voleur/ninja.c

128 lines
3.8 KiB
C

#include "raylib.h"
#include "raymath.h"
#include "stdio.h"
#include "keys.h"
#include "bullet.h"
Texture ninja_texture;
Texture ninja_attack_texture;
float dash_time = 0;
float main_attack_cooldown = 0;
void load_ninja()
{
ninja_texture = LoadTexture("data/ninja.png");
ninja_attack_texture = LoadTexture("data/ninja_attaque.png");
}
float ninja_radius()
{
return fmax(ninja_texture.width, ninja_texture.height)/2;
}
int ninja_dash(Vector2 pos, Vector2 to, float sec, Vector2 *dash)
{
static Vector2 target = {0};
static int attack_type = 0;
if (sec <= EPSILON)
return attack_type;
if (main_attack_cooldown <= EPSILON && key_pressed(KC_SHOOT)) {
main_attack_cooldown = sec + 0.069;
attack_type = KC_SHOOT;
dash_time = sec;
Vector2 diff = Vector2Subtract(to, pos);
Vector2 scale = Vector2Normalize(diff);
int dist = 200;
scale.x *= dist;
scale.y *= dist;
target = Vector2Add(pos, scale);
}
else if (main_attack_cooldown <= EPSILON && key_pressed(KC_ULTI)) {
sec *= 3;
main_attack_cooldown = sec + 0.069;
attack_type = KC_ULTI;
dash_time = sec;
Vector2 diff = Vector2Subtract(to, pos);
Vector2 scale = Vector2Normalize(diff);
int dist = 400;
scale.x *= dist;
scale.y *= dist;
target = Vector2Add(pos, scale);
}
if (dash_time > EPSILON) {
float dt = GetFrameTime();
dash_time -= dt;
dash->x = Lerp(pos.x, target.x, dt/sec) - pos.x;
dash->y = Lerp(pos.y, target.y, dt/sec) - pos.y;
} else {
attack_type = 0;
}
if (main_attack_cooldown > EPSILON)
main_attack_cooldown -= GetFrameTime();
return attack_type;
}
float ninja_dash_time()
{
return dash_time;
}
void hit_hitbox(Vector2 pos, float angle, float multiplicator)
{
if (dash_time >= EPSILON) {
Vector2 range = {ninja_texture.width, ninja_texture.height};
range = Vector2Scale(range, multiplicator);
Vector2 coll[] = {
{ range.x/2, 0},
{ range.x/2, -range.y},
{-range.x/2, -range.y},
{-range.x/2, 0},
{ range.x/2, 0},
{-range.x/2, -range.y},
};
int coll_len = sizeof(coll) / sizeof(*coll);
for (int i = 0; i < coll_len; i++) {
coll[i] = Vector2Rotate(coll[i], angle * PI/180);
}
DrawTriangle((Vector2){ pos.x + coll[0].x, pos.y + coll[0].y },
(Vector2){ pos.x + coll[1].x, pos.y + coll[1].y },
(Vector2){ pos.x + coll[2].x, pos.y + coll[2].y }, VIOLET);
DrawTriangle((Vector2){ pos.x + coll[3].x, pos.y + coll[3].y },
(Vector2){ pos.x + coll[4].x, pos.y + coll[4].y },
(Vector2){ pos.x + coll[5].x, pos.y + coll[5].y }, VIOLET);
}
}
void draw_ninja(Vector2 pos, Camera2D *cam)
{
Vector2 dash = {0};
int is_attack = ninja_dash(GetScreenToWorld2D(pos, *cam), GetScreenToWorld2D(GetMousePosition(), *cam), 0.12, &dash);
cam->target = Vector2Add(cam->target, dash);
Texture n;
if (dash_time >= EPSILON)
n = ninja_attack_texture;
else
n = ninja_texture;
Rectangle source = {0, 0, n.width, n.height};
Rectangle dest = {pos.x, pos.y, n.width, n.height};
Vector2 origin = {n.width/2, n.height/2};
float angle = -Vector2LineAngle(pos, GetMousePosition());
angle *= 180/PI;
angle += 90;
if (main_attack_cooldown <= EPSILON && key_pressed(KC_SPECIAL))
bullet_spawn(BULLET_SHURIKEN, GetScreenToWorld2D(pos, *cam), angle - 90);
DrawTexturePro(n, source, dest, origin, angle, WHITE);
if (is_attack == KC_SHOOT)
hit_hitbox(pos, angle, 1);
else if (is_attack == KC_ULTI)
hit_hitbox(pos, angle, 2);
}