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November 28, 2017 05:50
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#include "ImApp.h" | |
inline void SpawnDust(EntityManager& manager, Entity& entity) | |
{ | |
if (/*!entity.mStunned &&*/ entity.mCatchedBy != -1) | |
return; | |
float vel = zmax(entity.mVel, entity.mGroupForce.length()); | |
if (vel < FLT_EPSILON) | |
return; | |
static int loc = 0; | |
loc++; | |
if ((loc % 10) == 0) | |
{ | |
float ng = r01() * ZPI * 2.f; | |
float side = ((loc / 10) & 1) ? -1.f : 1.f; | |
if (entity.mBloodStain >= 5) | |
{ | |
mSprites.PushEndScaleAlpha(1.5, 0.f); | |
mSprites.AddSprite("soulSplat.png", entity.mPos + entity.GetRight() * side * 0.2f , 300, 1, entity.mDir * 0.2f); | |
ImApp::ImApp::Instance()->PlayEvent("event:/Physic/Footsteps/Granson/Footsteps_wet"); | |
} | |
else if (entity.mSlime > 0) | |
{ | |
mSprites.PushEndScaleAlpha(1.5, 0.f); | |
mSprites.AddSprite("slime.png", entity.mPos + entity.GetRight() * side * 0.2f, 300, 1, entity.mDir * 0.2f); | |
ImApp::ImApp::Instance()->PlayEvent("event:/Physic/Footsteps/Granson/Footsteps_wet"); | |
} | |
else | |
{ | |
// classic footstep | |
const Sequence *response = sequences.GetByName("FootStep_00"); | |
if (response) | |
manager.PlaySequence(entity, NULL, response, entity.mDir); | |
} | |
} | |
} | |
inline void PlayerBehavior(EntityManager& manager, Entity& entity, float dt) | |
{ | |
ImGuiIO& io = ImGui::GetIO(); | |
static const vec_t dirs[] = { vec_t(-1.f, 0.f) , vec_t(0.f, -1.f) , vec_t(1.f, 0.f) , vec_t(0.f, 1.f) }; | |
bool moving = false; | |
vec_t desiredDir = vec_t(0.f, 0.f); | |
for (int i = 0; i < 4; i++) | |
{ | |
if (io.KeysDown[0x25 + i]) | |
{ | |
desiredDir += dirs[i]; | |
moving = true; | |
} | |
} | |
entity.mDesiredDir = desiredDir; | |
// catching must be prior to throwing test and action set otherwise, the catchable entity keeps being catched | |
if (entity.mCatching == -1 && !entity.mCurrentAction) | |
{ | |
int catchable = manager.FindCatchable(&entity); | |
if (catchable != -1) | |
{ | |
manager.mEntities[catchable].mCatchedBy = &entity - manager.mEntities.data(); | |
entity.mCatching = catchable; | |
} | |
} | |
entity.mThrowDir = entity.mDir; | |
const Entity *throwTarget = manager.FindBestTarget(entity); | |
if (throwTarget) | |
entity.mThrowDir = (entity.mPos - throwTarget->mPos).normalize(); | |
static bool kd = false; | |
static bool kdd = false; | |
entity.mInput.Reset(); | |
if (io.KeysDown[0x41] && !kd) | |
{ | |
entity.mInput.mSequence = true; | |
if (entity.mCatching != -1) | |
{ | |
Entity& catchedEntity = manager.mEntities[entity.mCatching]; | |
if (!throwTarget) | |
entity.mThrowDir = (entity.mPos - catchedEntity.mPos).normalize(); | |
entity.SetAction("Player_Throw"); | |
} | |
else | |
{ | |
int abilityIndex = experience.OverAbilityCanAcquire(entity.mPos); | |
if (abilityIndex != -1) | |
{ | |
const Ability& ability = experience.mAbilities[abilityIndex]; | |
entity.mExperiencePoint -= ability.mCost; | |
entity.mAbilities.push_back(ability.mName); | |
entity.SetAction("Player_SpendSoul"); | |
} | |
else | |
{ | |
//entity.SetAction("Player_05_02");// "Player_04_02");// "Player_03_01"); | |
entity.SetAction("Player_03_01"); | |
} | |
} | |
kd = true; | |
} | |
if (io.KeysDown[0x5a] && !kdd && entity.mCatching == -1) | |
{ | |
entity.SetAction("Player_Dash_01"); | |
kdd = true; | |
} | |
if (!io.KeysDown[0x41]) | |
kd = false; | |
if (!io.KeysDown[0x5a]) | |
kdd = false; | |
if (!entity.mCurrentAction) | |
{ | |
if (desiredDir.length() > 0.f) | |
{ | |
entity.mDir = desiredDir; | |
entity.mDir.normalize(); | |
} | |
} | |
float accel = .3f; | |
float deccel = .6f; | |
if (moving) | |
{ | |
entity.mVel += accel; | |
} | |
else | |
{ | |
entity.mVel -= deccel; | |
} | |
entity.mVel = zmin(entity.mVel, 4.f); | |
entity.mVel = zmax(entity.mVel, 0.f); | |
if (throwTarget && entity.mCatching != -1) | |
{ | |
static float anim = 0; | |
anim += 0.1f; | |
mSprites.AddSprite("aimArrow.png", throwTarget->mPos + entity.mThrowDir * (1.f + cosf(anim) *0.1f), 2, 140, entity.mThrowDir); | |
} | |
entity.mExcite = zmax(entity.mExcite - 1, 0); | |
SpawnDust(manager, entity); | |
} | |
inline void WarriorBehavior(EntityManager& manager, Entity& entity, float dt) | |
{ | |
Entity*player = manager.GetPlayer(); | |
if (!player) | |
return; | |
if (entity.mStunned > 0) | |
return; | |
if (entity.mCatchedBy != -1) | |
return; | |
if (entity.IsDashing()) | |
return; | |
vec_t posPlayer = player->mPos; | |
vec_t vect2Player = (posPlayer - entity.mPos); | |
vec_t vect2PlayerNotNormalized = vect2Player; | |
entity.mDir = vect2Player.normalize(); | |
if (entity.mStun > 80 && !entity.mStunned) | |
{ | |
entity.SetAction("ActionWarriorGotStunned", true); | |
} | |
if (entity.mSequenceToken >= 0) | |
{ | |
entity.mExcite++; | |
if (entity.mDir.dot(player->mDir) >= 0.f) | |
entity.mExcite += 2; | |
} | |
if (entity.mExcite >= 500 && entity.mSequenceToken == manager.mSequenceToken && vect2Player.length() < 5.f) | |
{ | |
for (auto& nentity : manager.mEntities) | |
{ | |
nentity.mExcite = fastrand() % 100; | |
} | |
entity.SetAction("Warrior_01_02"); | |
manager.mSequenceToken++; | |
} | |
if (!entity.mStunned && vect2PlayerNotNormalized.length() < 1.5f) | |
{ | |
entity.SetAction("Warrior_StandBack"); | |
} | |
if (entity.mLocalTime == 0) | |
{ | |
if (fastrand() % 6 == 0) | |
{ | |
float ng = r01() * ZPI * 2.f; | |
entity.mReplaceForce = vec_t(cosf(ng), sinf(ng)); | |
} | |
else | |
{ | |
entity.mReplaceForce = vec_t(0.f, 0.f); | |
} | |
entity.mLocalTime = (fastrand() % 60); | |
} | |
if (entity.mStunned) | |
entity.mReplaceForce = vec_t(0.f, 0.f); | |
SpawnDust(manager, entity); | |
} | |
inline void SoulBehavior(EntityManager& manager, Entity& entity, float dt) | |
{ | |
Entity*player = manager.GetPlayer(); | |
const vec_t& dest = (player && !experience.mInsideAbilityMap) ? player->mPos : vec_t(0.f, 0.f); | |
vec_t right(-entity.mDir.y, entity.mDir.x); | |
vec_t dif = dest - entity.mPos; | |
entity.mDir = Rotate2D(entity.mDir, SignOf(right.dot(dif)) * 0.4f * LERP(0.f, 1.f, zmin(entity.mLife, 1.f))); | |
entity.SetAction("Soul"); | |
if (experience.mInsideAbilityMap && dif.length() < 0.8f) | |
{ | |
const Sequence *response = sequences.GetByName("Soul_Used"); | |
if (response) | |
manager.PlaySequence(entity, NULL, response, entity.mDir); | |
} | |
} | |
inline void BossMichelBehavior(EntityManager& manager, Entity& entity, float dt) | |
{ | |
static const vec_t pts[4] = { vec_t(-7.f, -4.f), vec_t(7.f, -4.f), vec_t(7.f, 4.f), vec_t(-7.f, 4.f) }; | |
static const vec_t dirs[] = { vec_t(1.f, 1.f), vec_t(-1.f, 1.f), vec_t(-1.f, -1.f), vec_t(1.f, -1.f) }; | |
static int random = 0; | |
Entity*player = manager.GetPlayer(); | |
if (!entity.mCurrentAction) | |
{ | |
vec_t distToTarget = pts[random] - entity.mPos; | |
vec_t moveDir = normalized(distToTarget); | |
entity.mDir = moveDir; | |
entity.mVel = 4.0f; | |
if (player) | |
{ | |
HitBox hitbox(&entity, entity.mPos, entity.mDir * 4.f, 2.0, 0, true); | |
if (hitbox.Contains(player->mPos)) | |
{ | |
entity.mDir = normalized(player->mPos - entity.mPos); | |
entity.SetAction("MichelDash", true); | |
} | |
} | |
if (distToTarget.length() < 0.1f) | |
{ | |
entity.mDir = normalized(dirs[random]); | |
entity.SetAction("MichelBeam", true); | |
random = fastrand() % sizeof(pts) / sizeof(vec_t); | |
} | |
} | |
else if (entity.mExcite) | |
{ | |
entity.mCurrentAction = NULL; | |
} | |
} | |
inline void SoulSphereBehavior(EntityManager& manager, Entity& entity, float dt) | |
{ | |
const Arena &ar = manager.mArena; | |
vec_t normal; | |
bool bounce = false; | |
if (entity.mPos.x >= ar.mMax.x * 0.9f) | |
{ | |
entity.mPos.x = ar.mMax.x * 0.9f; | |
bounce = true; | |
normal = vec_t(-1.f, 0.f); | |
} | |
if (entity.mPos.x <= ar.mMin.x * 0.9f) | |
{ | |
entity.mPos.x = ar.mMin.x * 0.9f; | |
bounce = true; | |
normal = vec_t(1.f, 0.f); | |
} | |
if (entity.mPos.y >= ar.mMax.y * 0.9f) | |
{ | |
entity.mPos.y = ar.mMax.y * 0.9f; | |
bounce = true; | |
normal = vec_t(0.f, -1.f); | |
} | |
if (entity.mPos.y <= ar.mMin.y * 0.9f) | |
{ | |
entity.mPos.y = ar.mMin.y * 0.9f; | |
bounce = true; | |
normal = vec_t(0.f, 1.f); | |
} | |
if (bounce) | |
{ | |
entity.mForce = Reflect(normalized(entity.mForce), normal) * entity.mForce.length(); | |
const Sequence *response = sequences.GetByName("SoulSphereHitWall"); | |
if (response) | |
manager.PlaySequence(entity, NULL, response, entity.mDir); | |
} | |
} | |
inline void SoccerBehavior(EntityManager& manager, Entity& entity, float dt) | |
{ | |
const Entity *ball = manager.GetEntityByType("SoulBall"); | |
if (!ball) | |
return; | |
if (Distance(ball->mPos, entity.mPos) < 2.0f) | |
{ | |
entity.SetAction("ActionWarriorAttack"); | |
} | |
else if (ball->mPos.x > 0.f) | |
{ | |
vec_t distToTarget = ball->mPos - entity.mPos; | |
vec_t moveDir = normalized(distToTarget); | |
entity.mDir = moveDir; | |
entity.mVel = 5.f; | |
} | |
else | |
{ | |
entity.mVel = 0.f; | |
} | |
} | |
inline void TickBehaviorBehavior(int behaviorIndex, EntityManager& manager, Entity& entity, float dt) | |
{ | |
switch (behaviorIndex) | |
{ | |
case 0: | |
PlayerBehavior(manager, entity, dt); | |
break; | |
case 1: | |
WarriorBehavior(manager, entity, dt); | |
break; | |
case 2: | |
SoulBehavior(manager, entity, dt); | |
break; | |
case 3: | |
BossMichelBehavior(manager, entity, dt); | |
break; | |
case 4: | |
SoulSphereBehavior(manager, entity, dt); | |
break; | |
case 5: | |
SoccerBehavior(manager, entity, dt); | |
break; | |
} | |
} |
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