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#include "PinballBumper.h"
#include "../../ILevelHandler.h"
#include "../Player.h"
namespace Jazz2::Actors::Solid
{
PinballBumper::PinballBumper()
: _cooldown(0.0f), _lightIntensity(0.0f), _lightBrightness(0.0f)
{
}
void PinballBumper::Preload(const ActorActivationDetails& details)
{
PreloadMetadataAsync("Object/PinballBumper"_s);
}
Task<bool> PinballBumper::OnActivatedAsync(const ActorActivationDetails& details)
{
std::uint8_t theme = details.Params[0];
SetState(ActorState::CollideWithTileset | ActorState::IsSolidObject | ActorState::ApplyGravitation, false);
async_await RequestMetadataAsync("Object/PinballBumper"_s);
SetAnimation((AnimState)theme);
async_return true;
}
void PinballBumper::OnUpdate(float timeMult)
{
if (_frozenTimeLeft > 0.0f) {
return;
}
if (_cooldown <= 0.0f) {
_levelHandler->FindCollisionActorsByRadius(_pos.X, _pos.Y, 16.0f, [this, timeMult](ActorBase* actor) {
if (auto* player = runtime_cast<Player>(actor)) {
_cooldown = 16.0f;
SetTransition(_currentAnimation->State | (AnimState)0x200, true);
PlaySfx("Hit"_s, 0.8f);
constexpr float forceMult = 12.0f;
Vector2f force = (player->GetPos() - _pos).Normalize() * forceMult;
if (!_levelHandler->IsReforged()) {
force.Y *= 0.9f;
}
// Move the player back
player->MoveInstantly(-player->_speed * timeMult, MoveType::Relative);
// Reset speed if the force acts on the other side
if (force.X < 0.0f) {
if (player->_speed.X > 0.0f) player->_speed.X = 0.0f;
if (player->_externalForce.X > 0.0f) player->_externalForce.X = 0.0f;
} else if (force.X > 0.0f) {
if (player->_speed.X < 0.0f) player->_speed.X = 0.0f;
if (player->_externalForce.X < 0.0f) player->_externalForce.X = 0.0f;
}
if (force.Y < 0.0f) {
if (player->_speed.Y > 0.0f) player->_speed.Y = 0.0f;
if (player->_externalForce.Y > 0.0f) player->_externalForce.Y = 0.0f;
} else if (force.Y > 0.0f) {
if (player->_speed.Y < 0.0f) player->_speed.Y = 0.0f;
if (player->_externalForce.Y < 0.0f) player->_externalForce.Y = 0.0f;
}
player->_speed.X += force.X * 0.4f;
player->_speed.Y += force.Y * 0.4f;
if (player->_activeModifier == Player::Modifier::None) {
if (player->_copterFramesLeft > 0.0f) {
player->_copterFramesLeft = 1.0f;
}
player->_externalForce.X += force.X * 0.04f;
player->_externalForce.Y += force.Y * 0.04f;
player->_externalForceCooldown = 10.0f;
player->_controllable = true;
player->SetState(ActorState::CanJump, false);
player->EndDamagingMove();
}
// TODO: Check this
player->AddScore(500);
}
return true;
});
} else {
_cooldown -= timeMult;
}
if (_lightIntensity > 0.0f) {
_lightIntensity -= timeMult * 0.01f;
if (_lightIntensity < 0.0f) {
_lightIntensity = 0.0f;
}
}
if (_lightBrightness > 0.0f) {
_lightBrightness -= timeMult * 0.02f;
if (_lightIntensity < 0.0f) {
_lightIntensity = 0.0f;
}
}
}
void PinballBumper::OnEmitLights(SmallVectorImpl<LightEmitter>& lights)
{
if (_lightIntensity > 0.0f) {
auto& light = lights.emplace_back();
light.Pos = _pos;
light.Intensity = _lightIntensity;
light.Brightness = _lightBrightness;
light.RadiusNear = 24.0f;
light.RadiusFar = 60.0f;
}
}
}
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