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