Fix cmake for emscripten, do not include discord files. Add in second boss config preparations

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
pull/35/head
Nic0Nic0Nii 10 months ago
parent 089c1af33b
commit 1490b2b9f9
  1. 3
      .vscode/settings.json
  2. 2
      Adventures in Lestoria/TODO.txt
  3. 163
      Adventures in Lestoria/assets/config/MonsterStrategies.txt
  4. 57
      Adventures in Lestoria/assets/config/Monsters.txt
  5. BIN
      Adventures in Lestoria/assets/monsters/Ursule, Mother of Bears.png
  6. 2
      Adventures in Lestoria/play.html
  7. 2
      CMakeLists.txt

@ -92,5 +92,6 @@
"future": "cpp", "future": "cpp",
"any": "cpp", "any": "cpp",
"source_location": "cpp" "source_location": "cpp"
} },
"editor.suggest.insertMode": "replace"
} }

@ -18,6 +18,8 @@ January 31st
============ ============
Make new unlocked nodes more obvious, made neighboring nodes more obvious Make new unlocked nodes more obvious, made neighboring nodes more obvious
When a boss dies, an exit ring should spawn at the death location.
Implement Ursule, Mother of Bears Boss Implement Ursule, Mother of Bears Boss
Story proofreading/correcting/storyboarding Story proofreading/correcting/storyboarding
- Fix Keyboard/Controller Menu Navigation (Need clearly defined rules) - Fix Keyboard/Controller Menu Navigation (Need clearly defined rules)

@ -227,4 +227,167 @@ MonsterStrategy
# How long the duration of the knockup is. # How long the duration of the knockup is.
Attack Knockup Duration = 0.7s Attack Knockup Duration = 0.7s
} }
# The Ursule, Mother of Bears Boss script
Ursule
{
# Which phase to start on. Should be 1 most of the time.
StartPhase = 1
Wisp Pattern 0
{
Row[0] = .O...O..
Row[1] = O...O...
Row[2] = ...O...O
Row[3] = ..O...O.
Row[4] = .O...O..
Row[5] = O...O...
}
Wisp Pattern 1
{
Row[0] = ........
Row[1] = O.O.O.O.
Row[2] = ........
Row[3] = .O.O.O.O
Row[4] = ........
Row[5] = O.O.O.O.
}
Wisp Pattern 2
{
Row[0] = O......O
Row[1] = ........
Row[2] = ........
Row[3] = ...OO...
Row[4] = ..O..O..
Row[5] = .O....O.
}
Wisp Pattern 3
{
Row[0] = .O....O.
Row[1] = O......O
Row[2] = ........
Row[3] = ..O..O..
Row[4] = ..O..O..
Row[5] = ...OO...
}
Wisp Pattern 4
{
Row[0] = ........
Row[1] = ......O.
Row[2] = ..O.....
Row[3] = .....O..
Row[4] = .O......
Row[5] = ........
}
Wisp Pattern 5
{
Row[0] = O.O.O.O.
Row[1] = O.O.O.O.
Row[2] = ........
Row[3] = ........
Row[4] = .O.O.O.O
Row[5] = .O.O.O.O
}
Wisp Pattern 6
{
Row[0] = ........
Row[1] = ........
Row[2] = ........
Row[3] = OOO..OOO
Row[4] = ........
Row[5] = ........
}
Wisp Pattern 7
{
Row[0] = .OO..OO.
Row[1] = O......O
Row[2] = ...O....
Row[3] = ..O.....
Row[4] = .O......
Row[5] = O...OOOO
}
Wisp Pattern 8
{
Row[0] = ........
Row[1] = ...OO...
Row[2] = ..OOOO..
Row[3] = ..OOOO..
Row[4] = ...OO...
Row[5] = ........
}
Phase 2
{
# Percentage of health to transition to Phase 2
Change = 80%
# Percentage of damage reduced on the bear while the barrier is active.
Barrier Damage Reduction = 100%
# Speed at which the wisp moves downwards.
Wisp Speed = 100%
# RGBA value of the wisp.
Wisp Color = 247, 157, 0, 255
# There are 6 rows of wisps and we want them to spawn outside the arena
Wisp Pattern Spawn Y = -144
# How much time (in seconds) to wait between each pattern spawn.
# 100% speed means it takes 6 seconds for all the wisps to move entirely down.
Wisp Pattern Spawn Wait Time = 6.0s
# This value is either Bag or Random. Bag means every pattern gets selected once before re-cycling. Random is truly random with potential repeats.
Wisp Pattern Random Selection = Bag
# How many patterns to spawn before continuing to Phase 3.
Wisp Pattern Spawn Count = 9
# Wait for the wisp count to be at or below this value before proceeding to Phase 3.
Wisp Count Phase Change Wait = 0
}
Phase 3
{
# Minimum range the bear will decide to charge the player.
Charge Range = 700
# Amount of time the bear spends preparing to charge.
Charge Cast Time = 0.6s
# Amount of speed to gain during the charge attack.
Charge Speed Boost = 60%
# Cooldown time of the charge attack.
Charge Attack Cooldown = 15.0s
# Amount of damage to deal on impact during a charge attack.
Charge Attack Damage = 30
# Amount of knockback to cause to the player when hit by the charging attack.
Charge Attack Knockback Strength = 2.5
}
Phase 4
{
# Percentage of health to transition to Phase 4
Change = 50%
# Percentage of damage reduced on the bear while the barrier is active.
Barrier Damage Reduction = 100%
# Speed at which the wisp moves downwards.
Wisp Speed = 130%
# RGBA value of the wisp.
Wisp Color = 247, 95, 0, 255
# There are 6 rows of wisps and we want them to spawn outside the arena
Wisp Pattern Spawn Y = -144
# How much time (in seconds) to wait between each pattern spawn.
# 130% speed means it takes 4.61 seconds for all the wisps to move entirely down.
Wisp Pattern Spawn Wait Time = 4.61s
# This value is either Bag or Random. Bag means every pattern gets selected once before re-cycling. Random is truly random with potential repeats.
Wisp Pattern Random Selection = Random
}
}
} }

@ -328,4 +328,61 @@ Monsters
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other. # NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
ANIMATION[0] = 4, 0.2, OneShot ANIMATION[0] = 4, 0.2, OneShot
} }
Ursule, Mother of Bears
{
Health = 5000
Attack = 30
CollisionDmg = 10
MoveSpd = 95%
Size = 800%
XP = 200
Strategy = Ursule
# vvvvv Bear script overrides vvvvv
# How close the bear has to get to begin its attack.
Attack Range = 500
# How large the range of the attack is.
Smash Attack Diameter = 640
# How long the bear charges up its attack.
Chargeup Time = 0.8s
# How long to wait in animation time before the attack hits.
Attack Animation Wait Time = 0.3s
# How long the duration of the knockup is.
Attack Knockup Duration = 0.4s
# ^^^^^ End Bear script overrides ^^^^^
#Size of each animation frame
SheetFrameSize = 24,24
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 4, 0.3, Repeat
JumpAnimation = 5, 0.2, Repeat
ShootAnimation = 3, 0.2, OneShot
DeathAnimation = 3, 0.15, OneShot
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
DROP[0] = Bear Blood,10%,1,2
DROP[1] = Bear Claw,30%,1,1
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
#Additional custom animations go down below. Start with ANIMATION[0] Order is:
# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
ANIMATION[0] = 4, 0.1, OneShot
}
} }

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@ -35,7 +35,7 @@ var Module = {
})(), })(),
}; };
</script> </script>
<script async type="text/javascript" src="pge.js"></script> <script async type="text/javascript" src="AdventuresInLestoria.js"></script>
<script type="text/javascript"> <script type="text/javascript">
Module.canvas.addEventListener("resize", (e) => { Module.canvas.addEventListener("resize", (e) => {

@ -86,10 +86,12 @@ file(
GLOB SOURCE_CXX_FILES GLOB SOURCE_CXX_FILES
"${SOURCE_CXX_SRC_DIR}/*.cpp" "${SOURCE_CXX_SRC_DIR}/*.cpp"
) )
if (NOT EMSCRIPTEN)
file( file(
GLOB SOURCE_CXX_FILES2 GLOB SOURCE_CXX_FILES2
"${SOURCE_CXX_SRC_DIR}/discord-files/*.cpp" "${SOURCE_CXX_SRC_DIR}/discord-files/*.cpp"
) )
endif()
list(APPEND SOURCE_CXX_FILES ${SOURCE_CXX_FILES2}) list(APPEND SOURCE_CXX_FILES ${SOURCE_CXX_FILES2})

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