Redo rendering pipeline so all tile groups are now interweaved with game objects such that objects in front of foreground tiles are now properly displayed after stuff in the background. Release Build 7635.

mac-build
sigonasr2 9 months ago
parent 09571da405
commit 305131d7db
  1. 398
      Adventures in Lestoria/AdventuresInLestoria.cpp
  2. 2
      Adventures in Lestoria/AdventuresInLestoria.h
  3. 4
      Adventures in Lestoria/Bullet.cpp
  4. 5
      Adventures in Lestoria/Bullet.h
  5. 2
      Adventures in Lestoria/BulletTypes.h
  6. 4
      Adventures in Lestoria/Effect.cpp
  7. 9
      Adventures in Lestoria/Effect.h
  8. 2
      Adventures in Lestoria/FrogTongue.cpp
  9. 6
      Adventures in Lestoria/ItemDrop.cpp
  10. 6
      Adventures in Lestoria/ItemDrop.h
  11. 33
      Adventures in Lestoria/Map.cpp
  12. 9
      Adventures in Lestoria/Map.h
  13. 2
      Adventures in Lestoria/Meteor.cpp
  14. 12
      Adventures in Lestoria/Monster.cpp
  15. 10
      Adventures in Lestoria/Monster.h
  16. 2
      Adventures in Lestoria/Pathfinding.cpp
  17. 2
      Adventures in Lestoria/Pathfinding.h
  18. 1
      Adventures in Lestoria/Player.h
  19. 2
      Adventures in Lestoria/PulsatingFire.cpp
  20. 9
      Adventures in Lestoria/TSXParser.h
  21. 2
      Adventures in Lestoria/Version.h
  22. 148
      Adventures in Lestoria/assets/Campaigns/Intro_Map.tmx
  23. BIN
      Adventures in Lestoria/assets/gamepack.pak
  24. 82
      Adventures in Lestoria/assets/maps/Decorations_c1_No_Shadow24x24.tsx
  25. 303
      Adventures in Lestoria/assets/maps/End_of_Map.tmx
  26. 4
      Adventures in Lestoria/olcUTIL_DataFile.h
  27. 3
      Adventures in Lestoria/safemap.h
  28. BIN
      x64/Release/Adventures in Lestoria.exe

@ -786,12 +786,13 @@ void AiL::PopulateRenderLists(){
dropsBeforeUpper.clear(); dropsBeforeUpper.clear();
dropsAfterUpper.clear(); dropsAfterUpper.clear();
tilePreparationList.clear(); tilesWithCollision.clear();
tileForegroundList.clear(); tilesWithoutCollision.clear();
Player*pl=GetPlayer(); Player*pl=GetPlayer();
pl->rendered=false;
std::sort(MONSTER_LIST.begin(),MONSTER_LIST.end(),[](Monster&m1,Monster&m2){return m1->GetPos().y<m2->GetPos().y;}); std::sort(MONSTER_LIST.begin(),MONSTER_LIST.end(),[](Monster&m1,Monster&m2){return m1.GetPos().y<m2.GetPos().y;});
std::sort(ItemDrop::drops.begin(),ItemDrop::drops.end(),[](ItemDrop&id1,ItemDrop&id2){return id1.GetPos().y<id2.GetPos().y;}); std::sort(ItemDrop::drops.begin(),ItemDrop::drops.end(),[](ItemDrop&id1,ItemDrop&id2){return id1.GetPos().y<id2.GetPos().y;});
std::sort(BULLET_LIST.begin(),BULLET_LIST.end(),[](std::unique_ptr<Bullet>&b1,std::unique_ptr<Bullet>&b2){return b1->pos.y<b2->pos.y;}); std::sort(BULLET_LIST.begin(),BULLET_LIST.end(),[](std::unique_ptr<Bullet>&b1,std::unique_ptr<Bullet>&b2){return b1->pos.y<b2->pos.y;});
std::sort(foregroundEffects.begin(),foregroundEffects.end(),[](std::unique_ptr<Effect>&e1,std::unique_ptr<Effect>&e2){return e1->pos.y<e2->pos.y;}); std::sort(foregroundEffects.begin(),foregroundEffects.end(),[](std::unique_ptr<Effect>&e1,std::unique_ptr<Effect>&e2){return e1->pos.y<e2->pos.y;});
@ -1098,38 +1099,9 @@ void AiL::RenderWorld(float fElapsedTime){
} }
#pragma endregion #pragma endregion
for(Monster&m:MONSTER_LIST){
m.strategyDraw(this,m,MONSTER_DATA[m.GetName()].GetAIStrategy());
}
if(player->GetZ()>0){
vf2d shadowScale=vf2d{8*player->GetSizeMult()/3.f,1}/std::max(1.f,player->GetZ()/24);
view.DrawDecal(player->GetPos()-vf2d{3,3}*shadowScale/2+vf2d{0,6*player->GetSizeMult()},GFX["circle.png"].Decal(),shadowScale,BLACK);
}
for(Effect*e:backgroundEffectsLower){
e->rendered=false;
}
for(ZoneData&zone:endZones){ for(ZoneData&zone:endZones){
RenderZone(zone.zone); RenderZone(zone.zone);
} }
for(int index:dropsBeforeLower){
ItemDrop::drops[index].Draw();
}
for(Monster*m:monstersBeforeLower){
m->Draw();
}
if(!player->upperLevel){
RenderPlayer(player->GetPos(),{1,1});
}
for(int index:dropsAfterLower){
ItemDrop::drops[index].Draw();
}
for(Monster*m:monstersAfterLower){
m->Draw();
}
for(Bullet*b:bulletsLower){
b->rendered=false;
}
auto RenderPrecastTargetingIndicator=[&](){ auto RenderPrecastTargetingIndicator=[&](){
if(player->GetState()==State::PREP_CAST){ if(player->GetState()==State::PREP_CAST){
float precastSize=GetPlayer()->castPrepAbility->precastInfo.size; float precastSize=GetPlayer()->castPrepAbility->precastInfo.size;
@ -1155,52 +1127,134 @@ void AiL::RenderWorld(float fElapsedTime){
for(TileGroup&group:foregroundTileGroups){ for(TileGroup&group:foregroundTileGroups){
if(view.IsRectVisible(group.GetRange().pos,group.GetRange().size)){ if(view.IsRectVisible(group.GetRange().pos,group.GetRange().size)){
if(geom2d::overlaps(group.GetFadeRange(),player->pos)){ if(geom2d::overlaps(group.GetFadeRange(),player->pos)){
group.playerBehind=true;
if(GameState::STATE!=GameState::states[States::MAIN_MENU]){ //Don't fade out tile groups while we are on the main menu. if(GameState::STATE!=GameState::states[States::MAIN_MENU]){ //Don't fade out tile groups while we are on the main menu.
group.fadeFactor=std::min(group.fadeFactor+fElapsedTime,TileGroup::FADE_TIME); group.fadeFactor=std::min(group.fadeFactor+fElapsedTime,TileGroup::FADE_TIME);
} }
} else { } else {
group.playerBehind=false;
group.fadeFactor=std::max(group.fadeFactor-fElapsedTime,0.f); group.fadeFactor=std::max(group.fadeFactor-fElapsedTime,0.f);
} }
for(TileRenderData&tile:group.GetTiles()){ for(TileRenderData&tile:group.GetTiles()){
tile.tileOpacity=group.fadeFactor; tile.tileOpacity=group.fadeFactor;
tile.group=&group;
#pragma region Unhiding tile detection #pragma region Unhiding tile detection
auto it=tile.tileSheet.tileset->foregroundTiles.find(tile.tileID); //We're looking for tiles that are marked as should not be faded away by a tile group. auto it=tile.tileSheet.tileset->foregroundTiles.find(tile.tileID); //We're looking for tiles that are marked as should not be faded away by a tile group.
if(it!=tile.tileSheet.tileset->foregroundTiles.end()){ if(it!=tile.tileSheet.tileset->foregroundTiles.end()){
if(!(*it).second.hide)tile.tileOpacity=0.f; if(!(*it).second.hide)tile.tileOpacity=0.f;
} }
#pragma endregion #pragma endregion
if(tile.tileSheet.tileset->collision.find(tile.tileID)!=tile.tileSheet.tileset->collision.end()){ if(tile.tileSheet.tileset->collision.find(tile.tileID)!=tile.tileSheet.tileset->collision.end()){
tilePreparationList.push_back(&tile); tilesWithCollision.push_back(&tile);
}else{ }else{
tileForegroundList.push_back(&tile); tilesWithoutCollision.push_back(&tile); //Tiles without collision are assumed to always be in the foreground. They don't have any depth rules.
} }
} }
} }
} }
#pragma endregion #pragma endregion
std::sort(tilePreparationList.begin(),tilePreparationList.end(),[](TileRenderData*tile1,TileRenderData*tile2){return tile1->pos.y<tile2->pos.y||tile1->pos.y==tile2->pos.y&&tile1->layerID<tile2->layerID;}); std::sort(tilesWithCollision.begin(),tilesWithCollision.end(),[](TileRenderData*tile1,TileRenderData*tile2){
std::sort(tileForegroundList.begin(),tileForegroundList.end(),[](TileRenderData*tile1,TileRenderData*tile2){return tile1->layerID<tile2->layerID;}); if(tile1->group->GetCollisionRange().middle().y!=tile2->group->GetCollisionRange().middle().y){
return tile1->group->GetCollisionRange().middle().y<tile2->group->GetCollisionRange().middle().y;
}else
if(tile1->pos.y!=tile2->pos.y){
return tile1->pos.y<tile2->pos.y;
}else{
return tile1->layerID<tile2->layerID;
}
});
std::sort(tilesWithoutCollision.begin(),tilesWithoutCollision.end(),[](TileRenderData*tile1,TileRenderData*tile2){return tile1->layerID<tile2->layerID;});
#pragma region Foreground Rendering w/Depth #pragma region Foreground Rendering w/Depth
int tilePrevY=0; for(TileRenderData*tile:tilesWithCollision){
for(TileRenderData*tile:tilePreparationList){
tilePrevY=tile->pos.y+12;
#pragma region Depth Ordered Rendering #pragma region Depth Ordered Rendering
for(Effect*e:backgroundEffectsLower){ for(auto it=monstersBeforeLower.begin();it!=monstersBeforeLower.end();++it){
if(!e->rendered&&e->pos.y<tilePrevY){ Monster&m=**it;
e->rendered=true; if(m.pos.y<tile->group->GetCollisionRange().middle().y){
e->Draw(); m.Draw();
m.strategyDraw(this,m,MONSTER_DATA[m.GetName()].GetAIStrategy());
it=monstersBeforeLower.erase(it);
if(it==monstersBeforeLower.end())break;
--it;
continue;
}
break;
}
for(auto it=bulletsLower.begin();it!=bulletsLower.end();++it){
const Bullet&b=**it;
if(b.pos.y<tile->group->GetCollisionRange().middle().y){
b.Draw();
it=bulletsLower.erase(it);
if(it==bulletsLower.end())break;
--it;
continue;
}
break;
}
for(auto it=backgroundEffectsLower.begin();it!=backgroundEffectsLower.end();++it){
const Effect&e=**it;
if(e.pos.y<tile->group->GetCollisionRange().middle().y){
e.Draw();
it=backgroundEffectsLower.erase(it);
if(it==backgroundEffectsLower.end())break;
--it;
continue;
}
break;
}
for(auto it=dropsBeforeLower.begin();it!=dropsBeforeLower.end();++it){
const ItemDrop&drop=ItemDrop::drops[*it];
if(drop.pos.y<tile->group->GetCollisionRange().middle().y){
drop.Draw();
it=dropsBeforeLower.erase(it);
if(it==dropsBeforeLower.end())break;
--it;
continue;
}
break;
}
if(!player->rendered&&!player->upperLevel&&player->GetPos().y<tile->group->GetCollisionRange().middle().y){
player->rendered=true;
if(player->GetZ()>0){
vf2d shadowScale=vf2d{8*player->GetSizeMult()/3.f,1}/std::max(1.f,player->GetZ()/24);
view.DrawDecal(player->GetPos()-vf2d{3,3}*shadowScale/2+vf2d{0,6*player->GetSizeMult()},GFX["circle.png"].Decal(),shadowScale,BLACK);
}
RenderPlayer(player->GetPos(),{1,1});
}
for(auto it=monstersAfterLower.begin();it!=monstersAfterLower.end();++it){
Monster&m=**it;
if(m.pos.y<tile->group->GetCollisionRange().middle().y){
m.Draw();
m.strategyDraw(this,m,MONSTER_DATA[m.GetName()].GetAIStrategy());
it=monstersAfterLower.erase(it);
if(it==monstersAfterLower.end())break;
--it;
continue;
}
break;
}
for(auto it=dropsAfterLower.begin();it!=dropsAfterLower.end();++it){
const ItemDrop&drop=ItemDrop::drops[*it];
if(drop.pos.y<tile->group->GetCollisionRange().middle().y){
drop.Draw();
it=dropsAfterLower.erase(it);
if(it==dropsAfterLower.end())break;
--it;
continue;
} }
break;
} }
for(Bullet*b:bulletsLower){ for(auto it=foregroundEffectsLower.begin();it!=foregroundEffectsLower.end();++it){
if(!b->rendered&&b->pos.y<tilePrevY){ const Effect&e=**it;
b->rendered=true; if(e.pos.y<tile->group->GetCollisionRange().middle().y){
b->Draw(); e.Draw();
it=foregroundEffectsLower.erase(it);
if(it==foregroundEffectsLower.end())break;
--it;
continue;
} }
break;
} }
#pragma endregion #pragma endregion
RenderTile(*tile,{255,255,255,uint8_t(255-tile->tileOpacity/TileGroup::FADE_TIME*TileGroup::FADE_AMT)}); RenderTile(*tile,{255,255,255,uint8_t(255-tile->tileOpacity/TileGroup::FADE_TIME*TileGroup::FADE_AMT)});
@ -1222,20 +1276,39 @@ void AiL::RenderWorld(float fElapsedTime){
} }
} }
#pragma endregion #pragma endregion
#pragma region Remaining Bullet and Effect Rendering #pragma region Remaining Rendering
for(Effect*e:backgroundEffectsLower){ for(const Monster*const m:monstersBeforeLower){
if(!e->rendered){ m->Draw();
e->Draw(); }
} for(const Bullet*const b:bulletsLower){
b->Draw();
}
for(const Effect*const e:backgroundEffectsLower){
e->Draw();
} }
for(Bullet*b:bulletsLower){ for(const int dropInd:dropsBeforeLower){
if(!b->rendered){ ItemDrop::drops[dropInd].Draw();
b->Draw(); }
if(!player->rendered&&!player->upperLevel){
player->rendered=true;
if(player->GetZ()>0){
vf2d shadowScale=vf2d{8*player->GetSizeMult()/3.f,1}/std::max(1.f,player->GetZ()/24);
view.DrawDecal(player->GetPos()-vf2d{3,3}*shadowScale/2+vf2d{0,6*player->GetSizeMult()},GFX["circle.png"].Decal(),shadowScale,BLACK);
} }
RenderPlayer(player->GetPos(),{1,1});
}
for(const Monster*const m:monstersAfterLower){
m->Draw();
}
for(const int dropInd:dropsAfterLower){
ItemDrop::drops[dropInd].Draw();
}
for(const Effect*const e:foregroundEffectsLower){
e->Draw();
} }
#pragma endregion #pragma endregion
#pragma region Permanent Foreground Rendering #pragma region Permanent Foreground Rendering
for(TileRenderData*tile:tileForegroundList){ for(TileRenderData*tile:tilesWithoutCollision){
RenderTile(*tile,{255,255,255,uint8_t(255-tile->tileOpacity/TileGroup::FADE_TIME*TileGroup::FADE_AMT)}); RenderTile(*tile,{255,255,255,uint8_t(255-tile->tileOpacity/TileGroup::FADE_TIME*TileGroup::FADE_AMT)});
float distToPlayer=geom2d::line<float>(player->GetPos(),tile->pos+vf2d{12,12}).length(); float distToPlayer=geom2d::line<float>(player->GetPos(),tile->pos+vf2d{12,12}).length();
if(distToPlayer<24*3&&tile->tileOpacity>0&&tile->tileSheet.tileset->collision.find(tile->tileID)!=tile->tileSheet.tileset->collision.end()){ if(distToPlayer<24*3&&tile->tileOpacity>0&&tile->tileSheet.tileset->collision.find(tile->tileID)!=tile->tileSheet.tileset->collision.end()){
@ -1255,12 +1328,9 @@ void AiL::RenderWorld(float fElapsedTime){
} }
} }
#pragma endregion #pragma endregion
for(Effect*e:foregroundEffectsLower){
e->Draw();
}
tilePreparationList.clear(); tilesWithCollision.clear();
tileForegroundList.clear(); tilesWithoutCollision.clear();
#pragma region Bridge Layer Rendering #pragma region Bridge Layer Rendering
if(bridgeLayer!=nullptr){ if(bridgeLayer!=nullptr){
@ -1291,30 +1361,11 @@ void AiL::RenderWorld(float fElapsedTime){
} }
} }
#pragma endregion #pragma endregion
for(Effect*e:backgroundEffectsUpper){
e->rendered=false;
}
for(ZoneData&zone:upperEndZones){ for(ZoneData&zone:upperEndZones){
RenderZone(zone.zone); RenderZone(zone.zone);
} }
for(int index:dropsBeforeUpper){
ItemDrop::drops[index].Draw();
}
for(Monster*m:monstersBeforeUpper){
m->Draw();
}
if(player->upperLevel){
RenderPlayer(player->GetPos(),{1,1});
}
for(int index:dropsAfterUpper){
ItemDrop::drops[index].Draw();
}
for(Monster*m:monstersAfterUpper){
m->Draw();
}
for(Bullet*b:bulletsUpper){
b->rendered=false;
}
if(player->OnUpperLevel()){ if(player->OnUpperLevel()){
RenderPrecastTargetingIndicator(); RenderPrecastTargetingIndicator();
} }
@ -1323,53 +1374,134 @@ void AiL::RenderWorld(float fElapsedTime){
for(TileGroup&group:upperForegroundTileGroups){ for(TileGroup&group:upperForegroundTileGroups){
if(view.IsRectVisible(group.GetRange().pos,group.GetRange().size)){ if(view.IsRectVisible(group.GetRange().pos,group.GetRange().size)){
if(geom2d::overlaps(group.GetFadeRange(),player->pos)){ if(geom2d::overlaps(group.GetFadeRange(),player->pos)){
group.playerBehind=true;
if(GameState::STATE!=GameState::states[States::MAIN_MENU]){ //Don't fade out tile groups while we are on the main menu. if(GameState::STATE!=GameState::states[States::MAIN_MENU]){ //Don't fade out tile groups while we are on the main menu.
group.fadeFactor=std::min(group.fadeFactor+fElapsedTime,TileGroup::FADE_TIME); group.fadeFactor=std::min(group.fadeFactor+fElapsedTime,TileGroup::FADE_TIME);
} }
} else { } else {
group.playerBehind=false;
group.fadeFactor=std::max(group.fadeFactor-fElapsedTime,0.f); group.fadeFactor=std::max(group.fadeFactor-fElapsedTime,0.f);
} }
for(TileRenderData&tile:group.GetTiles()){ for(TileRenderData&tile:group.GetTiles()){
tile.tileOpacity=group.fadeFactor; tile.tileOpacity=group.fadeFactor;
tile.group=&group;
#pragma region Unhiding tile detection #pragma region Unhiding tile detection
auto it=tile.tileSheet.tileset->upperForegroundTiles.find(tile.tileID); //We're looking for tiles that are marked as should not be faded away by a tile group. auto it=tile.tileSheet.tileset->upperForegroundTiles.find(tile.tileID); //We're looking for tiles that are marked as should not be faded away by a tile group.
if(it!=tile.tileSheet.tileset->upperForegroundTiles.end()){ if(it!=tile.tileSheet.tileset->upperForegroundTiles.end()){
if(!(*it).second.hide)tile.tileOpacity=0.f; if(!(*it).second.hide)tile.tileOpacity=0.f;
} }
#pragma endregion #pragma endregion
if(tile.tileSheet.tileset->collision.find(tile.tileID)!=tile.tileSheet.tileset->collision.end()){ if(tile.tileSheet.tileset->collision.find(tile.tileID)!=tile.tileSheet.tileset->collision.end()){
tilePreparationList.push_back(&tile); tilesWithCollision.push_back(&tile);
}else{ }else{
tileForegroundList.push_back(&tile); tilesWithoutCollision.push_back(&tile);
} }
} }
} }
} }
#pragma endregion #pragma endregion
std::sort(tilePreparationList.begin(),tilePreparationList.end(),[](TileRenderData*tile1,TileRenderData*tile2){return tile1->pos.y<tile2->pos.y||tile1->pos.y==tile2->pos.y&&tile1->layerID<tile2->layerID;}); std::sort(tilesWithCollision.begin(),tilesWithCollision.end(),[](TileRenderData*tile1,TileRenderData*tile2){
std::sort(tileForegroundList.begin(),tileForegroundList.end(),[](TileRenderData*tile1,TileRenderData*tile2){return tile1->pos.y<tile2->pos.y||tile1->pos.y==tile2->pos.y&&tile1->layerID<tile2->layerID;}); if(tile1->group->GetCollisionRange().middle().y!=tile2->group->GetCollisionRange().middle().y){
return tile1->group->GetCollisionRange().middle().y<tile2->group->GetCollisionRange().middle().y;
}else
if(tile1->pos.y!=tile2->pos.y){
return tile1->pos.y<tile2->pos.y;
}else{
return tile1->layerID<tile2->layerID;
}
});
std::sort(tilesWithoutCollision.begin(),tilesWithoutCollision.end(),[](TileRenderData*tile1,TileRenderData*tile2){return tile1->layerID<tile2->layerID;});
#pragma region Upper Foreground Rendering w/Depth #pragma region Upper Foreground Rendering w/Depth
tilePrevY=0; for(TileRenderData*tile:tilesWithCollision){
for(TileRenderData*tile:tilePreparationList){
tilePrevY=tile->pos.y+12;
#pragma region Depth Ordered Upper Rendering #pragma region Depth Ordered Upper Rendering
for(Effect*e:backgroundEffectsUpper){ for(auto it=monstersBeforeUpper.begin();it!=monstersBeforeUpper.end();++it){
if(!e->rendered&&e->pos.y<tilePrevY){ Monster&m=**it;
e->rendered=true; if(m.pos.y<tile->group->GetCollisionRange().middle().y){
e->Draw(); m.Draw();
m.strategyDraw(this,m,MONSTER_DATA[m.GetName()].GetAIStrategy());
it=monstersBeforeUpper.erase(it);
if(it==monstersBeforeUpper.end())break;
--it;
continue;
}
break;
}
for(auto it=bulletsUpper.begin();it!=bulletsUpper.end();++it){
const Bullet&b=**it;
if(b.pos.y<tile->group->GetCollisionRange().middle().y){
b.Draw();
it=bulletsUpper.erase(it);
if(it==bulletsUpper.end())break;
--it;
continue;
}
break;
}
for(auto it=backgroundEffectsUpper.begin();it!=backgroundEffectsUpper.end();++it){
const Effect&e=**it;
if(e.pos.y<tile->group->GetCollisionRange().middle().y){
e.Draw();
it=backgroundEffectsUpper.erase(it);
if(it==backgroundEffectsUpper.end())break;
--it;
continue;
}
break;
}
for(auto it=dropsBeforeUpper.begin();it!=dropsBeforeUpper.end();++it){
const ItemDrop&drop=ItemDrop::drops[*it];
if(drop.pos.y<tile->group->GetCollisionRange().middle().y){
drop.Draw();
it=dropsBeforeUpper.erase(it);
if(it==dropsBeforeUpper.end())break;
--it;
continue;
}
break;
}
if(!player->rendered&&player->upperLevel&&player->GetPos().y<tile->group->GetCollisionRange().middle().y){
player->rendered=true;
if(player->GetZ()>0){
vf2d shadowScale=vf2d{8*player->GetSizeMult()/3.f,1}/std::max(1.f,player->GetZ()/24);
view.DrawDecal(player->GetPos()-vf2d{3,3}*shadowScale/2+vf2d{0,6*player->GetSizeMult()},GFX["circle.png"].Decal(),shadowScale,BLACK);
} }
RenderPlayer(player->GetPos(),{1,1});
} }
for(Bullet*b:bulletsUpper){ for(auto it=monstersAfterUpper.begin();it!=monstersAfterUpper.end();++it){
if(!b->rendered&&b->pos.y<tilePrevY){ Monster&m=**it;
b->rendered=true; if(m.pos.y<tile->group->GetCollisionRange().middle().y){
b->Draw(); m.Draw();
m.strategyDraw(this,m,MONSTER_DATA[m.GetName()].GetAIStrategy());
it=monstersAfterUpper.erase(it);
if(it==monstersAfterUpper.end())break;
--it;
continue;
} }
break;
}
for(auto it=dropsAfterUpper.begin();it!=dropsAfterUpper.end();++it){
const ItemDrop&drop=ItemDrop::drops[*it];
if(drop.pos.y<tile->group->GetCollisionRange().middle().y){
drop.Draw();
it=dropsAfterUpper.erase(it);
if(it==dropsAfterUpper.end())break;
--it;
continue;
}
break;
}
for(auto it=foregroundEffectsUpper.begin();it!=foregroundEffectsUpper.end();++it){
const Effect&e=**it;
if(e.pos.y<tile->group->GetCollisionRange().middle().y){
e.Draw();
it=foregroundEffectsUpper.erase(it);
if(it==foregroundEffectsUpper.end())break;
--it;
continue;
}
break;
} }
#pragma endregion #pragma endregion
RenderTile(*tile,{255,255,255,uint8_t(255-tile->tileOpacity/TileGroup::FADE_TIME*TileGroup::FADE_AMT)}); RenderTile(*tile,{255,255,255,uint8_t(255-tile->tileOpacity/TileGroup::FADE_TIME*TileGroup::FADE_AMT)});
@ -1383,20 +1515,39 @@ void AiL::RenderWorld(float fElapsedTime){
} }
} }
#pragma endregion #pragma endregion
#pragma region Remaining Upper Bullet and Effect Rendering #pragma region Remaining Upper Rendering
for(Effect*e:backgroundEffectsUpper){ for(const Monster*const m:monstersBeforeUpper){
if(!e->rendered){ m->Draw();
e->Draw(); }
} for(const Bullet*const b:bulletsUpper){
b->Draw();
}
for(const Effect*const e:backgroundEffectsUpper){
e->Draw();
} }
for(Bullet*b:bulletsUpper){ for(const int dropInd:dropsBeforeUpper){
if(!b->rendered){ ItemDrop::drops[dropInd].Draw();
b->Draw(); }
if(!player->rendered&&player->upperLevel){
player->rendered=true;
if(player->GetZ()>0){
vf2d shadowScale=vf2d{8*player->GetSizeMult()/3.f,1}/std::max(1.f,player->GetZ()/24);
view.DrawDecal(player->GetPos()-vf2d{3,3}*shadowScale/2+vf2d{0,6*player->GetSizeMult()},GFX["circle.png"].Decal(),shadowScale,BLACK);
} }
RenderPlayer(player->GetPos(),{1,1});
}
for(const Monster*const m:monstersAfterUpper){
m->Draw();
}
for(const int dropInd:dropsAfterUpper){
ItemDrop::drops[dropInd].Draw();
}
for(const Effect*const e:foregroundEffectsUpper){
e->Draw();
} }
#pragma endregion #pragma endregion
#pragma region Permanent Upper Foreground Rendering #pragma region Permanent Upper Foreground Rendering
for(TileRenderData*tile:tileForegroundList){ for(TileRenderData*tile:tilesWithoutCollision){
RenderTile(*tile,{255,255,255,uint8_t(255-tile->tileOpacity/TileGroup::FADE_TIME*TileGroup::FADE_AMT)}); RenderTile(*tile,{255,255,255,uint8_t(255-tile->tileOpacity/TileGroup::FADE_TIME*TileGroup::FADE_AMT)});
float distToPlayer=geom2d::line<float>(player->GetPos(),tile->pos+vf2d{12,12}).length(); float distToPlayer=geom2d::line<float>(player->GetPos(),tile->pos+vf2d{12,12}).length();
if(distToPlayer<24*3&&tile->tileOpacity>0&&tile->tileSheet.tileset->collision.find(tile->tileID)!=tile->tileSheet.tileset->collision.end()){ if(distToPlayer<24*3&&tile->tileOpacity>0&&tile->tileSheet.tileset->collision.find(tile->tileID)!=tile->tileSheet.tileset->collision.end()){
@ -1408,9 +1559,6 @@ void AiL::RenderWorld(float fElapsedTime){
} }
} }
#pragma endregion #pragma endregion
for(Effect*e:foregroundEffectsUpper){
e->Draw();
}
for(std::vector<std::shared_ptr<DamageNumber>>::iterator it=DAMAGENUMBER_LIST.begin();it!=DAMAGENUMBER_LIST.end();++it){ for(std::vector<std::shared_ptr<DamageNumber>>::iterator it=DAMAGENUMBER_LIST.begin();it!=DAMAGENUMBER_LIST.end();++it){
DamageNumber*dn=(*it).get(); DamageNumber*dn=(*it).get();
@ -1749,6 +1897,7 @@ void AiL::InitializeLevel(std::string mapFile,MapName map){
MAP_TILESETS["assets/maps/"+baseSourceDir].animationData=tileset.GetData().AnimationData; MAP_TILESETS["assets/maps/"+baseSourceDir].animationData=tileset.GetData().AnimationData;
MAP_TILESETS["assets/maps/"+baseSourceDir].reflectiveData=tileset.GetData().ReflectiveData; MAP_TILESETS["assets/maps/"+baseSourceDir].reflectiveData=tileset.GetData().ReflectiveData;
MAP_TILESETS["assets/maps/"+baseSourceDir].isTerrain=tileset.GetData().isTerrain; MAP_TILESETS["assets/maps/"+baseSourceDir].isTerrain=tileset.GetData().isTerrain;
MAP_TILESETS["assets/maps/"+baseSourceDir].collision.SetInitialized();
std::cout<<"assets/maps/"+baseSourceDir<<" Animation Data Size: "<<MAP_TILESETS["assets/maps/"+baseSourceDir].animationData.size()<<std::endl; std::cout<<"assets/maps/"+baseSourceDir<<" Animation Data Size: "<<MAP_TILESETS["assets/maps/"+baseSourceDir].animationData.size()<<std::endl;
std::string mapPath="assets/maps/"+tileset.GetData().ImageData.data["source"]; std::string mapPath="assets/maps/"+tileset.GetData().ImageData.data["source"];
if(gamepack.Loaded()){ if(gamepack.Loaded()){
@ -2016,7 +2165,6 @@ void AiL::_PrepareLevel(MapName map,MusicChange changeMusic){
} }
} }
} }
for(TileGroup&group:foregroundTileGroups){ for(TileGroup&group:foregroundTileGroups){
std::sort(group.GetTiles().begin(),group.GetTiles().end(),[](TileRenderData&t1,TileRenderData&t2){return t1.layerID<t2.layerID;}); std::sort(group.GetTiles().begin(),group.GetTiles().end(),[](TileRenderData&t1,TileRenderData&t2){return t1.layerID<t2.layerID;});
} }
@ -2093,6 +2241,12 @@ void AiL::_PrepareLevel(MapName map,MusicChange changeMusic){
}; };
SplitUp(foregroundTileGroups); SplitUp(foregroundTileGroups);
SplitUp(upperForegroundTileGroups); SplitUp(upperForegroundTileGroups);
std::sort(foregroundTileGroups.begin(),foregroundTileGroups.end(),[&](TileGroup&group1,TileGroup&group2){
return group1.GetCollisionRange().middle().y<group2.GetCollisionRange().middle().y;
});
std::sort(upperForegroundTileGroups.begin(),upperForegroundTileGroups.end(),[&](TileGroup&group1,TileGroup&group2){
return group1.GetCollisionRange().middle().y<group2.GetCollisionRange().middle().y;
});
return true; return true;
}); });
#pragma endregion #pragma endregion

@ -120,7 +120,7 @@ public:
std::map<MapName,Map>MAP_DATA; std::map<MapName,Map>MAP_DATA;
private: private:
std::vector<std::unique_ptr<Effect>>foregroundEffects,backgroundEffects,foregroundEffectsToBeInserted,backgroundEffectsToBeInserted; std::vector<std::unique_ptr<Effect>>foregroundEffects,backgroundEffects,foregroundEffectsToBeInserted,backgroundEffectsToBeInserted;
std::vector<TileRenderData*>tilePreparationList,tileForegroundList; std::vector<TileRenderData*>tilesWithCollision,tilesWithoutCollision;
std::vector<int>dropsBeforeLower,dropsAfterLower,dropsBeforeUpper,dropsAfterUpper; std::vector<int>dropsBeforeLower,dropsAfterLower,dropsBeforeUpper,dropsAfterUpper;
std::vector<ZoneData>endZones,upperEndZones; std::vector<ZoneData>endZones,upperEndZones;
std::vector<vf2d>circleCooldownPoints; std::vector<vf2d>circleCooldownPoints;

@ -53,7 +53,7 @@ Bullet::Bullet(vf2d pos,vf2d vel,float radius,int damage,std::string animation,b
this->animation.ChangeState(internal_animState,animation); this->animation.ChangeState(internal_animState,animation);
}; };
Animate2D::Frame Bullet::GetFrame(){ Animate2D::Frame Bullet::GetFrame()const{
return animation.GetFrame(internal_animState); return animation.GetFrame(internal_animState);
} }
void Bullet::UpdateFadeTime(float fElapsedTime) void Bullet::UpdateFadeTime(float fElapsedTime)
@ -68,7 +68,7 @@ void Bullet::UpdateFadeTime(float fElapsedTime)
void Bullet::Update(float fElapsedTime){} void Bullet::Update(float fElapsedTime){}
void Bullet::Draw(){ void Bullet::Draw()const{
auto lerp=[](uint8_t f1,uint8_t f2,float t){return uint8_t((float(f2)*t)+f1*(1-t));}; auto lerp=[](uint8_t f1,uint8_t f2,float t){return uint8_t((float(f2)*t)+f1*(1-t));};
if(animated){ if(animated){

@ -56,7 +56,6 @@ struct Bullet{
float fadeOutTime=0; //Setting the fade out time causes the bullet's lifetime to be set to the fadeout time as well, as that's when the bullet's alpha will reach 0, so it dies. float fadeOutTime=0; //Setting the fade out time causes the bullet's lifetime to be set to the fadeout time as well, as that's when the bullet's alpha will reach 0, so it dies.
bool friendly=false; //Whether or not it's a player bullet or enemy bullet. bool friendly=false; //Whether or not it's a player bullet or enemy bullet.
bool upperLevel=false; bool upperLevel=false;
bool rendered=false;
bool alwaysOnTop=false; bool alwaysOnTop=false;
protected: protected:
float fadeOutTimer=0; float fadeOutTimer=0;
@ -79,7 +78,7 @@ public:
virtual bool PlayerHit(Player*player); virtual bool PlayerHit(Player*player);
//Used by special bullets to control custom despawning behavior! Return true when the bullet should be destroyed. Return false to handle it otherwise (like deactivating it instead). You become responsible for getting rid of the bullet. //Used by special bullets to control custom despawning behavior! Return true when the bullet should be destroyed. Return false to handle it otherwise (like deactivating it instead). You become responsible for getting rid of the bullet.
virtual bool MonsterHit(Monster&monster); virtual bool MonsterHit(Monster&monster);
Animate2D::Frame GetFrame(); Animate2D::Frame GetFrame()const;
virtual void Draw(); virtual void Draw()const;
bool OnUpperLevel(); bool OnUpperLevel();
}; };

@ -89,7 +89,7 @@ struct FrogTongue:public Bullet{
void Update(float fElapsedTime)override; void Update(float fElapsedTime)override;
bool PlayerHit(Player*player)override; bool PlayerHit(Player*player)override;
bool MonsterHit(Monster&monster)override; bool MonsterHit(Monster&monster)override;
void Draw()override; void Draw()const override;
}; };
struct Wisp:public Bullet{ struct Wisp:public Bullet{

@ -68,7 +68,7 @@ bool Effect::Update(float fElapsedTime){
return true; return true;
} }
void Effect::Draw(){ void Effect::Draw()const{
if(additiveBlending)game->SetDecalMode(DecalMode::ADDITIVE); if(additiveBlending)game->SetDecalMode(DecalMode::ADDITIVE);
if(fadeout==0){ if(fadeout==0){
game->view.DrawPartialRotatedDecal(pos,GetFrame().GetSourceImage()->Decal(),rotation,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,size,col); game->view.DrawPartialRotatedDecal(pos,GetFrame().GetSourceImage()->Decal(),rotation,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,size,col);
@ -78,7 +78,7 @@ void Effect::Draw(){
game->SetDecalMode(DecalMode::NORMAL); game->SetDecalMode(DecalMode::NORMAL);
} }
Animate2D::Frame Effect::GetFrame(){ Animate2D::Frame Effect::GetFrame()const{
return animation.GetFrame(internal_animState); return animation.GetFrame(internal_animState);
} }

@ -49,15 +49,14 @@ struct Effect{
float rotation=0; float rotation=0;
float rotationSpd=0; float rotationSpd=0;
bool additiveBlending=false; bool additiveBlending=false;
bool rendered=false;
private: private:
bool dead=false; bool dead=false;
public: public:
Effect(vf2d pos,float lifetime,std::string imgFile,bool upperLevel,float size=1.0f,float fadeout=0.0f,vf2d spd={},Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false); Effect(vf2d pos,float lifetime,std::string imgFile,bool upperLevel,float size=1.0f,float fadeout=0.0f,vf2d spd={},Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false);
Effect(vf2d pos,float lifetime,std::string imgFile,bool upperLevel,vf2d size={1,1},float fadeout=0.0f,vf2d spd={},Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false); Effect(vf2d pos,float lifetime,std::string imgFile,bool upperLevel,vf2d size={1,1},float fadeout=0.0f,vf2d spd={},Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false);
virtual bool Update(float fElapsedTime); virtual bool Update(float fElapsedTime);
Animate2D::Frame GetFrame(); Animate2D::Frame GetFrame()const;
virtual void Draw(); virtual void Draw()const;
bool OnUpperLevel(); bool OnUpperLevel();
protected: protected:
float original_fadeoutTime; float original_fadeoutTime;
@ -72,7 +71,7 @@ struct Meteor:Effect{
float startLifetime=0; float startLifetime=0;
bool shakeField=false; bool shakeField=false;
bool Update(float fElapsedTime)override; bool Update(float fElapsedTime)override;
void Draw()override; void Draw()const override;
}; };
struct PulsatingFire:Effect{ struct PulsatingFire:Effect{
@ -81,5 +80,5 @@ struct PulsatingFire:Effect{
float lastParticleTimer=0; float lastParticleTimer=0;
float lastDamageTimer=0; float lastDamageTimer=0;
bool Update(float fElapsedTime)override; bool Update(float fElapsedTime)override;
void Draw()override; void Draw()const override;
}; };

@ -87,7 +87,7 @@ bool FrogTongue::MonsterHit(Monster&monster){
monster.Knockback(geom2d::line<float>(pos+drawVec,targetPos).vector()*knockbackStrength); monster.Knockback(geom2d::line<float>(pos+drawVec,targetPos).vector()*knockbackStrength);
return false; return false;
} }
void FrogTongue::Draw(){ void FrogTongue::Draw()const{
geom2d::line<float>lineToTarget(pos,targetPos); geom2d::line<float>lineToTarget(pos,targetPos);
vf2d drawVec=lineToTarget.vector().norm()*3; vf2d drawVec=lineToTarget.vector().norm()*3;

@ -58,7 +58,7 @@ ItemDrop::ItemDrop(ItemInfo*item,vf2d pos,bool isUpper)
randomSpinOffset=util::random(PI/2); randomSpinOffset=util::random(PI/2);
} }
vf2d ItemDrop::GetPos(){ vf2d ItemDrop::GetPos()const{
return pos; return pos;
} }
@ -66,7 +66,7 @@ bool ItemDrop::OnUpperLevel(){
return upperLevel; return upperLevel;
} }
void ItemDrop::Draw(){ void ItemDrop::Draw()const{
#pragma region Item Drop Shadow Rendering #pragma region Item Drop Shadow Rendering
if(GetZ()>0){ if(GetZ()>0){
vf2d shadowScale=vf2d{8*"ItemDrop.Item Drop Scale"_F/3.f,1}/std::max(1.f,GetZ()/24); vf2d shadowScale=vf2d{8*"ItemDrop.Item Drop Scale"_F/3.f,1}/std::max(1.f,GetZ()/24);
@ -146,7 +146,7 @@ void ItemDrop::UpdateDrops(float fElapsedTime){
ItemOverlay::Update(); ItemOverlay::Update();
} }
float ItemDrop::GetZ(){ float ItemDrop::GetZ()const{
return z; return z;
} }

@ -54,11 +54,11 @@ class ItemDrop{
ItemDrop(ItemInfo*item,vf2d pos,bool isUpper); ItemDrop(ItemInfo*item,vf2d pos,bool isUpper);
public: public:
static void Initialize(); static void Initialize();
vf2d GetPos(); vf2d GetPos()const;
bool OnUpperLevel(); bool OnUpperLevel();
void Draw(); void Draw()const;
static void UpdateDrops(float fElapsedTime); static void UpdateDrops(float fElapsedTime);
float GetZ(); float GetZ()const;
static void SpawnItem(ItemInfo*item,vf2d pos,bool isUpper); static void SpawnItem(ItemInfo*item,vf2d pos,bool isUpper);
ItemInfo*GetItem(); ItemInfo*GetItem();
}; };

@ -73,6 +73,35 @@ void TileGroup::InsertTile(TileRenderData tile){
} }
range={{minX,minY},{maxX-minX,maxY-minY}}; range={{minX,minY},{maxX-minX,maxY-minY}};
} }
if(tile.tileSheet.tileset->collision.find(tile.tileID%1000000)!=tile.tileSheet.tileset->collision.end()){
if(collisionRange.size==vf2d{0,0}){
geom2d::rect<float>collisionRect=tile.tileSheet.tileset->collision[tile.tileID%1000000].collision;
collisionRange={tile.pos+collisionRect.pos,collisionRect.size};
}else{
geom2d::rect<float>newCollision=tile.tileSheet.tileset->collision[tile.tileID%1000000].collision;
newCollision.pos+=tile.pos;
float minX=collisionRange.top().start.x;
float minY=collisionRange.top().start.y;
float maxX=collisionRange.bottom().end.x;
float maxY=collisionRange.bottom().end.y;
if(newCollision.pos.x<minX){
minX=newCollision.pos.x;
}
if(newCollision.pos.x+newCollision.size.x>maxX){
maxX=newCollision.pos.x+newCollision.size.x;
}
if(newCollision.pos.y<minY){
minY=newCollision.pos.y;
}
if(newCollision.pos.y+newCollision.size.y>maxY){
maxY=newCollision.pos.y+newCollision.size.y;
}
collisionRange={{minX,minY},{maxX-minX,maxY-minY}};
}
}
tiles.push_back(tile); tiles.push_back(tile);
} }
@ -87,3 +116,7 @@ geom2d::rect<int>TileGroup::GetFadeRange(){
std::vector<TileRenderData>&TileGroup::GetTiles(){ std::vector<TileRenderData>&TileGroup::GetTiles(){
return tiles; return tiles;
} }
geom2d::rect<float>TileGroup::GetCollisionRange(){
return collisionRange;
}

@ -39,6 +39,7 @@ All rights reserved.
#include "olcUTIL_Geometry2D.h" #include "olcUTIL_Geometry2D.h"
#include <set> #include <set>
#include "TMXParser.h" #include "TMXParser.h"
#include "safemap.h"
struct XMLTag; struct XMLTag;
@ -59,7 +60,7 @@ struct TilesetData{
bool isTerrain=false; bool isTerrain=false;
std::map<int,ForegroundTileTag>foregroundTiles; std::map<int,ForegroundTileTag>foregroundTiles;
std::map<int,ForegroundTileTag>upperForegroundTiles; std::map<int,ForegroundTileTag>upperForegroundTiles;
std::map<float,TileCollisionData>collision; safemap<int,TileCollisionData>collision;
std::map<int,XMLTag>staircaseTiles; std::map<int,XMLTag>staircaseTiles;
std::map<int,std::vector<int>>animationData; std::map<int,std::vector<int>>animationData;
std::set<int>reflectiveData; std::set<int>reflectiveData;
@ -73,12 +74,15 @@ struct TilesheetData{
} }
}; };
struct TileGroup;
struct TileRenderData{ struct TileRenderData{
TilesheetData tileSheet; TilesheetData tileSheet;
vf2d pos; vf2d pos;
vi2d tileSheetPos; vi2d tileSheetPos;
int tileID; int tileID;
int layerID; int layerID;
TileGroup*group=nullptr; //The group that is tied to this render data. Set during rendering phase.
float tileOpacity; float tileOpacity;
bool operator==(const TileRenderData&rhs){ bool operator==(const TileRenderData&rhs){
return tileSheet==rhs.tileSheet&&pos==rhs.pos&&tileSheetPos==rhs.tileSheetPos return tileSheet==rhs.tileSheet&&pos==rhs.pos&&tileSheetPos==rhs.tileSheetPos
@ -89,17 +93,18 @@ struct TileRenderData{
struct TileGroup{ struct TileGroup{
private: private:
geom2d::rect<int>range; geom2d::rect<int>range;
geom2d::rect<float>collisionRange={{},{}};
std::vector<TileRenderData>tiles; std::vector<TileRenderData>tiles;
int minX=0,minY=0,maxX=0,maxY=0; int minX=0,minY=0,maxX=0,maxY=0;
public: public:
static float FADE_TIME; static float FADE_TIME;
//0-255. 255 indicates fully invisible. //0-255. 255 indicates fully invisible.
static uint8_t FADE_AMT; static uint8_t FADE_AMT;
geom2d::rect<float>GetCollisionRange();
geom2d::rect<int>GetRange(); geom2d::rect<int>GetRange();
//The fade range is the bounds in which this tile group will be considered "in range" of a player, one tile in each direction further than its actual range. //The fade range is the bounds in which this tile group will be considered "in range" of a player, one tile in each direction further than its actual range.
geom2d::rect<int>GetFadeRange(); geom2d::rect<int>GetFadeRange();
std::vector<TileRenderData>&GetTiles(); std::vector<TileRenderData>&GetTiles();
void InsertTile(TileRenderData tile); void InsertTile(TileRenderData tile);
bool playerBehind=false;
float fadeFactor=0.f; float fadeFactor=0.f;
}; };

@ -70,7 +70,7 @@ bool Meteor::Update(float fElapsedTime){
return Effect::Update(fElapsedTime); return Effect::Update(fElapsedTime);
} }
void Meteor::Draw(){ void Meteor::Draw()const{
if(lifetime>0){ if(lifetime>0){
vf2d scale=vf2d{192,64}/3.f*(startLifetime+1-lifetime)*0.25*size; vf2d scale=vf2d{192,64}/3.f*(startLifetime+1-lifetime)*0.25*size;
vf2d meteorOffset=vf2d{lifetime*"Wizard.Ability 3.MeteorXMovementMult"_I,0}*"Wizard.Ability 3.MeteorShadowStartingDist"_F; vf2d meteorOffset=vf2d{lifetime*"Wizard.Ability 3.MeteorXMovementMult"_I,0}*"Wizard.Ability 3.MeteorShadowStartingDist"_F;

@ -76,7 +76,7 @@ Monster::Monster(vf2d pos,MonsterData data,bool upperLevel,bool bossMob):
randomFrameOffset=(util::random()%1000)/1000.f; randomFrameOffset=(util::random()%1000)/1000.f;
monsterWalkSoundTimer=util::random(1.f); monsterWalkSoundTimer=util::random(1.f);
} }
vf2d&Monster::GetPos(){ const vf2d&Monster::GetPos()const{
return pos; return pos;
} }
const int Monster::GetHealth()const{ const int Monster::GetHealth()const{
@ -111,10 +111,10 @@ float Monster::GetMoveSpdMult(){
} }
return mod_moveSpd; return mod_moveSpd;
} }
float Monster::GetSizeMult(){ float Monster::GetSizeMult()const{
return size; return size;
} }
Animate2D::Frame Monster::GetFrame(){ Animate2D::Frame Monster::GetFrame()const{
return animation.GetFrame(internal_animState); return animation.GetFrame(internal_animState);
} }
void Monster::PerformJumpAnimation(){ void Monster::PerformJumpAnimation(){
@ -316,7 +316,7 @@ bool Monster::Update(float fElapsedTime){
randomFrameOffset=0; randomFrameOffset=0;
return true; return true;
} }
Key Monster::GetFacingDirection(){ Key Monster::GetFacingDirection()const{
return facingDirection; return facingDirection;
} }
@ -328,7 +328,7 @@ void Monster::UpdateFacingDirection(vf2d facingTargetPoint){
facingDirection=LEFT; facingDirection=LEFT;
} }
} }
void Monster::Draw(){ void Monster::Draw()const{
if(GetZ()>0){ if(GetZ()>0){
vf2d shadowScale=vf2d{8*GetSizeMult()/3.f,1}/std::max(1.f,GetZ()/24); vf2d shadowScale=vf2d{8*GetSizeMult()/3.f,1}/std::max(1.f,GetZ()/24);
game->view.DrawDecal(GetPos()-vf2d{3,3}*shadowScale/2+vf2d{0,6*GetSizeMult()},GFX["circle.png"].Decal(),shadowScale,BLACK); game->view.DrawDecal(GetPos()-vf2d{3,3}*shadowScale/2+vf2d{0,6*GetSizeMult()},GFX["circle.png"].Decal(),shadowScale,BLACK);
@ -359,7 +359,7 @@ void Monster::Draw(){
game->view.FillRectDecal(path.GetSplinePoint(index).pos,{1,1},col); game->view.FillRectDecal(path.GetSplinePoint(index).pos,{1,1},col);
} }
for(size_t counter=0;Pathfinding::sPoint2D&point:path.points){ for(size_t counter=0;const Pathfinding::sPoint2D&point:path.points){
Pixel col=CYAN; Pixel col=CYAN;
if(counter<pathIndex){ if(counter<pathIndex){
col=RED; col=RED;

@ -127,24 +127,24 @@ class Monster:IAttributable{
public: public:
Monster()=delete; Monster()=delete;
Monster(vf2d pos,MonsterData data,bool upperLevel=false,bool bossMob=false); Monster(vf2d pos,MonsterData data,bool upperLevel=false,bool bossMob=false);
vf2d&GetPos(); const vf2d&GetPos()const;
const int GetHealth()const; const int GetHealth()const;
const int GetMaxHealth()const; const int GetMaxHealth()const;
const float GetRemainingHPPct()const; const float GetRemainingHPPct()const;
int GetAttack(); int GetAttack();
float GetMoveSpdMult(); float GetMoveSpdMult();
float GetSizeMult(); float GetSizeMult()const;
Animate2D::Frame GetFrame(); Animate2D::Frame GetFrame()const;
bool Update(float fElapsedTime); bool Update(float fElapsedTime);
//Returns true when damage is actually dealt. Provide whether or not the attack is on the upper level or not. Monsters must be on the same level to get hit by it. (there is a death check and level check here.) //Returns true when damage is actually dealt. Provide whether or not the attack is on the upper level or not. Monsters must be on the same level to get hit by it. (there is a death check and level check here.)
//If you need to hurt multiple enemies try AiL::HurtEnemies() //If you need to hurt multiple enemies try AiL::HurtEnemies()
bool Hurt(int damage,bool onUpperLevel,float z); bool Hurt(int damage,bool onUpperLevel,float z);
bool IsAlive(); bool IsAlive();
vf2d&GetTargetPos(); vf2d&GetTargetPos();
Key GetFacingDirection(); Key GetFacingDirection()const;
//Will make the monster face in the correct direction relative to a given target point to look at. //Will make the monster face in the correct direction relative to a given target point to look at.
void UpdateFacingDirection(vf2d facingTargetPoint); void UpdateFacingDirection(vf2d facingTargetPoint);
void Draw(); void Draw()const;
void DrawReflection(float drawRatioX,float multiplierX); void DrawReflection(float drawRatioX,float multiplierX);
void Collision(Player*p); void Collision(Player*p);
void Collision(Monster&p); void Collision(Monster&p);

@ -212,7 +212,7 @@ void Pathfinding::sSpline::Initialize(const std::vector<vf2d>&points){
} }
} }
Pathfinding::sPoint2D Pathfinding::sSpline::GetSplinePoint(float t, bool bLooped){ Pathfinding::sPoint2D Pathfinding::sSpline::GetSplinePoint(float t, bool bLooped)const{
int p0, p1, p2, p3; int p0, p1, p2, p3;
float t1=t; float t1=t;
if (!bLooped) if (!bLooped)

@ -66,7 +66,7 @@ struct Pathfinding{
float fTotalSplineLength = 0.0f; float fTotalSplineLength = 0.0f;
void Initialize(const std::vector<vf2d>&points); void Initialize(const std::vector<vf2d>&points);
sPoint2D GetSplinePoint(float t, bool bLooped = true); sPoint2D GetSplinePoint(float t, bool bLooped = true)const;
sPoint2D GetSplineGradient(float t, bool bLooped = true); sPoint2D GetSplineGradient(float t, bool bLooped = true);
float CalculateSegmentLength(int node, bool bLooped = true); float CalculateSegmentLength(int node, bool bLooped = true);
float GetNormalisedOffset(float p); float GetNormalisedOffset(float p);

@ -295,6 +295,7 @@ private:
uint32_t money="Player.Starting Money"_I; uint32_t money="Player.Starting Money"_I;
EntityStats stats; EntityStats stats;
ItemAttribute&Get(std::string_view attr); ItemAttribute&Get(std::string_view attr);
bool rendered=false;
bool invisibility=false; bool invisibility=false;
//Returns true if the move was valid and successful. //Returns true if the move was valid and successful.
//If playerInvoked is true, this means the player was the one that instantiated this input, and it's not an extra movement done via collision. //If playerInvoked is true, this means the player was the one that instantiated this input, and it's not an extra movement done via collision.

@ -75,7 +75,7 @@ bool PulsatingFire::Update(float fElapsedTime){
return Effect::Update(fElapsedTime); return Effect::Update(fElapsedTime);
} }
void PulsatingFire::Draw(){ void PulsatingFire::Draw()const{
for(int i=0;i<8;i++){ for(int i=0;i<8;i++){
Animate2D::FrameSequence*effectSpr=nullptr; Animate2D::FrameSequence*effectSpr=nullptr;
switch(int(pulsatingFireValues[i]*5)){ switch(int(pulsatingFireValues[i]*5)){

@ -51,7 +51,7 @@ struct Tileset{
bool isTerrain=false; bool isTerrain=false;
std::map<int,ForegroundTileTag> ForegroundTileData; std::map<int,ForegroundTileTag> ForegroundTileData;
std::map<int,ForegroundTileTag> UpperForegroundTileData; std::map<int,ForegroundTileTag> UpperForegroundTileData;
std::map<float,TileCollisionData> CollisionData; safemap<int,TileCollisionData> CollisionData;
std::map<int,XMLTag> StaircaseData; std::map<int,XMLTag> StaircaseData;
std::map<int,std::vector<int>> AnimationData; std::map<int,std::vector<int>> AnimationData;
std::set<int> ReflectiveData; std::set<int> ReflectiveData;
@ -189,12 +189,9 @@ class TSXParser{
if (newTag.tag=="object"&&previousTag=="tile"){ if (newTag.tag=="object"&&previousTag=="tile"){
TileCollisionData data; TileCollisionData data;
data.collision=geom2d::rect<float>{{newTag.GetFloat("x"),newTag.GetFloat("y")},{newTag.GetFloat("width"),newTag.GetFloat("height")}}; data.collision=geom2d::rect<float>{{newTag.GetFloat("x"),newTag.GetFloat("y")},{newTag.GetFloat("width"),newTag.GetFloat("height")}};
if(parsedTilesetInfo.CollisionData.count(previousTagID)){ if(!parsedTilesetInfo.CollisionData.count(previousTagID)){
#ifdef _DEBUG parsedTilesetInfo.CollisionData[previousTagID]=data;
if(_DEBUG_MAP_LOAD_INFO)ERR("WARNING! There was already collision data defined for tile "<<previousTagID<<"!");
#endif
} }
parsedTilesetInfo.CollisionData[previousTagID]=data;
} }
#ifdef _DEBUG #ifdef _DEBUG
if(_DEBUG_MAP_LOAD_INFO)std::cout<<"\n"<<"=============\n"; if(_DEBUG_MAP_LOAD_INFO)std::cout<<"\n"<<"=============\n";

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 0 #define VERSION_MAJOR 0
#define VERSION_MINOR 3 #define VERSION_MINOR 3
#define VERSION_PATCH 0 #define VERSION_PATCH 0
#define VERSION_BUILD 7609 #define VERSION_BUILD 7635
#define stringify(a) stringify_(a) #define stringify(a) stringify_(a)
#define stringify_(a) #a #define stringify_(a) #a

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="152" height="112" tilewidth="24" tileheight="24" infinite="0" nextlayerid="25" nextobjectid="68"> <map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="152" height="114" tilewidth="24" tileheight="24" infinite="0" nextlayerid="25" nextobjectid="68">
<properties> <properties>
<property name="Backdrop" propertytype="Backdrop" value="None"/> <property name="Backdrop" propertytype="Backdrop" value="None"/>
<property name="Level Type" propertytype="LevelType" value="World Map"/> <property name="Level Type" propertytype="LevelType" value="World Map"/>
@ -8,20 +8,20 @@
<tileset firstgid="2913" source="../maps/Decorations_c1_No_Shadow24x24.tsx"/> <tileset firstgid="2913" source="../maps/Decorations_c1_No_Shadow24x24.tsx"/>
<tileset firstgid="4533" source="../maps/24x24_Waterfall.tsx"/> <tileset firstgid="4533" source="../maps/24x24_Waterfall.tsx"/>
<tileset firstgid="4613" source="../maps/End_of_Map.tsx"/> <tileset firstgid="4613" source="../maps/End_of_Map.tsx"/>
<layer id="15" name="Layer 1" width="152" height="112"> <layer id="15" name="Layer 1" width="152" height="114">
<data encoding="csv"> <data encoding="csv">
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</data> </data>
</layer> </layer>
</map> </map>

@ -106,7 +106,7 @@ namespace olc::utils
if(str.size()==0){ if(str.size()==0){
return std::move(str)+data; return std::move(str)+data;
}else{ }else{
return std::move(str)+","+data; return std::move(str)+", "+data;
} }
}); });
} }
@ -129,7 +129,7 @@ namespace olc::utils
return std::atoi(GetString(nItem).c_str()); return std::atoi(GetString(nItem).c_str());
} }
// Retrieves the Boolean Value of a Property (for a given index) or 0 // Retrieves the Boolean Value of a Property (for a given index) or false
inline const bool GetBool(const size_t nItem = 0) const inline const bool GetBool(const size_t nItem = 0) const
{ {
return GetString(nItem).starts_with('T')||GetString(nItem).starts_with('t'); return GetString(nItem).starts_with('T')||GetString(nItem).starts_with('t');

@ -86,6 +86,9 @@ public:
initialized=false; initialized=false;
map.clear(); map.clear();
} }
auto find(const T&key){
return map.find(key);
}
auto begin()const{ auto begin()const{
return map.begin(); return map.begin();
} }

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