Codename Hamster - For olcCodeJam 2024
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hamster/src/Hamster.h

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4.2 KiB

#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#pragma once
#include <vector>
#include "olcUTIL_Geometry2D.h"
#include "olcUTIL_Animate2D.h"
#include "Terrain.h"
#include <unordered_set>
class Hamster{
enum PlayerControlled{
PLAYER_CONTROLLED=true,
NPC=false,
};
enum HamsterState{
NORMAL,
BUMPED,
DROWNING,
FLYING,
WAIT,
BURNING,
};
static std::vector<Hamster>HAMSTER_LIST;
static const uint8_t MAX_HAMSTER_COUNT;
static const uint8_t NPC_HAMSTER_COUNT;
static const std::vector<std::string>NPC_HAMSTER_IMAGES;
static const std::string PLAYER_HAMSTER_IMAGE;
const float DEFAULT_MAX_SPD{128.f};
const float DEFAULT_TIME_TO_MAX_SPD{0.5f};
const float DEFAULT_FRICTION{400.f};
const float DEFAULT_TURN_SPD{2.f*geom2d::pi};
const float DEFAULT_BUMP_AMT{100.f};
const float DEFAULT_DROWN_TIME{5.f};
const float DEFAULT_BURN_TIME{0.3f};
vf2d pos;
vf2d vel;
vf2d lastSafeLocation{};
float z;
float lastSafeLocationTimer{};
float rot{};
float targetRot{};
bool frictionEnabled{false};
float collisionRadius{12.f};
float bumpTimer{};
float waitTimer{};
double distanceTravelled{};
float drownTimer{};
float burnTimer{};
float imgScale{1.f};
Pixel shrinkEffectColor{BLACK};
std::string img;
Animate2D::Animation<HamsterGame::AnimationState>animations;
Animate2D::AnimationState internalAnimState;
PlayerControlled IsPlayerControlled;
static std::optional<Hamster*>playerHamster;
HamsterState state{NORMAL};
std::unordered_set<Powerup::PowerupType>powerups;
public:
Hamster(const vf2d spawnPos,const std::string_view img,const PlayerControlled IsPlayerControlled=NPC);
static const Hamster&GetPlayer();
static void UpdateHamsters(const float fElapsedTime);
static void LoadHamsters(const vf2d startingLoc);
static void DrawHamsters(TransformedView&tv);
const Animate2D::Frame&GetCurrentAnimation()const;
const vf2d&GetPos()const;
const float&GetZ()const;
void HandlePlayerControls();
void TurnTowardsTargetDirection();
void MoveHamster();
void HandleCollision();
const float GetRadius()const;
const Terrain::TerrainType GetTerrainStandingOn()const;
const float GetTimeToMaxSpeed()const;
const float GetMaxSpeed()const;
const float GetFriction()const;
const float GetTurnSpeed()const;
const float GetBumpAmount()const;
void ObtainPowerup(const Powerup::PowerupType powerup);
const bool HasPowerup(const Powerup::PowerupType powerup)const;
void RemoveAllPowerups();
const bool StandingOnLethalTerrain()const;
const bool IsDrowning()const;
const bool IsBurning()const;
const float GetDrownRatio()const;
const float GetBurnRatio()const;
};