Downstream merge with demo branch.
This commit is contained in:
commit
317ea5a672
@ -272,19 +272,19 @@ bool AiL::OnUserCreate(){
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ItemInfo::InitializeItems();
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InitializeGraphics();
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InitializeClasses();
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sig::Animation::InitializeAnimations();
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player=std::make_unique<Warrior>();
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InitializePlayerLevelCap();
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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);
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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);
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InitializePlayerLevelCap();
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InitializeGraphics();
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InitializeClasses();
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Monster::InitializeStrategies();
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//Animations
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sig::Animation::InitializeAnimations();
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MonsterData::InitializeMonsterData();
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MonsterData::InitializeNPCData();
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@ -353,6 +353,7 @@ bool AiL::OnUserCreate(){
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SetupDiscord();
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#endif
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player->InitializeMinimapImage();
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minimap.Initialize();
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gameInitialized=true;
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@ -2700,6 +2701,7 @@ void AiL::ChangePlayerClass(Class cl){
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camera.SetTarget(player->GetPos());
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Component<MenuLabel>(CHARACTER_MENU,"Level Class Display")->SetLabel(std::format("Lv{} {}",game->GetPlayer()->Level(),game->GetPlayer()->GetClassName()));
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Player::moneyListeners=moneyListeners;
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GetPlayer()->InitializeMinimapImage();
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}
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void AiL::InitializeClasses(){
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@ -3778,12 +3780,13 @@ void AiL::ResetGame(bool changeToMainMenu){
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game->ClearLoadoutItem(i);
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}
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Unlock::Initialize();
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State_OverworldMap::SetStageMarker("Story I");
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State_OverworldMap::SetStageMarker("Player.Starting Location"_S);
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State_OverworldMap::UpdateCurrentConnectionPoint(*State_OverworldMap::currentConnectionPoint);
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State_OverworldMap::ResetConnectionPoints();
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SetChapter(1);
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SaveFile::SetSaveFileName("");
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Tutorial::Initialize();
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minimap.EraseChunkData();
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}
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void AiL::OnRequestCompleted(const std::string_view receivedData)const{
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@ -42,21 +42,20 @@ All rights reserved.
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#include "util.h"
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INCLUDE_game
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INCLUDE_GFX
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void Minimap::Initialize(){
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std::vector<vf2d>enlargedCircle;
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for(int i=360;i>=0;i-=4){
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float angle=util::degToRad(float(i))-PI/2;
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if(i==360){enlargedCircle.push_back(vf2d{cos(angle),sin(angle)}*"Minimap.Minimap HUD Size"_I+"Minimap.Minimap HUD Size"_I);}
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enlargedCircle.push_back(vf2d{cos(angle),sin(angle)}*"Minimap.Minimap HUD Size"_I+"Minimap.Minimap HUD Size"_I);
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if(i==360){enlargedCircle.push_back(vf2d{cos(angle),sin(angle)}*"Minimap.Minimap HUD Size"_I/2+"Minimap.Minimap HUD Size"_I/2);}
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enlargedCircle.push_back(vf2d{cos(angle),sin(angle)}*"Minimap.Minimap HUD Size"_I/2+"Minimap.Minimap HUD Size"_I/2);
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}
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mapCircleHud=ViewPort{enlargedCircle};
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mapCircleHud=ViewPort{enlargedCircle,vi2d{game->ScreenWidth()-"Minimap.Minimap HUD Size"_I-4,4}};
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}
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void Minimap::Reset(){
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loadedChunks.clear();
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if(minimap.Sprite()==nullptr)minimap.Create(1,1);
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if(cover.Sprite()==nullptr)cover.Create(1,1);
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@ -128,15 +127,23 @@ void Minimap::Reset(){
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game->SetDrawTarget(nullptr);
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minimap.Decal()->Update();
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#pragma region Load all minimap chunks already explored
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for(auto&chunk:loadedChunks[game->GetCurrentMapName()]){
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vi2d chunkPos={stoi(chunk.substr(0,chunk.find('_'))),stoi(chunk.substr(chunk.find('_')+1))};
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UpdateChunk(game->GetCurrentMapName(),chunkPos);
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}
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#pragma endregion
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}
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void Minimap::Update(){
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}
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void Minimap::UpdateChunk(const vi2d chunkPos){
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if(!loadedChunks.count(std::format("{}_{}",chunkPos.x,chunkPos.y))){
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loadedChunks.insert(std::format("{}_{}",chunkPos.x,chunkPos.y));
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void Minimap::UpdateChunk(const MapName map,const vi2d chunkPos){
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loadedChunks[map].insert(std::format("{}_{}",chunkPos.x,chunkPos.y));
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if(game->GetCurrentMapName()!=map)return; //Don't update the minimap when the map name doesn't match the current map.
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vi2d centerChunkPos=chunkPos*"Minimap.Chunk Size"_I;
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@ -168,10 +175,18 @@ void Minimap::UpdateChunk(const vi2d chunkPos){
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cover.Decal()->Update();
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}
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}
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void Minimap::Draw(){
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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);
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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! ");
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mapCircleHud.drawEdges();
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const vf2d minimapPos=vf2d{float("Minimap.Minimap HUD Size"_I),float("Minimap.Minimap HUD Size"_I)}/2;
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if(!game->InBossEncounter())mapCircleHud.DrawRotatedDecal(minimapPos,cover.Decal(),0.f,game->GetPlayer()->GetPos()/game->GetCurrentMapData().tilewidth,vf2d{0.5f,0.5f});
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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);
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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});
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}
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void Minimap::EraseChunkData(){
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loadedChunks.clear();
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}
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const std::unordered_map<MapName,std::unordered_set<std::string>>&Minimap::GetChunkData(){
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return loadedChunks;
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}
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@ -46,10 +46,13 @@ public:
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void Update();
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void Draw();
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void UpdateChunk(const vi2d chunkPos);
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void UpdateChunk(const MapName map,const vi2d chunkPos);
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void EraseChunkData();
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const std::unordered_map<MapName,std::unordered_set<std::string>>&GetChunkData();
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private:
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ViewPort mapCircleHud;
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Renderable minimap;
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Renderable cover;
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std::unordered_set<std::string>loadedChunks;
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std::unordered_map<MapName,std::unordered_set<std::string>>loadedChunks;
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};
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@ -111,6 +111,33 @@ void Player::Initialize(){
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cooldownSoundInstance=Audio::Engine().LoadSound("spell_cast.ogg"_SFX);
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}
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void Player::InitializeMinimapImage(){
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#pragma region Setup Minimap Image
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minimapImg.Create("Player.Minimap Image Size"_i[0],"Player.Minimap Image Size"_i[1]);
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game->SetDrawTarget(minimapImg.Sprite());
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game->SetPixelMode(Pixel::Mode::ALPHA);
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game->Clear(BLANK);
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for(int y=0;y<"Player.Minimap Image Size"_i[1];y++){
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for(int x=0;x<"Player.Minimap Image Size"_i[0];x++){
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const int radius="Player.Minimap Image Size"_i[0]/2;
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const vi2d center=vi2d{"Player.Minimap Image Offset"_i[0],"Player.Minimap Image Offset"_i[1]};
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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]};
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float dist=geom2d::line<float>{imgOffset+vi2d{x,y},center}.length();
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if(dist>radius)continue;
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std::string className=GetWalkSAnimation();
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Animate2D::FrameSequence sequence=ANIMATION_DATA.at(className);
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Animate2D::Frame frame=sequence.GetFrame(0.f);
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const Renderable*temp=frame.GetSourceImage();
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Pixel col=temp->Sprite()->GetPixel(imgOffset+vi2d{x,y});
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minimapImg.Sprite()->SetPixel({x,y},col);
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}
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}
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game->SetDrawTarget(nullptr);
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game->SetPixelMode(Pixel::Mode::NORMAL);
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minimapImg.Decal()->Update();
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#pragma endregion
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}
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void Player::ForceSetPos(vf2d pos){
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this->pos=pos;
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Moved();
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@ -866,7 +893,7 @@ void Player::Moved(){
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ForceSetPos({pos.x,float(game->GetCurrentMapData().playerSpawnLocation.y)});
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}
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game->minimap.UpdateChunk(GetPos()/24/"Minimap.Chunk Size"_I);
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game->minimap.UpdateChunk(game->GetCurrentMapName(),GetPos()/game->GetCurrentMapData().tilewidth/"Minimap.Chunk Size"_I);
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}
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void Player::Spin(float duration,float spinSpd){
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@ -1505,3 +1532,7 @@ const float Player::GetAtkGrowthRate()const{
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const float Player::GetIframeTime()const{
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return iframe_time;
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}
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const Renderable&Player::GetMinimapImage()const{
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return minimapImg;
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}
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@ -252,6 +252,7 @@ public:
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const float GetHealthGrowthRate()const;
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const float GetAtkGrowthRate()const;
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const float GetIframeTime()const;
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const Renderable&GetMinimapImage()const;
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private:
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int hp="Warrior.BaseHealth"_I;
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int mana="Player.BaseMana"_I;
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@ -313,9 +314,11 @@ private:
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//Typical usage is playerInvoked is true on first call, and playerInvoked is false on all subsequent chained calls.
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bool _SetY(float y,const bool playerInvoked=true);
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const bool UsingAutoAim()const;
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void InitializeMinimapImage();
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bool lowHealthSoundPlayed=false;
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float lowHealthSoundPlayedTimer=0.f;
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float rangerShootAnimationTimer=0.f;
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Renderable minimapImg; //An image of the character represented on a minimap. Should be 12x12 and generally be a circle.
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protected:
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const float ATTACK_COOLDOWN="Warrior.Auto Attack.Cooldown"_F;
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const float MAGIC_ATTACK_COOLDOWN="Wizard.Auto Attack.Cooldown"_F;
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@ -86,8 +86,9 @@ const void SaveFile::SaveGame(){
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game->SetQuitAllowed(false);
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std::filesystem::create_directories("save_file_path"_S);
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utils::datafile saveFile;
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utils::datafile saveSystemFile;
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{
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utils::datafile saveFile;
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utils::datafile::INITIAL_SETUP_COMPLETE=false;
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for(size_t itemCount=0;auto&item:Inventory::GetInventory()){
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saveFile["Items"][std::format("Item[{}]",itemCount)]["Amt"].SetInt(item->Amt());
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@ -182,12 +183,26 @@ const void SaveFile::SaveGame(){
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saveFile["Hash"].SetString("");
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for(auto&[mapName,chunks]:game->minimap.GetChunkData()){
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size_t chunkInd=0;
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for(auto&chunk:chunks){
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saveFile["Minimap"][mapName].SetString(chunk,chunkInd);
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chunkInd++;
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}
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}
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#pragma region Save save file and prep File Hash
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utils::datafile::Write(saveFile,"save_file_path"_S+std::format("save.{:04}",saveFileID));
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std::string fileHash=util::GetHash("save_file_path"_S+std::format("save.{:04}",saveFileID));
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saveFile["Hash"].SetString(fileHash);
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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.
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#pragma endregion
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//WARNING! DO NOT WRITE ANY CODE BELOW HERE!!!!! THE HASH HAS ALREADY BEEN WRITTEN.
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//FILES BECOME CORRUPTED IF THE SAVE FILE IS MODIFIED FROM HERE ONWARDS.
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}
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utils::datafile::Write(saveSystemFile,"save_file_path"_S+"system.conf");
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utils::datafile metadata;
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if(onlineMode){
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@ -379,6 +394,15 @@ void SaveFile::LoadFile(){
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game->GetPlayer()->RecalculateEquipStats();
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if(loadFile.HasProperty("TravelingMerchant"))Merchant::SetTravelingMerchant(loadFile["TravelingMerchant"].GetString());
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if(loadFile.HasProperty("Minimap")){
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for(auto&[key,size]:loadFile["Minimap"].GetKeys()){
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for(const std::string&chunk:loadFile["Minimap"][key].GetValues()){
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vi2d chunkPos={stoi(chunk.substr(0,chunk.find('_'))),stoi(chunk.substr(chunk.find('_')+1))};
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game->minimap.UpdateChunk(key,chunkPos);
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}
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}
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}
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#pragma region Load Keyboard/Controller mappings
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//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!
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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;
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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_MINOR 1
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#define VERSION_PATCH 0
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#define VERSION_BUILD 8817
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#define VERSION_BUILD 8852
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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@ -3,6 +3,15 @@ Player
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BaseMana = 100
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MoveSpd = 100
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# Game Map Starting Location
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Starting Location = Story I
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# Class Minimap Image offset
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Minimap Image Offset = 12,11
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# Class Minimap Image Size (Total Width and Height, starting from the center going out) Ex: 12 means 6 in both directions.
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Minimap Image Size = 12,12
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# Starting base crit rate.
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Crit Rate = 0%
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BIN
Adventures in Lestoria/assets/ranger-map.png
Normal file
BIN
Adventures in Lestoria/assets/ranger-map.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 733 B |
BIN
Adventures in Lestoria/assets/warrior-map.png
Normal file
BIN
Adventures in Lestoria/assets/warrior-map.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 694 B |
BIN
Adventures in Lestoria/assets/wizard-map.png
Normal file
BIN
Adventures in Lestoria/assets/wizard-map.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 716 B |
@ -23,6 +23,7 @@ namespace olc {
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void clear();
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void drawEdges();
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void setOffset(vf2d offset);
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const vf2d&GetOffset();
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static ViewPort rectViewPort(vf2d topLeft,
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vf2d size,
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@ -178,6 +179,10 @@ void olc::ViewPort::setOffset(vf2d offset) {
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this->offset = offset;
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}
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const vf2d&olc::ViewPort::GetOffset() {
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return offset;
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}
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olc::ViewPort
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olc::ViewPort::rectViewPort(vf2d topLeft, vf2d size, olc::vf2d offset) {
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olc::ViewPort newPort={{
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