-
Notifications
You must be signed in to change notification settings - Fork 0
/
Slayer.cpp
207 lines (198 loc) · 7.09 KB
/
Slayer.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
#include "Slayer.hpp"
#include "Engine/Scene.hpp"
#include "Level.hpp"
#include "LD32.hpp"
#include "Engine/Factory.hpp"
#include "Engine/ResourceManager.hpp"
#include <SFML/Window.hpp>
#include <Engine/Game.hpp>
#include <iostream>
#include <Engine/util/misc.hpp>
#include <limits>
Slayer::Slayer(engine::Scene* scene): Damagable(scene), m_maxVelocity(20, 1),
m_velocityIncrease(6, 10), m_contactHandler(this), m_state(STANDING),
m_weaponType(WT_NONE), m_weapon(nullptr), m_shootTime{},
m_respawnTimer(10.0f), m_jumpCooldown(0) {
m_scene->OnContact.AddHandler(&m_contactHandler);
static_cast<Level*>(scene)->SetSlayer(this);
static_cast<Level*>(scene)->DecEnemies();
// Remove damagable enemy hit handler
m_scene->OnContactPreSolve.RemoveHandler(&m_preCH);
m_health = m_maxHealth = 100;
m_deathSound = engine::ResourceManager::instance()->MakeSound("assets/sounds/death.wav");
m_hurtSound = engine::ResourceManager::instance()->MakeSound("assets/sounds/hurt.wav");
m_shootSound[WT_CROSSBOW] = engine::ResourceManager::instance()->MakeSound("assets/sounds/crossbow_shoot.wav");
m_shootSound[WT_LAUNCHER] = engine::ResourceManager::instance()->MakeSound("assets/sounds/launcher_shoot.wav");
m_shootSound[WT_SUNCANNON] = engine::ResourceManager::instance()->MakeSound("assets/sounds/suncannon_shoot.wav");
}
Slayer::~Slayer() {
static_cast<Level*>(m_scene)->IncEnemies();
m_scene->OnContact.RemoveHandler(&m_contactHandler);
// Add it back in so it can be properly removed by damagable destructor
m_scene->OnContactPreSolve.AddHandler(&m_preCH);
}
void Slayer::OnUpdate(sf::Time interval) {
if (m_dead) {
m_respawnTimer-=interval.asSeconds();
if (m_respawnTimer <= 0) {
// Do this only once
m_respawnTimer = std::numeric_limits<float>::infinity();
static_cast<Level*>(m_scene)->Respawn();
}
return;
}
if (m_health < m_maxHealth) {
m_health += interval.asSeconds()*3;
UpdateHealthbar();
}
m_invulnTime-=interval.asSeconds();
auto window = m_scene->GetGame()->GetWindow();
sf::View v = window->getView();
auto pos = GetGlobalPosition();
v.setCenter(engine::util::minmax(v.getSize().x / 2, pos.x, m_scene->GetSize().x - v.getSize().x / 2), (engine::util::minmax(v.getSize().y / 2, pos.y, m_scene->GetSize().y - v.getSize().y / 2)));
window->setView(v);
auto vel = m_body->GetLinearVelocity();
if ((sf::Keyboard::isKeyPressed(sf::Keyboard::D) || sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) && vel.x < m_maxVelocity.x) {
m_body->ApplyLinearImpulse(b2Vec2(m_velocityIncrease.x * interval.asSeconds(), 0), m_body->GetWorldCenter(), true);
if (!m_weapon) {
SetFlipped(false);
}
}
if ((sf::Keyboard::isKeyPressed(sf::Keyboard::A) || sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) && vel.x > -m_maxVelocity.x) {
m_body->ApplyLinearImpulse(b2Vec2(-m_velocityIncrease.x * interval.asSeconds(), 0), m_body->GetWorldCenter(), true);
if (!m_weapon) {
SetFlipped(true);
}
}
if (m_contactHandler.GetCount() > 0) {
m_jumpCooldown-=interval.asSeconds();
if (m_jumpCooldown <= 0 && (sf::Keyboard::isKeyPressed(sf::Keyboard::Up) || sf::Keyboard::isKeyPressed(sf::Keyboard::W))) {
m_jumpCooldown = 0.2f;
m_body->ApplyLinearImpulse(b2Vec2(0, -m_velocityIncrease.y), m_body->GetWorldCenter(), true);
}
}
if ((vel.x < -0.1 || vel.x > 0.1)) {
if (m_state != RUNNING) {
m_state = RUNNING;
PlayAni();
}
} else if (m_state != STANDING) {
m_state = STANDING;
PlayAni();
}
if (m_weapon) {
// Weapon rotation
auto delta = m_scene->GetGame()->GetMousePosition() - GetGlobalPosition();
float angle = atan2(delta.y, delta.x);
float rangle = angle;
angle *= 180 / engine::util::fPI;
SetFlipped(angle > 90 || angle < -90);
if (weapons[m_weaponType].flip) {
static_cast<engine::SpriteNode*>(m_weapon)->SetVFlipped(angle > 90 || angle < -90);
//m_weapon->SetRotation(angle>90?angle-180:(angle< -90?angle+180:angle));
}
m_weapon->SetRotation(angle);
// Shooting
m_shootTime[m_weaponType] -= interval.asSeconds();
if (m_shootTime[m_weaponType] < 0 && (sf::Keyboard::isKeyPressed(sf::Keyboard::Space) || sf::Mouse::isButtonPressed(sf::Mouse::Left))) {
m_shootSound[m_weaponType]->play();
m_shootTime[m_weaponType] = weapons[m_weaponType].shootDelay;
auto projectile = engine::Factory::CreateChildFromFile(weapons[m_weaponType].projectileFile, m_scene);
auto pos = GetGlobalPosition();
projectile->SetPosition(pos.x, pos.y);
projectile->SetRotation(angle);
auto body = projectile->GetBody();
if (body) {
auto vel = body->GetLinearVelocity();
body->SetLinearVelocity(b2Vec2(vel.x*cosf(rangle), vel.y*sinf(rangle)));
}
static_cast<engine::SpriteNode*>(m_weapon)->PlayAnimation("fire", "default");
}
}
}
void Slayer::PlayAni(std::string after) {
std::string ani;
switch (m_state) {
case STANDING:
ani = "default";
break;
case RUNNING:
ani = "running";
break;
default:
return;
}
PlayAnimation(ani, after);
}
void Slayer::SetWeaponType(WeaponType weaponType) {
auto w = GetChildByID(weapons[m_weaponType].name);
if (w) {
w->SetRender(false);
}
m_weaponType = weaponType;
m_weapon = GetChildByID(weapons[m_weaponType].name);
if (m_weapon) {
m_weapon->SetRender(true);
}
}
void Slayer::SetFlipped(bool flipped) {
if (m_flipped == flipped) return;
engine::SpriteNode::SetFlipped(flipped);
const auto& size = GetSize();
for (auto it = m_children.begin(); it != m_children.end(); it++) {
auto pos = (*it)->GetPosition();
(*it)->SetPosition(size.x-pos.x, pos.y);
}
}
void Slayer::Damage(float damage) {
if (damage <= 0 || m_invulnTime > 0) return;
m_invulnTime = 0.5;
m_health-=damage;
if (m_health < 0) {
if (!m_dead) {
static_cast<Level*>(m_scene)->ChangeScore(-m_maxHealth);
m_deathSound->play();
PlayAnimation("death");
m_dead=true;
}
} else {
static_cast<Level*>(m_scene)->ChangeScore(-damage);
m_hurtSound->play();
}
UpdateHealthbar();
}
void Slayer::ContactHandler::handle(b2Contact* contact, bool begin) {
if (!contact->IsEnabled()) return;
void* udA = contact->GetFixtureA()->GetBody()->GetUserData();
void* udB = contact->GetFixtureB()->GetBody()->GetUserData();
Node* other = nullptr;
if ((udA == m_slayer && (other = static_cast<Node*>(udB)) && contact->GetFixtureA()->GetType() == b2Shape::e_circle)
|| (udB == m_slayer && (other = static_cast<Node*>(udA)) && contact->GetFixtureB()->GetType() == b2Shape::e_circle)) {
if (other->GetType()==NT_ENEMY) return;
if (begin){
m_count++;
} else {
m_count--;
}
}
// absolutely horrible code upcoming
if (other) {
// I warned you
// ..
// ...
// here it is:
if (other->GetIdentifier() == "upgrade_crossbow") {
static_cast<LD32*>(m_slayer->GetScene()->GetGame())->Unlock(WT_CROSSBOW);
other->Delete();
m_upgradeSound->play();
}else if (other->GetIdentifier() == "upgrade_launcher") {
static_cast<LD32*>(m_slayer->GetScene()->GetGame())->Unlock(WT_LAUNCHER);
other->Delete();
m_upgradeSound->play();
}else if (other->GetIdentifier() == "upgrade_suncannon") {
static_cast<LD32*>(m_slayer->GetScene()->GetGame())->Unlock(WT_SUNCANNON);
other->Delete();
m_upgradeSound->play();
}
}
}