Added shine effect to engine for upcoming Deadly Dash effect. Release Build 10097.
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@ -983,6 +983,10 @@
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<SubType>
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<SubType>
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</SubType>
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</SubType>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="ShineEffect.cpp">
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<SubType>
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</SubType>
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</ClCompile>
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<ClCompile Include="ShootAfar.cpp" />
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<ClCompile Include="ShootAfar.cpp" />
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<ClCompile Include="SlimeKing.cpp" />
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<ClCompile Include="SlimeKing.cpp" />
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<ClCompile Include="SoundEffect.cpp">
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<ClCompile Include="SoundEffect.cpp">
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@ -1124,6 +1124,9 @@
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<ClCompile Include="FallingStone.cpp">
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<ClCompile Include="FallingStone.cpp">
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<Filter>Source Files\Bullet Types</Filter>
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<Filter>Source Files\Bullet Types</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="ShineEffect.cpp">
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<Filter>Source Files\Effects</Filter>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="cpp.hint" />
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<None Include="cpp.hint" />
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@ -2358,6 +2358,7 @@ void AiL::_PrepareLevel(MapName map,MusicChange changeMusic){
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Audio::muted=true;
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Audio::muted=true;
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Audio::UpdateBGMVolume();
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Audio::UpdateBGMVolume();
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#endif
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#endif
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zoomAdjustSpeed="Default Zoom Adjust Speed"_F;
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targetZoom=1.f;
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targetZoom=1.f;
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game->view.SetZoom(1.2f,game->view.WorldToScreen(game->camera.GetViewPosition()));
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game->view.SetZoom(1.2f,game->view.WorldToScreen(game->camera.GetViewPosition()));
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worldColor=WHITE;
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worldColor=WHITE;
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@ -128,3 +128,12 @@ private:
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float delayTime;
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float delayTime;
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vf2d futureSpd;
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vf2d futureSpd;
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};
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};
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struct ShineEffect:Effect{
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//An effect that starts invisible, becomes visible, then fades out again.
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ShineEffect(vf2d pos,float fadeinTime,float fadeoutTime,std::string imgFile,float size,vf2d spd,Pixel col,float rotation,float rotationSpd,bool additiveBlending=false);
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virtual bool Update(float fElapsedTime)override final;
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private:
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float fadeinTime;
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const Pixel originalCol;
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};
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49
Adventures in Lestoria/ShineEffect.cpp
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49
Adventures in Lestoria/ShineEffect.cpp
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@ -0,0 +1,49 @@
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#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "Effect.h"
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#include "util.h"
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ShineEffect::ShineEffect(vf2d pos,float fadeinTime,float fadeoutTime,std::string imgFile,float size,vf2d spd,Pixel col,float rotation,float rotationSpd,bool additiveBlending)
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:fadeinTime(fadeinTime),originalCol(col),Effect(pos,fadeinTime,imgFile,false,size,fadeoutTime,spd,col,rotation,rotationSpd,additiveBlending){
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col.a=0; //Starts invisible.
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}
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bool ShineEffect::Update(float fElapsedTime){
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col.a=util::lerp(0.f,1.f,lifetime/fadeinTime)*originalCol.a;
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return Effect::Update(fElapsedTime);
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}
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@ -136,10 +136,11 @@ void Thief::InitializeClassAbilities(){
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return true;
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return true;
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};
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};
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#pragma endregion
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#pragma endregion
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#pragma region Thief Ability 2 (???)
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#pragma region Thief Ability 2 (Deadly Dash)
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Thief::ability2.action=
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Thief::ability2.action=
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[](Player*p,vf2d pos={}){
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[](Player*p,vf2d pos={}){
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return false;
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game->AddEffect(std::make_unique<ShineEffect>(p->GetPos(),0.5f,0.5f,"shine.png",1.5f,vf2d{},WHITE,util::random(2*PI),PI/2,true));
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return true;
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};
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};
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#pragma endregion
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#pragma endregion
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#pragma region Thief Ability 3 (???)
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#pragma region Thief Ability 3 (???)
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 1
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#define VERSION_MAJOR 1
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#define VERSION_MINOR 2
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#define VERSION_MINOR 2
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#define VERSION_PATCH 3
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#define VERSION_PATCH 3
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#define VERSION_BUILD 10094
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#define VERSION_BUILD 10097
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#define stringify(a) stringify_(a)
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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#define stringify_(a) #a
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@ -181,3 +181,5 @@ user_id_message2 = When loading a file, you will need this unique ID.
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# How large the exit ring is for a boss when it's killed.
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# How large the exit ring is for a boss when it's killed.
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boss_spawn_ring_radius = 116
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boss_spawn_ring_radius = 116
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Default Zoom Adjust Speed = 0.1/s
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@ -108,6 +108,7 @@ Images
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GFX_Feather = feather.png
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GFX_Feather = feather.png
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GFX_LargeRock = large_rock.png
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GFX_LargeRock = large_rock.png
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GFX_Dagger = dagger.png
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GFX_Dagger = dagger.png
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GFX_Shine = shine.png
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GFX_Thief_Sheet = nico-thief.png
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GFX_Thief_Sheet = nico-thief.png
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Adventures in Lestoria/assets/shine.png
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Adventures in Lestoria/assets/shine.png
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