Downstream merge with demo branch.

pull/57/head
sigonasr2 8 months ago
commit 317ea5a672
  1. 19
      Adventures in Lestoria/AdventuresInLestoria.cpp
  2. 39
      Adventures in Lestoria/Minimap.cpp
  3. 7
      Adventures in Lestoria/Minimap.h
  4. 33
      Adventures in Lestoria/Player.cpp
  5. 3
      Adventures in Lestoria/Player.h
  6. 26
      Adventures in Lestoria/SaveFile.cpp
  7. 2
      Adventures in Lestoria/Version.h
  8. 9
      Adventures in Lestoria/assets/config/Player.txt
  9. BIN
      Adventures in Lestoria/assets/ranger-map.png
  10. BIN
      Adventures in Lestoria/assets/warrior-map.png
  11. BIN
      Adventures in Lestoria/assets/wizard-map.png
  12. 5
      Adventures in Lestoria/olcPGEX_ViewPort.h
  13. BIN
      x64/Release/Adventures in Lestoria.exe

@ -272,19 +272,19 @@ bool AiL::OnUserCreate(){
ItemInfo::InitializeItems();
player=std::make_unique<Warrior>();
InitializeGraphics();
InitializeClasses();
healthCounter.Initialize(&player->hp,"Interface.HUD Health Tick Rate"_F,"Interface.HUD Health Display Color"_Pixel,"Interface.HUD Heal Damage Color"_Pixel,"Interface.HUD Take Damage Color"_Pixel,"Interface.HUD Health Change Time"_F);
manaCounter.Initialize(&player->mana,"Interface.HUD Mana Tick Rate"_F,"Interface.HUD Mana Display Color"_Pixel,"Interface.HUD Restore Mana Color"_Pixel,"Interface.HUD Reduce Mana Color"_Pixel,"Interface.HUD Mana Change Time"_F);
sig::Animation::InitializeAnimations();
player=std::make_unique<Warrior>();
InitializePlayerLevelCap();
InitializeGraphics();
InitializeClasses();
healthCounter.Initialize(&player->hp,"Interface.HUD Health Tick Rate"_F,"Interface.HUD Health Display Color"_Pixel,"Interface.HUD Heal Damage Color"_Pixel,"Interface.HUD Take Damage Color"_Pixel,"Interface.HUD Health Change Time"_F);
manaCounter.Initialize(&player->mana,"Interface.HUD Mana Tick Rate"_F,"Interface.HUD Mana Display Color"_Pixel,"Interface.HUD Restore Mana Color"_Pixel,"Interface.HUD Reduce Mana Color"_Pixel,"Interface.HUD Mana Change Time"_F);
Monster::InitializeStrategies();
//Animations
sig::Animation::InitializeAnimations();
MonsterData::InitializeMonsterData();
MonsterData::InitializeNPCData();
@ -353,6 +353,7 @@ bool AiL::OnUserCreate(){
SetupDiscord();
#endif
player->InitializeMinimapImage();
minimap.Initialize();
gameInitialized=true;
@ -2700,6 +2701,7 @@ void AiL::ChangePlayerClass(Class cl){
camera.SetTarget(player->GetPos());
Component<MenuLabel>(CHARACTER_MENU,"Level Class Display")->SetLabel(std::format("Lv{} {}",game->GetPlayer()->Level(),game->GetPlayer()->GetClassName()));
Player::moneyListeners=moneyListeners;
GetPlayer()->InitializeMinimapImage();
}
void AiL::InitializeClasses(){
@ -3778,12 +3780,13 @@ void AiL::ResetGame(bool changeToMainMenu){
game->ClearLoadoutItem(i);
}
Unlock::Initialize();
State_OverworldMap::SetStageMarker("Story I");
State_OverworldMap::SetStageMarker("Player.Starting Location"_S);
State_OverworldMap::UpdateCurrentConnectionPoint(*State_OverworldMap::currentConnectionPoint);
State_OverworldMap::ResetConnectionPoints();
SetChapter(1);
SaveFile::SetSaveFileName("");
Tutorial::Initialize();
minimap.EraseChunkData();
}
void AiL::OnRequestCompleted(const std::string_view receivedData)const{

@ -42,21 +42,20 @@ All rights reserved.
#include "util.h"
INCLUDE_game
INCLUDE_GFX
void Minimap::Initialize(){
std::vector<vf2d>enlargedCircle;
for(int i=360;i>=0;i-=4){
float angle=util::degToRad(float(i))-PI/2;
if(i==360){enlargedCircle.push_back(vf2d{cos(angle),sin(angle)}*"Minimap.Minimap HUD Size"_I+"Minimap.Minimap HUD Size"_I);}
enlargedCircle.push_back(vf2d{cos(angle),sin(angle)}*"Minimap.Minimap HUD Size"_I+"Minimap.Minimap HUD Size"_I);
if(i==360){enlargedCircle.push_back(vf2d{cos(angle),sin(angle)}*"Minimap.Minimap HUD Size"_I/2+"Minimap.Minimap HUD Size"_I/2);}
enlargedCircle.push_back(vf2d{cos(angle),sin(angle)}*"Minimap.Minimap HUD Size"_I/2+"Minimap.Minimap HUD Size"_I/2);
}
mapCircleHud=ViewPort{enlargedCircle};
mapCircleHud=ViewPort{enlargedCircle,vi2d{game->ScreenWidth()-"Minimap.Minimap HUD Size"_I-4,4}};
}
void Minimap::Reset(){
loadedChunks.clear();
if(minimap.Sprite()==nullptr)minimap.Create(1,1);
if(cover.Sprite()==nullptr)cover.Create(1,1);
@ -128,15 +127,23 @@ void Minimap::Reset(){
game->SetDrawTarget(nullptr);
minimap.Decal()->Update();
#pragma region Load all minimap chunks already explored
for(auto&chunk:loadedChunks[game->GetCurrentMapName()]){
vi2d chunkPos={stoi(chunk.substr(0,chunk.find('_'))),stoi(chunk.substr(chunk.find('_')+1))};
UpdateChunk(game->GetCurrentMapName(),chunkPos);
}
#pragma endregion
}
void Minimap::Update(){
}
void Minimap::UpdateChunk(const vi2d chunkPos){
if(!loadedChunks.count(std::format("{}_{}",chunkPos.x,chunkPos.y))){
loadedChunks.insert(std::format("{}_{}",chunkPos.x,chunkPos.y));
void Minimap::UpdateChunk(const MapName map,const vi2d chunkPos){
loadedChunks[map].insert(std::format("{}_{}",chunkPos.x,chunkPos.y));
if(game->GetCurrentMapName()!=map)return; //Don't update the minimap when the map name doesn't match the current map.
vi2d centerChunkPos=chunkPos*"Minimap.Chunk Size"_I;
@ -168,10 +175,18 @@ void Minimap::UpdateChunk(const vi2d chunkPos){
cover.Decal()->Update();
}
}
void Minimap::Draw(){
mapCircleHud.DrawRotatedDecal(vf2d{"Minimap.Minimap HUD Size"_I/2.f,"Minimap.Minimap HUD Size"_I/2.f},cover.Decal(),0.f,game->GetPlayer()->GetPos()/24);
mapCircleHud.DrawStringDecal({0,0},"Hello World! Hello World! Hello World! Hello World! \nHello World! Hello World! Hello World! Hello World! \nHello World! Hello World! Hello World! ");
mapCircleHud.drawEdges();
const vf2d minimapPos=vf2d{float("Minimap.Minimap HUD Size"_I),float("Minimap.Minimap HUD Size"_I)}/2;
if(!game->InBossEncounter())mapCircleHud.DrawRotatedDecal(minimapPos,cover.Decal(),0.f,game->GetPlayer()->GetPos()/game->GetCurrentMapData().tilewidth,vf2d{0.5f,0.5f});
game->DrawRotatedDecal(mapCircleHud.GetOffset()+minimapPos,GFX["skill_overlay_icon.png"].Decal(),0.f,GFX["skill_overlay_icon.png"].Sprite()->Size()/2,vf2d{float("Minimap.Minimap HUD Size"_I),float("Minimap.Minimap HUD Size"_I)}/24.f*1.05f);
game->DrawRotatedDecal(mapCircleHud.GetOffset()+minimapPos,game->GetPlayer()->GetMinimapImage().Decal(),0.f,vi2d{"Player.Minimap Image Size"_i[0],"Player.Minimap Image Size"_i[1]}/2,{0.5f,0.5f});
}
void Minimap::EraseChunkData(){
loadedChunks.clear();
}
const std::unordered_map<MapName,std::unordered_set<std::string>>&Minimap::GetChunkData(){
return loadedChunks;
}

@ -46,10 +46,13 @@ public:
void Update();
void Draw();
void UpdateChunk(const vi2d chunkPos);
void UpdateChunk(const MapName map,const vi2d chunkPos);
void EraseChunkData();
const std::unordered_map<MapName,std::unordered_set<std::string>>&GetChunkData();
private:
ViewPort mapCircleHud;
Renderable minimap;
Renderable cover;
std::unordered_set<std::string>loadedChunks;
std::unordered_map<MapName,std::unordered_set<std::string>>loadedChunks;
};

@ -111,6 +111,33 @@ void Player::Initialize(){
cooldownSoundInstance=Audio::Engine().LoadSound("spell_cast.ogg"_SFX);
}
void Player::InitializeMinimapImage(){
#pragma region Setup Minimap Image
minimapImg.Create("Player.Minimap Image Size"_i[0],"Player.Minimap Image Size"_i[1]);
game->SetDrawTarget(minimapImg.Sprite());
game->SetPixelMode(Pixel::Mode::ALPHA);
game->Clear(BLANK);
for(int y=0;y<"Player.Minimap Image Size"_i[1];y++){
for(int x=0;x<"Player.Minimap Image Size"_i[0];x++){
const int radius="Player.Minimap Image Size"_i[0]/2;
const vi2d center=vi2d{"Player.Minimap Image Offset"_i[0],"Player.Minimap Image Offset"_i[1]};
vi2d imgOffset=vi2d{-"Player.Minimap Image Size"_i[0]/2,-"Player.Minimap Image Size"_i[1]/2}+vi2d{"Player.Minimap Image Offset"_i[0],"Player.Minimap Image Offset"_i[1]};
float dist=geom2d::line<float>{imgOffset+vi2d{x,y},center}.length();
if(dist>radius)continue;
std::string className=GetWalkSAnimation();
Animate2D::FrameSequence sequence=ANIMATION_DATA.at(className);
Animate2D::Frame frame=sequence.GetFrame(0.f);
const Renderable*temp=frame.GetSourceImage();
Pixel col=temp->Sprite()->GetPixel(imgOffset+vi2d{x,y});
minimapImg.Sprite()->SetPixel({x,y},col);
}
}
game->SetDrawTarget(nullptr);
game->SetPixelMode(Pixel::Mode::NORMAL);
minimapImg.Decal()->Update();
#pragma endregion
}
void Player::ForceSetPos(vf2d pos){
this->pos=pos;
Moved();
@ -866,7 +893,7 @@ void Player::Moved(){
ForceSetPos({pos.x,float(game->GetCurrentMapData().playerSpawnLocation.y)});
}
game->minimap.UpdateChunk(GetPos()/24/"Minimap.Chunk Size"_I);
game->minimap.UpdateChunk(game->GetCurrentMapName(),GetPos()/game->GetCurrentMapData().tilewidth/"Minimap.Chunk Size"_I);
}
void Player::Spin(float duration,float spinSpd){
@ -1505,3 +1532,7 @@ const float Player::GetAtkGrowthRate()const{
const float Player::GetIframeTime()const{
return iframe_time;
}
const Renderable&Player::GetMinimapImage()const{
return minimapImg;
}

@ -252,6 +252,7 @@ public:
const float GetHealthGrowthRate()const;
const float GetAtkGrowthRate()const;
const float GetIframeTime()const;
const Renderable&GetMinimapImage()const;
private:
int hp="Warrior.BaseHealth"_I;
int mana="Player.BaseMana"_I;
@ -313,9 +314,11 @@ private:
//Typical usage is playerInvoked is true on first call, and playerInvoked is false on all subsequent chained calls.
bool _SetY(float y,const bool playerInvoked=true);
const bool UsingAutoAim()const;
void InitializeMinimapImage();
bool lowHealthSoundPlayed=false;
float lowHealthSoundPlayedTimer=0.f;
float rangerShootAnimationTimer=0.f;
Renderable minimapImg; //An image of the character represented on a minimap. Should be 12x12 and generally be a circle.
protected:
const float ATTACK_COOLDOWN="Warrior.Auto Attack.Cooldown"_F;
const float MAGIC_ATTACK_COOLDOWN="Wizard.Auto Attack.Cooldown"_F;

@ -86,8 +86,9 @@ const void SaveFile::SaveGame(){
game->SetQuitAllowed(false);
std::filesystem::create_directories("save_file_path"_S);
utils::datafile saveFile;
utils::datafile saveSystemFile;
{
utils::datafile saveFile;
utils::datafile::INITIAL_SETUP_COMPLETE=false;
for(size_t itemCount=0;auto&item:Inventory::GetInventory()){
saveFile["Items"][std::format("Item[{}]",itemCount)]["Amt"].SetInt(item->Amt());
@ -182,12 +183,26 @@ const void SaveFile::SaveGame(){
saveFile["Hash"].SetString("");
for(auto&[mapName,chunks]:game->minimap.GetChunkData()){
size_t chunkInd=0;
for(auto&chunk:chunks){
saveFile["Minimap"][mapName].SetString(chunk,chunkInd);
chunkInd++;
}
}
#pragma region Save save file and prep File Hash
utils::datafile::Write(saveFile,"save_file_path"_S+std::format("save.{:04}",saveFileID));
std::string fileHash=util::GetHash("save_file_path"_S+std::format("save.{:04}",saveFileID));
saveFile["Hash"].SetString(fileHash);
utils::datafile::Write(saveFile,"save_file_path"_S+std::format("save.{:04}",saveFileID)); //Once the hash has been computed and added, save the file a second time.
#pragma endregion
//WARNING! DO NOT WRITE ANY CODE BELOW HERE!!!!! THE HASH HAS ALREADY BEEN WRITTEN.
//FILES BECOME CORRUPTED IF THE SAVE FILE IS MODIFIED FROM HERE ONWARDS.
}
utils::datafile::Write(saveSystemFile,"save_file_path"_S+"system.conf");
utils::datafile metadata;
if(onlineMode){
@ -379,6 +394,15 @@ void SaveFile::LoadFile(){
game->GetPlayer()->RecalculateEquipStats();
if(loadFile.HasProperty("TravelingMerchant"))Merchant::SetTravelingMerchant(loadFile["TravelingMerchant"].GetString());
if(loadFile.HasProperty("Minimap")){
for(auto&[key,size]:loadFile["Minimap"].GetKeys()){
for(const std::string&chunk:loadFile["Minimap"][key].GetValues()){
vi2d chunkPos={stoi(chunk.substr(0,chunk.find('_'))),stoi(chunk.substr(chunk.find('_')+1))};
game->minimap.UpdateChunk(key,chunkPos);
}
}
}
#pragma region Load Keyboard/Controller mappings
//NOTE: We are shadowing code from InputKeyboardWindow! If at some point the retrival method for getting input displays changes, we likely will be changing the code here as well!
const int ingameControlsRowCount=DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()%2==0?DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2:DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2+1;

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 1
#define VERSION_PATCH 0
#define VERSION_BUILD 8817
#define VERSION_BUILD 8852
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -3,6 +3,15 @@ Player
BaseMana = 100
MoveSpd = 100
# Game Map Starting Location
Starting Location = Story I
# Class Minimap Image offset
Minimap Image Offset = 12,11
# Class Minimap Image Size (Total Width and Height, starting from the center going out) Ex: 12 means 6 in both directions.
Minimap Image Size = 12,12
# Starting base crit rate.
Crit Rate = 0%

Binary file not shown.

After

Width:  |  Height:  |  Size: 733 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 694 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 716 B

@ -23,6 +23,7 @@ namespace olc {
void clear();
void drawEdges();
void setOffset(vf2d offset);
const vf2d&GetOffset();
static ViewPort rectViewPort(vf2d topLeft,
vf2d size,
@ -178,6 +179,10 @@ void olc::ViewPort::setOffset(vf2d offset) {
this->offset = offset;
}
const vf2d&olc::ViewPort::GetOffset() {
return offset;
}
olc::ViewPort
olc::ViewPort::rectViewPort(vf2d topLeft, vf2d size, olc::vf2d offset) {
olc::ViewPort newPort={{

Loading…
Cancel
Save