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128 lines
4.2 KiB
128 lines
4.2 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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#pragma once
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#include <vector>
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#include "olcUTIL_Geometry2D.h"
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#include "olcUTIL_Animate2D.h"
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#include "Terrain.h"
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#include <unordered_set>
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class Hamster{
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enum PlayerControlled{
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PLAYER_CONTROLLED=true,
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NPC=false,
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};
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enum HamsterState{
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NORMAL,
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BUMPED,
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DROWNING,
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FLYING,
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WAIT,
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BURNING,
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};
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static std::vector<Hamster>HAMSTER_LIST;
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static const uint8_t MAX_HAMSTER_COUNT;
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static const uint8_t NPC_HAMSTER_COUNT;
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static const std::vector<std::string>NPC_HAMSTER_IMAGES;
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static const std::string PLAYER_HAMSTER_IMAGE;
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const float DEFAULT_MAX_SPD{128.f};
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const float DEFAULT_TIME_TO_MAX_SPD{0.5f};
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const float DEFAULT_FRICTION{400.f};
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const float DEFAULT_TURN_SPD{2.f*geom2d::pi};
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const float DEFAULT_BUMP_AMT{100.f};
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const float DEFAULT_DROWN_TIME{5.f};
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const float DEFAULT_BURN_TIME{0.3f};
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vf2d pos;
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vf2d vel;
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vf2d lastSafeLocation{};
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float z;
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float lastSafeLocationTimer{};
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float rot{};
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float targetRot{};
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bool frictionEnabled{false};
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float collisionRadius{12.f};
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float bumpTimer{};
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float waitTimer{};
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double distanceTravelled{};
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float drownTimer{};
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float burnTimer{};
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float imgScale{1.f};
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Pixel shrinkEffectColor{BLACK};
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std::string img;
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Animate2D::Animation<HamsterGame::AnimationState>animations;
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Animate2D::AnimationState internalAnimState;
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PlayerControlled IsPlayerControlled;
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static std::optional<Hamster*>playerHamster;
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HamsterState state{NORMAL};
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std::unordered_set<Powerup::PowerupType>powerups;
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public:
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Hamster(const vf2d spawnPos,const std::string_view img,const PlayerControlled IsPlayerControlled=NPC);
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static const Hamster&GetPlayer();
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static void UpdateHamsters(const float fElapsedTime);
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static void LoadHamsters(const vf2d startingLoc);
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static void DrawHamsters(TransformedView&tv);
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const Animate2D::Frame&GetCurrentAnimation()const;
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const vf2d&GetPos()const;
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const float&GetZ()const;
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void HandlePlayerControls();
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void TurnTowardsTargetDirection();
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void MoveHamster();
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void HandleCollision();
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const float GetRadius()const;
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const Terrain::TerrainType GetTerrainStandingOn()const;
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const float GetTimeToMaxSpeed()const;
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const float GetMaxSpeed()const;
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const float GetFriction()const;
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const float GetTurnSpeed()const;
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const float GetBumpAmount()const;
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void ObtainPowerup(const Powerup::PowerupType powerup);
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const bool HasPowerup(const Powerup::PowerupType powerup)const;
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void RemoveAllPowerups();
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const bool StandingOnLethalTerrain()const;
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const bool IsDrowning()const;
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const bool IsBurning()const;
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const float GetDrownRatio()const;
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const float GetBurnRatio()const;
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}; |