generated from sigonasr2/CPlusPlusProjectTemplate
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>master
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#ifndef SEASONI_H |
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#define SEASONI_H |
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#include "pixelGameEngine.h" |
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#include "splash.h" |
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#include "soundwaveEngine.h" |
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#include "flags.h" |
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#include "map.h" |
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#include "cutscene.h" |
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using namespace olc; |
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class SeasonI:public PixelGameEngine{ |
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public: |
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SeasonI(){sAppName="Season I: Winters of Loneliness";} |
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bool OnUserCreate()override; |
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void SetupMoveList(); |
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void SetupItemList(); |
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void SetupPartyMemberStats(); |
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void SetupAnimations(); |
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void SetupObjectInfo(); |
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void SetupEncounters(); |
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void SetupBattleProperties(); |
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void SetGameFlag(Flag flag,bool val); |
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void LoadMap(Map*map); |
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void SaveMap(Map*map); |
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void AddItemToPlayerInventory(ItemName item); |
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Decal*CreateSprite(std::string spriteName); |
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Object*CreateObjectInfo(Object*obj,std::string spriteFileName,int sprWidth,Flag enableFlag=Flag::NONE,Flag disableFlag=Flag::NONE); |
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vi2d grid(int x, int y); |
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bool GetGameFlag(int flag); |
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bool GetGameFlag(Flag flag); |
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//You're probably trying to add an object to the world. Use this function inside of AddObjectToWorld(CreateObject(...))
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//You only need to use this function if you want to create an object from pre-defined OBJ_INFO variables.
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Object*CreateObject(int id,vd2d pos); |
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Object* AddObjectToWorld(Object*obj); |
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void LoadEncounter(Map*map,vd2d pos,int chance,int id,bool successful); |
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bool OnUserUpdate(float fElapsedTime)override; |
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void updateGame(); |
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void keyUpdates(); |
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void drawGame(); |
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ActionType GetCurrentCutsceneAction(); |
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void HandleRollingCounters(); |
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void HandleRollingCounters(int i,int(&counter)[4][3],int(&display)[4][3],Entity*member,int maxVal,int currentVal,int targetVal,bool pp=false); |
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void HandleBattle(); |
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void HandleCutscenes(); |
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bool TabHeld(); |
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bool UpPressed(); |
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bool DownPressed(); |
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bool LeftPressed(); |
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bool RightPressed(); |
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bool UpHeld(); |
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bool DownHeld(); |
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bool LeftHeld(); |
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bool RightHeld(); |
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bool UpReleased(); |
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bool DownReleased(); |
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bool LeftReleased(); |
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bool RightReleased(); |
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bool PlayerCanMove(); |
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void UpdatePlayerTrail(vd2d newMovement); |
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void SetupRollingHitpointCounters(); |
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void AdvanceMessageBox(); |
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//CAMERA UPDATES MUST BE LAST!!! COLLISIONS RELY ON THE GAME POSITION STATES REMAINING THE SAME!
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void cameraUpdate(); |
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void StartEffect(Effect*eff); |
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void PopulateBattleMoveList(int partyMemberSlot,bool overworld=false); |
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void SetupTargetSelect(); |
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//Can run this after target selection to reset states.
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void ConfirmPlayerTargetSelection(); |
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std::vector<Entity*> GetEntitiesInRange(int targetEnt, vd2d channelPos, Battle::Move*move); |
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int CalculateSpeedGridMovementAmount(int spd); |
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void PopulateMovementGrid(vd2d pos,int range); |
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//Returns 0 if not found.
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int getProperty(Property prop,Battle::Move*move); |
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void HandleInventoryNavigation(); |
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void PerformOverworldMove(Battle::Move*move,int partyMemberSlot); |
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void PopulateEquipMenuItems(); |
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void CursorControl(int&cursor,int max); |
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//Returns a version of str with a/an and a space prepended to it followed by the str itself.
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std::string A_An(std::string str); |
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void DrawTargetRangeGrid(vd2d pos,int range,Pixel outlinecol,Pixel box1col,Pixel box2col,bool connectedborder); |
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void DrawTargetRangeGrid(vd2d pos,int range); |
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void DrawMovementGrid(Pixel outlinecol,Pixel box1col,Pixel box2col); |
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void drawCheckerboardBox(const olc::vi2d &pos, const olc::vi2d &size, olc::Pixel p = olc::WHITE, olc::Pixel alternatingCol = olc::WHITE, const olc::vi2d &checkerboardSize = {3,3}, olc::Pixel p2 = olc::DARK_GREY, olc::Pixel p3 = olc::VERY_DARK_GREY); |
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bool OverworldMenuOpen(); |
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void DrawRollingCounter(const olc::vi2d &pos,int val,int*rollcounter,int*rolloffset); |
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void DrawGameWorld(); |
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void DrawDialogBox(const vi2d &pos, const vi2d &size, Pixel p, Pixel p2, Pixel p3); |
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//The player's money count. It's shown in a box that is WIDTH/4 and HEIGHT/6 in size.
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void DrawMoneyBox(vf2d pos,vf2d size={(int)(WIDTH/4),(int)(HEIGHT/6)}); |
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void CalculateChangeInEquipmentStats(int partyMemberSlot,int itemSlot,int&equipAttack,int&equipDefense,int&newAttack,int&newDefense); |
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void CalculateEquipmentStats(int partyMemberSlot,int&atk,int&def); |
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std::string Wrap(std::string str,int width,bool proportional,vd2d scale); |
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void DrawBattleMoveList(int partyMemberSlot); |
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vf2d AutoScaleText(std::string str,int targetWidth,vf2d scale={1,1},bool prop=true); |
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std::string ParseBattleMessage(Entity*ent,std::string baseStr); |
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void DrawArrow(); |
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bool MoveCameraTowardsPoint(vd2d targetPos,PriorityDirection dir,double spd,bool secondRun=false); |
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bool MoveObjectTowardsPoint(Object*obj,vd2d targetPos,PriorityDirection dir,double moveSpd,bool secondRun=false); |
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int CalculateHealing(Entity*user); |
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int getMemberIDComparingObject(Object*obj); |
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int CalculateDamage(Entity*attacker,Entity*defender,bool includeDefenses=true); |
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//Returns true if the key is meant to be continuously repeated because of being held down.
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//dir should be UP,DOWN,LEFT,RIGHT
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bool KeyRepeat(Key dir); |
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bool MessageBoxAllowedToAdvance(); |
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void CheckGrid(int x,int y,vd2d pos,int lifetime); |
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bool startsWithVowel(std::string str); |
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void drawBox(const olc::vi2d &pos, const olc::vi2d &size, olc::Pixel p = olc::WHITE, olc::Pixel p2 = olc::DARK_GREY, olc::Pixel p3 = olc::VERY_DARK_GREY); |
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std::string GetTargetName(int target); |
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void OnTextEntryComplete(const std::string&text)override; |
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void GetAnyKeyPress(olc::Key keypress)override; |
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bool Collision(vd2d pos); |
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}; |
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#endif |
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