} |
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if (game->PlayerHasMapUpgrade()){ |
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game->RegenerateMinimap(); |
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} |
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} |
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vf2d FaceBall::GetPlayerPos() { |
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@ -427,6 +431,51 @@ void FaceBall::LoadLevel(int level) |
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objects.push_back({ mapFloor,{0,0,0},0,0 }); |
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//objects.push_back({ game->mapExit,{(float)exitCoords.x+0.5f,0,(float)exitCoords.y+0.5f},0,0.4f });
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exit = { game->mapExit,{(float)exitCoords.x + 0.5f,0.02f,(float)exitCoords.y + 0.5f},0,0.4f }; |
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RegenerateMinimap(); |
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} |
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void FaceBall::RegenerateMinimap(){ |
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vf2d mapCenter = {float(ScreenWidth()-364),float(164)}; |
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vf2d mapSprSize = {float(mapSpr->width),float(mapSpr->height)}; |
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SetDrawTarget(mapSpr); |
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Clear(BLACK); |
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const int MAP_VISIBILITY=6; |
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for (int x=0;x<MAP_SIZE.x;x++){ |
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for (int y=0;y<MAP_SIZE.y;y++){ |
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float dist = std::sqrtf(std::pow(player.GetPos().x-x,2)+std::pow(player.GetPos().z-y,2)); |
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if (dist<MAP_VISIBILITY){ |
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try{ |
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MapSquare&square=map.at(y).at(x); |
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vf2d squareLoc = vf2d{x*minimapGridSize.x,y*minimapGridSize.y}; |
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if (square.wallN){ |
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DrawLine(squareLoc,squareLoc+vf2d{1.f,0.f}*minimapGridSize,{255,255,255,uint8_t((1-(float(dist)/MAP_VISIBILITY))*255)}); |
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} |
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if (square.wallS){ |
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DrawLine(squareLoc+vf2d{0,1.f}*minimapGridSize,squareLoc+vf2d{1,1}*minimapGridSize,{255,255,255,uint8_t((1-(float(dist)/MAP_VISIBILITY))*255)}); |
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} |
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if (square.wallE){ |
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DrawLine(squareLoc+vf2d{1,0}*minimapGridSize,squareLoc+vf2d{1,1}*minimapGridSize,{255,255,255,uint8_t((1-(float(dist)/MAP_VISIBILITY))*255)}); |
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} |
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if (square.wallW){ |
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DrawLine(squareLoc,squareLoc+vf2d{0,1}*minimapGridSize,{255,255,255,uint8_t((1-(float(dist)/MAP_VISIBILITY))*255)}); |
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} |
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if (hasMapUpgrade){ |
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for (Enemy&e:enemies){ |
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if (!e.isDead()){ |
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if (vi2d{int(e.pos.x),int(e.pos.z)}==vi2d{x,y}){ |
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FillCircle(vi2d{int(squareLoc.x+0.5*minimapGridSize.x),int(squareLoc.y+0.5*minimapGridSize.y)},3,enemyData[e.GetID()].col*(1-(float(dist)/MAP_VISIBILITY))); |
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} |
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} |
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} |
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} |
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} catch (std::out_of_range const& exc) { |
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std::cout << exc.what() << '\n'; |
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} |
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} |
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} |
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} |
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SetDrawTarget(nullptr); |
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mapDecal->Update(); |
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} |
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bool FaceBall::CheckCollision(vec3d movementVector,vf2d pos,float radius){ |
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@ -1626,6 +1675,10 @@ void FaceBall::HandleKeys(float fElapsedTime) { |
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if (GetKey(olc::F1).bPressed) { |
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freeRoam = !freeRoam; |
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} |
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if (vi2d{int(player.GetPos().x),int(player.GetPos().z)}!=playerRoundedCoords){ |
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playerRoundedCoords = vi2d{int(player.GetPos().x),int(player.GetPos().z)}; |
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RegenerateMinimap(); |
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} |
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} |
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void FaceBall::AddWall(int dir, vi2d gridSquare) { |
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@ -1694,6 +1747,9 @@ bool FaceBall::OnUserCreate() |
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mapWalls.texture = wall_tex; |
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mapFloor.texture = floor_tex; |
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mapSpr=new Sprite(minimapGridSize.x*20,minimapGridSize.y*20); |
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mapDecal=new Decal(mapSpr); |
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InitializeEnemyData(); |
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InitializePowerupColors(); |
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@ -1800,11 +1856,13 @@ bool Bullet::Update(float fElapsedTime) { |
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} |
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void FaceBall::HurtPlayer(EnemyID id,int damage,bool blinking) { |
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if (respawnTimer<=0.0f){ |
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if (shieldDuration >= 0) { |
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damage = 0; |
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} |
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hp = std::max(0, hp - damage); |
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if (hp <= 0) { |
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RegenerateMinimap(); |
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respawnTimer = 3.0f; |
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} |
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lastHitBy = id; |
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@ -1816,6 +1874,7 @@ void FaceBall::HurtPlayer(EnemyID id,int damage,bool blinking) { |
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screenCol = WHITE; |
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} |
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} |
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} |
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void FaceBall::Display3DKillerModel() { |
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// Set up rotation matrices
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@ -1936,6 +1995,7 @@ void FaceBall::RenderHud(float fElapsedTime) { |
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hudShakeAmt = std::sinf(40 * hudShakeTime); |
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hudAdjustment.x += hudShakeAmt * 2; |
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hudAdjustment.y += hudShakeAmt * 4; |
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hudOffset += hudShakeAmt * 2; |
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} |
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vf2d hudLoc = { hudAdjustment.x + (hp>0?hudOffset:0),hudAdjustment.y}; |
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if (hp > 0) { |
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@ -1982,6 +2042,10 @@ void FaceBall::RenderHud(float fElapsedTime) { |
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if (camoDuration > 0) { |
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DrawPartialDecal({ hudOffset + float(ScreenWidth() / 10 - 16), float(ScreenHeight() / 4 + ScreenHeight() / 4 * 2 - 16 * 4) }, vf2d{ 32,32 }*4, powerups_tex, { 5 * 32,0 }, { 32,32 },camoDuration>7?WHITE:camoDuration>2?std::abs(std::sin(10*camoDuration))>0.65?WHITE:BLACK: std::abs(std::sin(30 * camoDuration)) > 0.75 ? WHITE : BLACK); |
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} |
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vf2d mapCenter = {float(ScreenWidth()-364),float(164)}; |
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SetDrawTarget(nullptr); |
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DrawDecal(vf2d{mapCenter.x+hudOffset/2,mapCenter.y}-vf2d{2.5f,2.5f},dot,{5,5},GREEN); |
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DrawRotatedDecal({mapCenter.x+hudOffset/2,mapCenter.y},mapDecal,-fYaw-PI/2,vf2d{int(player.GetPos().x)+0.5f,int(player.GetPos().z)+0.5f}*minimapGridSize,{1,1}); |
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SetDecalMode(DecalMode::NORMAL); |
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} |
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GradientFillRectDecal({ 0,0 }, vf2d{ (float)ScreenWidth()/2,(float)ScreenHeight()/2 }, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0) }, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0) }, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime > 0.2f ? 64 : 0) }, { (uint8_t)screenCol.r,(uint8_t)screenCol.g,(uint8_t)screenCol.b,(uint8_t)(hudShakeTime>0.2f?120:hudShakeTime>0?64:0) }); |
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@ -2106,7 +2170,8 @@ void FaceBall::RunEnemyAI(Enemy& e,float fElapsedTime,int myIndex) { |
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}break; |
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} |
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}break; |
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case ISHOOT: { |
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case ISHOOT: |
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case ISHOOT_MAP: { |
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e.rot += dat.rotSpd * fElapsedTime; |
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if (e.CanShoot()) { |
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e.ShootBullet(myIndex); |
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@ -2149,8 +2214,18 @@ void FaceBall::RunEnemyAI(Enemy& e,float fElapsedTime,int myIndex) { |
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} |
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}break; |
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} |
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if (e.roundedCoords!=vi2d{int(e.pos.x),int(e.pos.z)}){ |
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e.roundedCoords=vi2d{int(e.pos.x),int(e.pos.z)}; |
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if (hasMapUpgrade){ |
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RegenerateMinimap(); |
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} |
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} |
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} |
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} |
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bool FaceBall::PlayerHasMapUpgrade(){ |
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return hasMapUpgrade; |
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} |
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bool FaceBall::OnUserUpdate(float fElapsedTime) |
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{ |
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@ -2178,6 +2253,7 @@ bool FaceBall::OnUserUpdate(float fElapsedTime) |
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!CheckPlayerCollision({0,0,0},{e.pos.x,e.pos.z},e.radius*6)){ |
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enemies.push_back(e); |
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wave2Enemies.erase(wave2Enemies.begin()+i); |
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RegenerateMinimap(); |
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goto spawningDone; |
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} |
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} |
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@ -2189,6 +2265,7 @@ bool FaceBall::OnUserUpdate(float fElapsedTime) |
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!CheckPlayerCollision({0,0,0},{e.pos.x,e.pos.z},e.radius*6)){ |
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enemies.push_back(e); |
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wave3Enemies.erase(wave3Enemies.begin()+i); |
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RegenerateMinimap(); |
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goto spawningDone; |
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} |
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} |
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@ -2204,6 +2281,7 @@ bool FaceBall::OnUserUpdate(float fElapsedTime) |
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!CheckPlayerCollision({0,0,0},{e.pos.x,e.pos.z},e.radius*6)){ |
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enemies.push_back(e); |
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wave2Enemies.erase(wave2Enemies.begin()+i); |
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RegenerateMinimap(); |
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break; |
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} |
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} |
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@ -2270,6 +2348,7 @@ bool FaceBall::OnUserUpdate(float fElapsedTime) |
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}break; |
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case PowerupType::MAP: { |
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hasMapUpgrade = true; |
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RegenerateMinimap(); |
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}break; |
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case PowerupType::COIN: { |
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AddScore(1000); |
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