Add monster entries and animations for Giant Octopus boss and Octopus Arm. Release Build 11756.

master
sigonasr2 1 month ago
parent 3a3d405272
commit 1bb0ceb096
  1. 2
      Adventures in Lestoria/Adventures in Lestoria.vcxproj
  2. 6
      Adventures in Lestoria/Adventures in Lestoria.vcxproj.filters
  3. 62
      Adventures in Lestoria/GiantOctopus.cpp
  4. 2
      Adventures in Lestoria/Monster.h
  5. 62
      Adventures in Lestoria/OctopusArm.cpp
  6. 2
      Adventures in Lestoria/RUN_STRATEGY.cpp
  7. 5
      Adventures in Lestoria/TODO.txt
  8. 2
      Adventures in Lestoria/Version.h
  9. 85
      Adventures in Lestoria/assets/config/Monsters.txt
  10. BIN
      x64/Release/Adventures in Lestoria.exe

@ -839,6 +839,7 @@
<SubType>
</SubType>
</ClCompile>
<ClCompile Include="GiantOctopus.cpp" />
<ClCompile Include="IBullet.cpp" />
<ClCompile Include="BuyItemWindow.cpp">
<SubType>
@ -1052,6 +1053,7 @@
<SubType>
</SubType>
</ClCompile>
<ClCompile Include="OctopusArm.cpp" />
<ClCompile Include="Overlay.cpp">
<SubType>
</SubType>

@ -1259,6 +1259,12 @@
<ClCompile Include="PoisonBottle.cpp">
<Filter>Source Files\Bullet Types</Filter>
</ClCompile>
<ClCompile Include="GiantOctopus.cpp">
<Filter>Source Files\Monster Strategies</Filter>
</ClCompile>
<ClCompile Include="OctopusArm.cpp">
<Filter>Source Files\Monster Strategies</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="cpp.hint" />

@ -0,0 +1,62 @@
#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "MonsterStrategyHelpers.h"
#include "util.h"
#include "AdventuresInLestoria.h"
#include "SoundEffect.h"
#include "BulletTypes.h"
using A=Attribute;
INCLUDE_game
void Monster::STRATEGY::GIANT_OCTOPUS(Monster&m,float fElapsedTime,std::string strategy){
enum PhaseName{
RUN,
FLY_AWAY,
};
switch(PHASE()){
case RUN:{
}break;
case FLY_AWAY:{
}break;
}
}

@ -375,6 +375,8 @@ private:
static void PARROT(Monster&m,float fElapsedTime,std::string strategy);
static void CRAB(Monster&m,float fElapsedTime,std::string strategy);
static void GIANT_CRAB(Monster&m,float fElapsedTime,std::string strategy);
static void GIANT_OCTOPUS(Monster&m,float fElapsedTime,std::string strategy);
static void OCTOPUS_ARM(Monster&m,float fElapsedTime,std::string strategy);
};
bool bumpedIntoTerrain=false; //Gets set to true before a strategy executes if the monster runs into some terrain on this frame.
bool attackedByPlayer=false; //Gets set to true before a strategy executes if the monster has been attacked by the player.

@ -0,0 +1,62 @@
#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "MonsterStrategyHelpers.h"
#include "util.h"
#include "AdventuresInLestoria.h"
#include "SoundEffect.h"
#include "BulletTypes.h"
using A=Attribute;
INCLUDE_game
void Monster::STRATEGY::OCTOPUS_ARM(Monster&m,float fElapsedTime,std::string strategy){
enum PhaseName{
RUN,
FLY_AWAY,
};
switch(PHASE()){
case RUN:{
}break;
case FLY_AWAY:{
}break;
}
}

@ -75,6 +75,8 @@ void Monster::InitializeStrategies(){
STRATEGY_DATA.insert("Sandworm",Monster::STRATEGY::SANDWORM);
STRATEGY_DATA.insert("Parrot",Monster::STRATEGY::PARROT);
STRATEGY_DATA.insert("Giant Crab",Monster::STRATEGY::GIANT_CRAB);
STRATEGY_DATA.insert("Giant Octopus",Monster::STRATEGY::GIANT_OCTOPUS);
STRATEGY_DATA.insert("Octopus Arm",Monster::STRATEGY::OCTOPUS_ARM);
STRATEGY_DATA.SetInitialized();
}

@ -6,6 +6,11 @@ DEMO
Add Sherman and Blacksmith story images
Have all song ideas by Nov 1st
- Chapter 3 boss outro
- Chapter 4 Stage + boss + outro
- Chapter 5 Stage + boss + outro
Adding new class animations
===========================
Player.txt contains animation names the player has to have loaded.

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 3
#define VERSION_PATCH 0
#define VERSION_BUILD 11755
#define VERSION_BUILD 11756
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -1717,4 +1717,89 @@ Monsters
Death Sound = Slime Dead
Walk Sound = Wing Flap
}
Giant Octopus
{
Health = 42000
Attack = 40
CollisionDmg = 30
MoveSpd = 0%
Size = 400%
XP = 0
Collision Radius = 20
Ignore Collisions = True
Strategy = Giant Octopus
#Size of each animation frame
SheetFrameSize = 48,48
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
4-Way Spritesheet = True
Animations
{
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
# Animations must be defined in the same order as they are in their sprite sheets
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
IDLE = 4, 0.3, Repeat
HURT = 4, 0.15, Repeat
ATTACKING = 4, 0.15, PingPong
DEATH = 4, 0.15, OneShot
}
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
#DROP[0] = Broken Dagger,30%,1,1
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
}
Octopus Arm
{
Health = 6000
Attack = 50
CollisionDmg = 30
MoveSpd = 0%
Size = 400%
XP = 0
Collision Radius = 20
Ignore Collisions = True
Strategy = Octopus Arm
#Size of each animation frame
SheetFrameSize = 96,96
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
4-Way Spritesheet = True
Animations
{
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse,ReverseOneShot)
# Animations must be defined in the same order as they are in their sprite sheets
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
IDLE = 4, 0.2, PingPong
SUBMERGE = 5, 0.15, OneShot
ATTACKING = 4, 0.15, PingPong
DEATH = 5, 0.15, OneShot
RISE = 5, 0.15, ReverseOneShot
}
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
#DROP[0] = Broken Dagger,30%,1,1
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Slime Walk
}
}
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