Added Equipment/Equipment Icons. Remove unused Graphics2D PGEX from project. Crit Dmg now displays as the extra amount added (50%) rather than the final multiplier (150%)

pull/28/head
sigonasr2 11 months ago
parent 28079609b7
commit 3e3e96110c
  1. 2
      Crawler/AttributableStat.cpp
  2. 2
      Crawler/CharacterMenuWindow.cpp
  3. 1
      Crawler/Crawler.cpp
  4. 2
      Crawler/Crawler.vcxproj
  5. 6
      Crawler/Crawler.vcxproj.filters
  6. 1
      Crawler/MenuItemButton.h
  7. 1
      Crawler/MenuItemItemButton.h
  8. 2
      Crawler/Monster.cpp
  9. 2
      Crawler/Version.h
  10. BIN
      Crawler/assets/backgrounds/cave.png
  11. 2
      Crawler/assets/config/Player.txt
  12. 21
      Crawler/assets/config/items/Equipment.txt
  13. 2
      Crawler/assets/config/items/ItemScript.txt
  14. 24
      Crawler/assets/config/items/ItemStats.txt
  15. 306
      Crawler/assets/config/items/Weapons.txt
  16. 1
      Crawler/assets/config/items/items.txt
  17. BIN
      Crawler/assets/items/Bone Bow.png
  18. BIN
      Crawler/assets/items/Bone Staff.png
  19. BIN
      Crawler/assets/items/Bone Sword.png
  20. BIN
      Crawler/assets/items/Laser Sword.png
  21. BIN
      Crawler/assets/items/Plasma Bow.png
  22. BIN
      Crawler/assets/items/Shell Bow.png
  23. BIN
      Crawler/assets/items/Shell Staff.png
  24. BIN
      Crawler/assets/items/Shell Sword.png
  25. BIN
      Crawler/assets/items/Steel Bow.png
  26. BIN
      Crawler/assets/items/Steel Staff.png
  27. BIN
      Crawler/assets/items/Steel Sword.png
  28. BIN
      Crawler/assets/items/Unknown Staff.png
  29. BIN
      Crawler/assets/items/Wooden Bow.png
  30. BIN
      Crawler/assets/items/Wooden Staff.png
  31. BIN
      Crawler/assets/items/Wooden Sword.png
  32. 313
      Crawler/olcPGEX_Graphics2D.h
  33. 20
      Crawler/olcPGEX_ViewPort.h
  34. 20
      Crawler/olcPixelGameEngine.h
  35. 2
      Crawler/olcUTIL_Animate2D.h
  36. 2
      Crawler/pixelGameEngine.cpp

@ -67,7 +67,7 @@ void ItemAttribute::Initialize(){
if(DATA["Stats"][key].HasProperty("Modifies")){
modifies=DATA["Stats"][key]["Modifies"].GetString();
}
attributes.insert(key,ItemAttribute(key,DATA["Stats"][key]["Percentage"].GetBool(),modifies));
attributes.insert(key,ItemAttribute(DATA["Stats"][key]["Display Name"].GetString(),DATA["Stats"][key]["Percentage"].GetBool(),modifies));
}
attributes.SetInitialized();
}

@ -242,7 +242,7 @@ void Menu::InitializeCharacterMenuWindow(){
int yOffset=0;
for(const std::string&attribute:displayAttrs){
std::string attrStr=GetLabelText(ItemAttribute::Get(attribute));
auto attrLabel=characterMenuWindow->ADD("Attribute "+attribute+" Label",StatLabel)({{245,28+2+float(yOffset)},{62,18}},ItemAttribute::Get(attribute),1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
auto attrLabel=characterMenuWindow->ADD("Attribute "+std::string(ItemAttribute::Get(attribute).Name())+" Label",StatLabel)({{245,28+2+float(yOffset)},{62,18}},ItemAttribute::Get(attribute),1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
Menu::AddEquipStatListener(attrLabel);
yOffset+=20;
}

@ -209,6 +209,7 @@ bool Crawler::OnUserCreate(){
Inventory::AddItem("Leather Pants");
Inventory::AddItem("Leather Gloves");
Inventory::AddItem("Leather Shoes");
Inventory::AddItem("Wooden Sword");
LoadLevel(LEVEL_NAMES["starting_map"_S]);
ChangePlayerClass(WARRIOR);

@ -375,7 +375,6 @@
<SubType>
</SubType>
</ClInclude>
<ClInclude Include="olcPGEX_Graphics2D.h" />
<ClInclude Include="olcPGEX_MiniAudio.h">
<SubType>
</SubType>
@ -566,6 +565,7 @@
<Text Include="assets\config\items\ItemScript.txt" />
<Text Include="assets\config\items\ItemSets.txt" />
<Text Include="assets\config\items\ItemStats.txt" />
<Text Include="assets\config\items\Weapons.txt" />
<Text Include="assets\config\levels.txt" />
<Text Include="assets\config\Monsters.txt" />
<Text Include="assets\config\MonsterStrategies.txt" />

@ -201,9 +201,6 @@
<ClInclude Include="MenuComponent.h">
<Filter>Header Files\Interface</Filter>
</ClInclude>
<ClInclude Include="olcPGEX_Graphics2D.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="ScrollableWindowComponent.h">
<Filter>Header Files\Interface</Filter>
</ClInclude>
@ -734,6 +731,9 @@
<Text Include="StatCalculations.txt">
<Filter>Documentation\Mechanics</Filter>
</Text>
<Text Include="assets\config\items\Weapons.txt">
<Filter>Configurations\Items</Filter>
</Text>
</ItemGroup>
<ItemGroup>
<Image Include="assets\heart.ico">

@ -43,7 +43,6 @@ All rights reserved.
#include "Crawler.h"
#include "Item.h"
#include "safemap.h"
#include "olcPGEX_Graphics2D.h"
#include "drawutil.h"
INCLUDE_game

@ -43,7 +43,6 @@ All rights reserved.
#include "Crawler.h"
#include "Item.h"
#include "safemap.h"
#include "olcPGEX_Graphics2D.h"
INCLUDE_game
INCLUDE_ITEM_DATA

@ -290,7 +290,7 @@ bool Monster::Hurt(int damage,bool onUpperLevel,float z){
#pragma region Handle Crits
bool crit=false;
if(util::random(1)<game->GetPlayer()->GetCritRatePct()){
mod_dmg*=game->GetPlayer()->GetCritDmgPct();
mod_dmg*=1+game->GetPlayer()->GetCritDmgPct();
crit=true;
}
#pragma endregion

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 0
#define VERSION_MINOR 2
#define VERSION_PATCH 1
#define VERSION_BUILD 4857
#define VERSION_BUILD 4867
#define stringify(a) stringify_(a)
#define stringify_(a) #a

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@ -7,7 +7,7 @@ Player
Crit Rate = 0%
# Starting base crit dmg.
Crit Dmg = 150%
Crit Dmg = 50%
Starting Money = 100

@ -2,7 +2,6 @@ Equipment
{
Leather Helmet
{
DisplayName = Leather Helmet
Slot = Helmet
PartofSet = Leather
ItemCategory = Equipment
@ -24,7 +23,6 @@ Equipment
}
Leather Armor
{
DisplayName = Leather Armor
Slot = Armor
PartofSet = Leather
ItemCategory = Equipment
@ -46,7 +44,6 @@ Equipment
}
Leather Pants
{
DisplayName = Leather Pants
Slot = Pants
PartofSet = Leather
ItemCategory = Equipment
@ -68,7 +65,6 @@ Equipment
}
Leather Gloves
{
DisplayName = Leather Gloves
Slot = Gloves
PartofSet = Leather
ItemCategory = Equipment
@ -90,7 +86,6 @@ Equipment
}
Leather Shoes
{
DisplayName = Leather Shoes
Slot = Shoes
PartofSet = Leather
ItemCategory = Equipment
@ -112,7 +107,6 @@ Equipment
}
Copper Helmet
{
DisplayName = Copper Helmet
Slot = Helmet
PartofSet = Copper
ItemCategory = Equipment
@ -134,7 +128,6 @@ Equipment
}
Copper Armor
{
DisplayName = Copper Armor
Slot = Armor
PartofSet = Copper
ItemCategory = Equipment
@ -156,7 +149,6 @@ Equipment
}
Copper Pants
{
DisplayName = Copper Pants
Slot = Pants
PartofSet = Copper
ItemCategory = Equipment
@ -178,7 +170,6 @@ Equipment
}
Copper Gloves
{
DisplayName = Copper Gloves
Slot = Gloves
PartofSet = Copper
ItemCategory = Equipment
@ -200,7 +191,6 @@ Equipment
}
Copper Shoes
{
DisplayName = Copper Shoes
Slot = Shoes
PartofSet = Copper
ItemCategory = Equipment
@ -222,7 +212,6 @@ Equipment
}
Shell Helmet
{
DisplayName = Shell Helmet
Slot = Helmet
PartofSet = Shell
ItemCategory = Equipment
@ -244,7 +233,6 @@ Equipment
}
Shell Armor
{
DisplayName = Shell Armor
Slot = Armor
PartofSet = Shell
ItemCategory = Equipment
@ -266,7 +254,6 @@ Equipment
}
Shell Pants
{
DisplayName = Shell Pants
Slot = Pants
PartofSet = Shell
ItemCategory = Equipment
@ -288,7 +275,6 @@ Equipment
}
Shell Gloves
{
DisplayName = Shell Gloves
Slot = Gloves
PartofSet = Shell
ItemCategory = Equipment
@ -310,7 +296,6 @@ Equipment
}
Shell Shoes
{
DisplayName = Shell Shoes
Slot = Shoes
PartofSet = Shell
ItemCategory = Equipment
@ -332,7 +317,6 @@ Equipment
}
Bone Helmet
{
DisplayName = Bone Helmet
Slot = Helmet
PartofSet = Bone
ItemCategory = Equipment
@ -354,7 +338,6 @@ Equipment
}
Bone Armor
{
DisplayName = Bone Armor
Slot = Armor
PartofSet = Bone
ItemCategory = Equipment
@ -376,7 +359,6 @@ Equipment
}
Bone Pants
{
DisplayName = Bone Pants
Slot = Pants
PartofSet = Bone
ItemCategory = Equipment
@ -399,7 +381,6 @@ Equipment
}
Bone Gloves
{
DisplayName = Bone Gloves
Slot = Gloves
PartofSet = Bone
ItemCategory = Equipment
@ -421,7 +402,6 @@ Equipment
}
Bone Shoes
{
DisplayName = Bone Shoes
Slot = Shoes
PartofSet = Bone
ItemCategory = Equipment
@ -441,5 +421,4 @@ Equipment
StatValues[9] = 19,11,11
StatValues[10] = 21,12,12
}
}

@ -34,6 +34,8 @@ ItemScript
HP6 Recovery % = 0%,0.0
HP4 Recovery % = 0%,0.0
Damage Reduction = 0%,0.0
Attack Spd = 0,0.0
Mana = 0,0.0
}
# Unlike an item or ability that requires a cast to perform, this applies a buff immediately and then moving cancels the buff mid-application.

@ -2,61 +2,85 @@ Stats
{
Defense
{
Display Name = Defense
Percentage = False
}
Health
{
Display Name = Health
Percentage = False
}
Attack
{
Display Name = Attack
Percentage = False
}
Defense %
{
Display Name = Defense
Modifies = Defense
Percentage = True
}
Attack %
{
Display Name = Attack
Modifies = Attack
Percentage = True
}
Health %
{
Display Name = Health
Modifies = Health
Percentage = True
}
Move Spd %
{
Display Name = Move Spd
Percentage = True
}
CDR
{
Display Name = CDR
Percentage = True
}
Crit Rate
{
Display Name = Crit Rate
Percentage = True
}
Crit Dmg
{
Display Name = Crit Dmg
Percentage = True
}
HP Recovery %
{
Display Name = HP Recovery
Percentage = True
}
HP6 Recovery %
{
Display Name = HP/6 Recovery
Percentage = True
}
HP4 Recovery %
{
Display Name = HP/4 Recovery
Percentage = True
}
Damage Reduction
{
Display Name = Damage Reduction
Percentage = True
}
Attack Spd
{
Display Name = Attack Spd
Percentage = False
}
Mana
{
Display Name = Mana
Percentage = False
}
}

@ -0,0 +1,306 @@
Equipment
{
Wooden Sword
{
Slot = Weapon
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemSets.txt for valid stat names
StatValues = Attack,Crit Rate,Move Spd %
StatValues[0] = 5,5,0
StatValues[1] = 10,6,1
StatValues[2] = 15,7,2
StatValues[3] = 20,8,3
StatValues[4] = 25,9,4
StatValues[5] = 30,10,5
StatValues[6] = 80,11,6
StatValues[7] = 115,12,7
StatValues[8] = 150,13,8
StatValues[9] = 160,14,9
StatValues[10] = 170,15,10
}
Wooden Bow
{
Slot = Weapon
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemSets.txt for valid stat names
StatValues = Attack,Crit Rate,Move Spd %
StatValues[0] = 5,5,0
StatValues[1] = 10,6,1
StatValues[2] = 15,7,2
StatValues[3] = 20,8,3
StatValues[4] = 25,9,4
StatValues[5] = 30,10,5
StatValues[6] = 80,11,6
StatValues[7] = 115,12,7
StatValues[8] = 150,13,8
StatValues[9] = 160,14,9
StatValues[10] = 170,15,10
}
Wooden Staff
{
Slot = Weapon
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemSets.txt for valid stat names
StatValues = Attack,Crit Rate,Move Spd %
StatValues[0] = 5,5,0
StatValues[1] = 10,6,1
StatValues[2] = 15,7,2
StatValues[3] = 20,8,3
StatValues[4] = 25,9,4
StatValues[5] = 30,10,5
StatValues[6] = 80,11,6
StatValues[7] = 115,12,7
StatValues[8] = 150,13,8
StatValues[9] = 160,14,9
StatValues[10] = 170,15,10
}
Steel Sword
{
Slot = Weapon
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemSets.txt for valid stat names
StatValues = Attack,Crit Rate,Defense
StatValues[0] = 26,5,5
StatValues[1] = 31,6,10
StatValues[2] = 36,7,20
StatValues[3] = 41,8,30
StatValues[4] = 46,9,40
StatValues[5] = 51,10,50
StatValues[6] = 90,11,60
StatValues[7] = 120,12,70
StatValues[8] = 150,13,80
StatValues[9] = 160,14,90
StatValues[10] = 170,15,100
}
Steel Bow
{
Slot = Weapon
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemSets.txt for valid stat names
StatValues = Attack,Crit Rate,Defense
StatValues[0] = 26,5,5
StatValues[1] = 31,6,10
StatValues[2] = 36,7,20
StatValues[3] = 41,8,30
StatValues[4] = 46,9,40
StatValues[5] = 51,10,50
StatValues[6] = 90,11,60
StatValues[7] = 120,12,70
StatValues[8] = 150,13,80
StatValues[9] = 160,14,90
StatValues[10] = 170,15,100
}
Steel Staff
{
Slot = Weapon
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemSets.txt for valid stat names
StatValues = Attack,Crit Rate,Defense
StatValues[0] = 26,5,5
StatValues[1] = 31,6,10
StatValues[2] = 36,7,20
StatValues[3] = 41,8,30
StatValues[4] = 46,9,40
StatValues[5] = 51,10,50
StatValues[6] = 90,11,60
StatValues[7] = 120,12,70
StatValues[8] = 150,13,80
StatValues[9] = 160,14,90
StatValues[10] = 170,15,100
}
Shell Sword
{
Slot = Weapon
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemSets.txt for valid stat names
StatValues = Attack,Crit Rate,CDR,Mana
StatValues[0] = 47,5,0,0
StatValues[1] = 52,6,2,1
StatValues[2] = 57,7,4,2
StatValues[3] = 62,8,6,3
StatValues[4] = 67,9,8,4
StatValues[5] = 72,10,10,5
StatValues[6] = 100,11,12,6
StatValues[7] = 125,12,14,7
StatValues[8] = 150,13,16,8
StatValues[9] = 160,14,18,9
StatValues[10] = 170,15,20,10
}
Shell Bow
{
Slot = Weapon
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemSets.txt for valid stat names
StatValues = Attack,Crit Rate,CDR,Mana
StatValues[0] = 47,5,0,0
StatValues[1] = 52,6,2,1
StatValues[2] = 57,7,4,2
StatValues[3] = 62,8,6,3
StatValues[4] = 67,9,8,4
StatValues[5] = 72,10,10,5
StatValues[6] = 100,11,12,6
StatValues[7] = 125,12,14,7
StatValues[8] = 150,13,16,8
StatValues[9] = 160,14,18,9
StatValues[10] = 170,15,20,10
}
Shell Staff
{
Slot = Weapon
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemSets.txt for valid stat names
StatValues = Attack,Crit Rate,CDR,Mana
StatValues[0] = 47,5,0,0
StatValues[1] = 52,6,2,1
StatValues[2] = 57,7,4,2
StatValues[3] = 62,8,6,3
StatValues[4] = 67,9,8,4
StatValues[5] = 72,10,10,5
StatValues[6] = 100,11,12,6
StatValues[7] = 125,12,14,7
StatValues[8] = 150,13,16,8
StatValues[9] = 160,14,18,9
StatValues[10] = 170,15,20,10
}
Bone Sword
{
Slot = Weapon
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemSets.txt for valid stat names
StatValues = Attack,Crit Rate
StatValues[0] = 68,10
StatValues[1] = 73,12
StatValues[2] = 78,14
StatValues[3] = 83,16
StatValues[4] = 88,18
StatValues[5] = 93,20
StatValues[6] = 110,22
StatValues[7] = 125,24
StatValues[8] = 150,26
StatValues[9] = 160,28
StatValues[10] = 170,30
}
Bone Bow
{
Slot = Weapon
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemSets.txt for valid stat names
StatValues = Attack,Crit Rate
StatValues[0] = 68,10
StatValues[1] = 73,12
StatValues[2] = 78,14
StatValues[3] = 83,16
StatValues[4] = 88,18
StatValues[5] = 93,20
StatValues[6] = 110,22
StatValues[7] = 125,24
StatValues[8] = 150,26
StatValues[9] = 160,28
StatValues[10] = 170,30
}
Bone Staff
{
Slot = Weapon
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemSets.txt for valid stat names
StatValues = Attack,Crit Rate
StatValues[0] = 68,10
StatValues[1] = 73,12
StatValues[2] = 78,14
StatValues[3] = 83,16
StatValues[4] = 88,18
StatValues[5] = 93,20
StatValues[6] = 110,22
StatValues[7] = 125,24
StatValues[8] = 150,26
StatValues[9] = 160,28
StatValues[10] = 170,30
}
Laser Sword
{
Slot = Weapon
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemSets.txt for valid stat names
# Attack Speed Increase reduces Cooldown of LeftClick Attacks (0.1 sec in this case)
StatValues = Attack,Crit Rate,Attack Spd
StatValues[0] = 89,5,0.1
StatValues[1] = 95,6,0.1
StatValues[2] = 101,7,0.1
StatValues[3] = 107,8,0.1
StatValues[4] = 113,9,0.1
StatValues[5] = 119,10,0.1
StatValues[6] = 130,11,0.1
StatValues[7] = 140,12,0.1
StatValues[8] = 150,13,0.1
StatValues[9] = 160,14,0.1
StatValues[10] = 170,15,0.1
}
Plasma Bow
{
Slot = Weapon
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemSets.txt for valid stat names
# Attack Speed Increase reduces Cooldown of LeftClick Attacks (0.1 sec in this case)
StatValues = Attack,Crit Rate,Attack Spd
StatValues[0] = 89,5,0.1
StatValues[1] = 95,6,0.1
StatValues[2] = 101,7,0.1
StatValues[3] = 107,8,0.1
StatValues[4] = 113,9,0.1
StatValues[5] = 119,10,0.1
StatValues[6] = 130,11,0.1
StatValues[7] = 140,12,0.1
StatValues[8] = 150,13,0.1
StatValues[9] = 160,14,0.1
StatValues[10] = 170,15,0.1
}
Unknown Staff
{
Slot = Weapon
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemSets.txt for valid stat names
# Attack Speed Increase reduces Cooldown of LeftClick Attacks (0.1 sec in this case)
StatValues = Attack,Crit Rate,Attack Spd
StatValues[0] = 89,5,0.1
StatValues[1] = 95,6,0.1
StatValues[2] = 101,7,0.1
StatValues[3] = 107,8,0.1
StatValues[4] = 113,9,0.1
StatValues[5] = 119,10,0.1
StatValues[6] = 130,11,0.1
StatValues[7] = 140,12,0.1
StatValues[8] = 150,13,0.1
StatValues[9] = 160,14,0.1
StatValues[10] = 170,15,0.1
}
}

@ -4,6 +4,7 @@ ItemConfiguration
Item Scripts = ItemScript.txt
Item Categories = ItemCategory.txt
Equipment = Equipment.txt
Weapons = Weapons.txt
}
Item
{

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@ -1,313 +0,0 @@
/*
olcPGEX_Graphics2D.h
+-------------------------------------------------------------+
| OneLoneCoder Pixel Game Engine Extension |
| Advanced 2D Rendering - v0.5 |
+-------------------------------------------------------------+
What is this?
~~~~~~~~~~~~~
This is an extension to the olcPixelGameEngine, which provides
advanced olc::Sprite manipulation and drawing routines. To use
it, simply include this header file.
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2019 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions or derivations of source code must retain the above
copyright notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce
the above copyright notice. This list of conditions and the following
disclaimer must be reproduced in the documentation and/or other
materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Links
~~~~~
YouTube: https://www.youtube.com/javidx9
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Homepage: https://www.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2019
*/
/*
Matrices stored as [Column][Row] (i.e. x, y)
|C0R0 C1R0 C2R0| | x | | x'|
|C0R1 C1R1 C2R1| * | y | = | y'|
|C0R2 C1R2 C2R2| |1.0| | - |
*/
#ifndef OLC_PGEX_GFX2D
#define OLC_PGEX_GFX2D
#include <algorithm>
#undef min
#undef max
namespace olc
{
// Container class for Advanced 2D Drawing functions
class GFX2D : public olc::PGEX
{
// A representation of an affine transform, used to rotate, scale, offset & shear space
public:
class Transform2D
{
public:
Transform2D();
public:
// Set this transformation to unity
void Reset();
// Append a rotation of fTheta radians to this transform
void Rotate(float fTheta);
// Append a translation (ox, oy) to this transform
void Translate(float ox, float oy);
// Append a scaling operation (sx, sy) to this transform
void Scale(float sx, float sy);
// Append a shear operation (sx, sy) to this transform
void Shear(float sx, float sy);
void Perspective(float ox, float oy);
// Calculate the Forward Transformation of the coordinate (in_x, in_y) -> (out_x, out_y)
void Forward(float in_x, float in_y, float &out_x, float &out_y);
// Calculate the Inverse Transformation of the coordinate (in_x, in_y) -> (out_x, out_y)
void Backward(float in_x, float in_y, float &out_x, float &out_y);
// Regenerate the Inverse Transformation
void Invert();
private:
void Multiply();
float matrix[4][3][3];
int nTargetMatrix;
int nSourceMatrix;
bool bDirty;
};
public:
// Draws a sprite with the transform applied
static void DrawSprite(olc::Sprite *sprite, olc::GFX2D::Transform2D &transform);
};
}
#ifdef OLC_PGEX_GRAPHICS2D
#undef OLC_PGEX_GRAPHICS2D
namespace olc
{
void GFX2D::DrawSprite(olc::Sprite *sprite, olc::GFX2D::Transform2D &transform)
{
if (sprite == nullptr)
return;
// Work out bounding rectangle of sprite
float ex, ey;
float sx, sy;
float px, py;
transform.Forward(0.0f, 0.0f, sx, sy);
px = sx; py = sy;
sx = std::min(sx, px); sy = std::min(sy, py);
ex = std::max(ex, px); ey = std::max(ey, py);
transform.Forward((float)sprite->width, (float)sprite->height, px, py);
sx = std::min(sx, px); sy = std::min(sy, py);
ex = std::max(ex, px); ey = std::max(ey, py);
transform.Forward(0.0f, (float)sprite->height, px, py);
sx = std::min(sx, px); sy = std::min(sy, py);
ex = std::max(ex, px); ey = std::max(ey, py);
transform.Forward((float)sprite->width, 0.0f, px, py);
sx = std::min(sx, px); sy = std::min(sy, py);
ex = std::max(ex, px); ey = std::max(ey, py);
// Perform inversion of transform if required
transform.Invert();
if (ex < sx)
std::swap(ex, sx);
if (ey < sy)
std::swap(ey, sy);
// Iterate through render space, and sample Sprite from suitable texel location
for (float i = sx; i < ex; i++)
{
for (float j = sy; j < ey; j++)
{
float ox, oy;
transform.Backward(i, j, ox, oy);
pge->Draw((int32_t)i, (int32_t)j, sprite->GetPixel((int32_t)(ox+0.5f), (int32_t)(oy+0.5f)));
}
}
}
olc::GFX2D::Transform2D::Transform2D()
{
Reset();
}
void olc::GFX2D::Transform2D::Reset()
{
nTargetMatrix = 0;
nSourceMatrix = 1;
bDirty = true;
// Columns Then Rows
// Matrices 0 & 1 are used as swaps in Transform accumulation
matrix[0][0][0] = 1.0f; matrix[0][1][0] = 0.0f; matrix[0][2][0] = 0.0f;
matrix[0][0][1] = 0.0f; matrix[0][1][1] = 1.0f; matrix[0][2][1] = 0.0f;
matrix[0][0][2] = 0.0f; matrix[0][1][2] = 0.0f; matrix[0][2][2] = 1.0f;
matrix[1][0][0] = 1.0f; matrix[1][1][0] = 0.0f; matrix[1][2][0] = 0.0f;
matrix[1][0][1] = 0.0f; matrix[1][1][1] = 1.0f; matrix[1][2][1] = 0.0f;
matrix[1][0][2] = 0.0f; matrix[1][1][2] = 0.0f; matrix[1][2][2] = 1.0f;
// Matrix 2 is a cache matrix to hold the immediate transform operation
// Matrix 3 is a cache matrix to hold the inverted transform
}
void olc::GFX2D::Transform2D::Multiply()
{
for (int c = 0; c < 3; c++)
{
for (int r = 0; r < 3; r++)
{
matrix[nTargetMatrix][c][r] = matrix[2][0][r] * matrix[nSourceMatrix][c][0] +
matrix[2][1][r] * matrix[nSourceMatrix][c][1] +
matrix[2][2][r] * matrix[nSourceMatrix][c][2];
}
}
std::swap(nTargetMatrix, nSourceMatrix);
bDirty = true; // Any transform multiply dirties the inversion
}
void olc::GFX2D::Transform2D::Rotate(float fTheta)
{
// Construct Rotation Matrix
matrix[2][0][0] = cosf(fTheta); matrix[2][1][0] = sinf(fTheta); matrix[2][2][0] = 0.0f;
matrix[2][0][1] = -sinf(fTheta); matrix[2][1][1] = cosf(fTheta); matrix[2][2][1] = 0.0f;
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f;
Multiply();
}
void olc::GFX2D::Transform2D::Scale(float sx, float sy)
{
// Construct Scale Matrix
matrix[2][0][0] = sx; matrix[2][1][0] = 0.0f; matrix[2][2][0] = 0.0f;
matrix[2][0][1] = 0.0f; matrix[2][1][1] = sy; matrix[2][2][1] = 0.0f;
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f;
Multiply();
}
void olc::GFX2D::Transform2D::Shear(float sx, float sy)
{
// Construct Shear Matrix
matrix[2][0][0] = 1.0f; matrix[2][1][0] = sx; matrix[2][2][0] = 0.0f;
matrix[2][0][1] = sy; matrix[2][1][1] = 1.0f; matrix[2][2][1] = 0.0f;
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f;
Multiply();
}
void olc::GFX2D::Transform2D::Translate(float ox, float oy)
{
// Construct Translate Matrix
matrix[2][0][0] = 1.0f; matrix[2][1][0] = 0.0f; matrix[2][2][0] = ox;
matrix[2][0][1] = 0.0f; matrix[2][1][1] = 1.0f; matrix[2][2][1] = oy;
matrix[2][0][2] = 0.0f; matrix[2][1][2] = 0.0f; matrix[2][2][2] = 1.0f;
Multiply();
}
void olc::GFX2D::Transform2D::Perspective(float ox, float oy)
{
// Construct Translate Matrix
matrix[2][0][0] = 1.0f; matrix[2][1][0] = 0.0f; matrix[2][2][0] = 0.0f;
matrix[2][0][1] = 0.0f; matrix[2][1][1] = 1.0f; matrix[2][2][1] = 0.0f;
matrix[2][0][2] = ox; matrix[2][1][2] = oy; matrix[2][2][2] = 1.0f;
Multiply();
}
void olc::GFX2D::Transform2D::Forward(float in_x, float in_y, float &out_x, float &out_y)
{
out_x = in_x * matrix[nSourceMatrix][0][0] + in_y * matrix[nSourceMatrix][1][0] + matrix[nSourceMatrix][2][0];
out_y = in_x * matrix[nSourceMatrix][0][1] + in_y * matrix[nSourceMatrix][1][1] + matrix[nSourceMatrix][2][1];
float out_z = in_x * matrix[nSourceMatrix][0][2] + in_y * matrix[nSourceMatrix][1][2] + matrix[nSourceMatrix][2][2];
if (out_z != 0)
{
out_x /= out_z;
out_y /= out_z;
}
}
void olc::GFX2D::Transform2D::Backward(float in_x, float in_y, float &out_x, float &out_y)
{
out_x = in_x * matrix[3][0][0] + in_y * matrix[3][1][0] + matrix[3][2][0];
out_y = in_x * matrix[3][0][1] + in_y * matrix[3][1][1] + matrix[3][2][1];
float out_z = in_x * matrix[3][0][2] + in_y * matrix[3][1][2] + matrix[3][2][2];
if (out_z != 0)
{
out_x /= out_z;
out_y /= out_z;
}
}
void olc::GFX2D::Transform2D::Invert()
{
if (bDirty) // Obviously costly so only do if needed
{
float det = matrix[nSourceMatrix][0][0] * (matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][1][2] * matrix[nSourceMatrix][2][1]) -
matrix[nSourceMatrix][1][0] * (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][2][1] * matrix[nSourceMatrix][0][2]) +
matrix[nSourceMatrix][2][0] * (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][0][2]);
float idet = 1.0f / det;
matrix[3][0][0] = (matrix[nSourceMatrix][1][1] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][1][2] * matrix[nSourceMatrix][2][1]) * idet;
matrix[3][1][0] = (matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][2]) * idet;
matrix[3][2][0] = (matrix[nSourceMatrix][1][0] * matrix[nSourceMatrix][2][1] - matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][1][1]) * idet;
matrix[3][0][1] = (matrix[nSourceMatrix][2][1] * matrix[nSourceMatrix][0][2] - matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][2]) * idet;
matrix[3][1][1] = (matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][2][2] - matrix[nSourceMatrix][2][0] * matrix[nSourceMatrix][0][2]) * idet;
matrix[3][2][1] = (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][2][0] - matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][2][1]) * idet;
matrix[3][0][2] = (matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][2] - matrix[nSourceMatrix][0][2] * matrix[nSourceMatrix][1][1]) * idet;
matrix[3][1][2] = (matrix[nSourceMatrix][0][2] * matrix[nSourceMatrix][1][0] - matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][1][2]) * idet;
matrix[3][2][2] = (matrix[nSourceMatrix][0][0] * matrix[nSourceMatrix][1][1] - matrix[nSourceMatrix][0][1] * matrix[nSourceMatrix][1][0]) * idet;
bDirty = false;
}
}
}
#endif
#endif

@ -736,15 +736,15 @@ void olc::ViewPort::DrawShadowStringDecal(const olc::vf2d& pos, std::string_view
pge->Clear(BLANK);
pge->DrawString({0,0},sText,WHITE,1U,width/scale.x);
newDecal->Update();
float adjustedShadowSizeFactor=shadowSizeFactor*4/std::max(scale.x,scale.y);
Decal*newShadowDecal=new Decal(new Sprite((imageSize.x/scale.x*4)+adjustedShadowSizeFactor*2,(imageSize.y/scale.x*4)+adjustedShadowSizeFactor*2));
vf2d adjustedShadowSizeFactor=vf2d{shadowSizeFactor,shadowSizeFactor}*4/scale;
Decal*newShadowDecal=new Decal(new Sprite((imageSize.x/scale.x*4)+adjustedShadowSizeFactor.x*2,(imageSize.y/scale.x*4)+adjustedShadowSizeFactor.y*2));
garbageCollector[key+"_SHADOW"].decal=newShadowDecal;
pge->SetDrawTarget(newShadowDecal->sprite);
pge->Clear(BLANK);
for(float y=-adjustedShadowSizeFactor;y<=adjustedShadowSizeFactor+0.1;y+=adjustedShadowSizeFactor/2){
for(float x=-adjustedShadowSizeFactor;x<=adjustedShadowSizeFactor+0.1;x+=adjustedShadowSizeFactor/2){
for(float y=-adjustedShadowSizeFactor.y;y<=adjustedShadowSizeFactor.y+0.1;y+=adjustedShadowSizeFactor.y/2){
for(float x=-adjustedShadowSizeFactor.x;x<=adjustedShadowSizeFactor.x+0.1;x+=adjustedShadowSizeFactor.x/2){
if(x!=0||y!=0){
pge->DrawString(vf2d{x,y}+vf2d{adjustedShadowSizeFactor,adjustedShadowSizeFactor}, sText, WHITE,4U,width/scale.x*4);
pge->DrawString(vf2d{x,y}+adjustedShadowSizeFactor, sText, WHITE,4U,width/scale.x*4);
}
}
}
@ -784,15 +784,15 @@ void olc::ViewPort::DrawShadowStringPropDecal(const olc::vf2d& pos, std::string_
pge->Clear(BLANK);
pge->DrawStringProp({0,0},sText,WHITE,1U,width/scale.x);
newDecal->Update();
float adjustedShadowSizeFactor=shadowSizeFactor*4/std::max(scale.x,scale.y);
Decal*newShadowDecal=new Decal(new Sprite((imageSize.x/scale.x*4)+adjustedShadowSizeFactor*2,(imageSize.y/scale.x*4)+adjustedShadowSizeFactor*2));
vf2d adjustedShadowSizeFactor=vf2d{shadowSizeFactor,shadowSizeFactor}*4/scale;
Decal*newShadowDecal=new Decal(new Sprite((imageSize.x/scale.x*4)+adjustedShadowSizeFactor.x*2,(imageSize.y/scale.x*4)+adjustedShadowSizeFactor.y*2));
garbageCollector[key+"_SHADOW"].decal=newShadowDecal;
pge->SetDrawTarget(newShadowDecal->sprite);
pge->Clear(BLANK);
for(float y=-adjustedShadowSizeFactor;y<=adjustedShadowSizeFactor+0.1;y+=adjustedShadowSizeFactor/2){
for(float x=-adjustedShadowSizeFactor;x<=adjustedShadowSizeFactor+0.1;x+=adjustedShadowSizeFactor/2){
for(float y=-adjustedShadowSizeFactor.y;y<=adjustedShadowSizeFactor.y+0.1;y+=adjustedShadowSizeFactor.y/2){
for(float x=-adjustedShadowSizeFactor.x;x<=adjustedShadowSizeFactor.x+0.1;x+=adjustedShadowSizeFactor.x/2){
if(x!=0||y!=0){
pge->DrawStringProp(vf2d{x,y}+vf2d{adjustedShadowSizeFactor,adjustedShadowSizeFactor}, sText, WHITE,4U,width/scale.x*4);
pge->DrawStringProp(vf2d{x,y}+adjustedShadowSizeFactor, sText, WHITE,4U,width/scale.x*4);
}
}
}

@ -3440,15 +3440,15 @@ namespace olc
Clear(BLANK);
DrawString({0,0},sText,WHITE,1U,width/scale.x);
newDecal->Update();
float adjustedShadowSizeFactor=shadowSizeFactor*4/std::max(scale.x,scale.y);
Decal*newShadowDecal=new Decal(new Sprite((imageSize.x/scale.x*4)+adjustedShadowSizeFactor*2,(imageSize.y/scale.x*4)+adjustedShadowSizeFactor*2));
vf2d adjustedShadowSizeFactor=vf2d{shadowSizeFactor,shadowSizeFactor}*4/scale;
Decal*newShadowDecal=new Decal(new Sprite((imageSize.x/scale.x*4)+adjustedShadowSizeFactor.x*2,(imageSize.y/scale.x*4)+adjustedShadowSizeFactor.y*2));
garbageCollector[key+"_SHADOW"].decal=newShadowDecal;
SetDrawTarget(newShadowDecal->sprite);
Clear(BLANK);
for(float y=-adjustedShadowSizeFactor;y<=adjustedShadowSizeFactor+0.1;y+=adjustedShadowSizeFactor/2){
for(float x=-adjustedShadowSizeFactor;x<=adjustedShadowSizeFactor+0.1;x+=adjustedShadowSizeFactor/2){
for(float y=-adjustedShadowSizeFactor.y;y<=adjustedShadowSizeFactor.y+0.1;y+=adjustedShadowSizeFactor.y/2){
for(float x=-adjustedShadowSizeFactor.x;x<=adjustedShadowSizeFactor.x+0.1;x+=adjustedShadowSizeFactor.x/2){
if(x!=0||y!=0){
DrawString(vf2d{x,y}+vf2d{adjustedShadowSizeFactor,adjustedShadowSizeFactor}, sText, WHITE,4U,width/scale.x*4);
DrawString(vf2d{x,y}+adjustedShadowSizeFactor, sText, WHITE,4U,width/scale.x*4);
}
}
}
@ -3564,15 +3564,15 @@ namespace olc
Clear(BLANK);
DrawStringProp({0,0},sText,WHITE,1U,width/scale.x);
newDecal->Update();
float adjustedShadowSizeFactor=shadowSizeFactor*4/std::max(scale.x,scale.y);
Decal*newShadowDecal=new Decal(new Sprite((imageSize.x/scale.x*4)+adjustedShadowSizeFactor*2,(imageSize.y/scale.x*4)+adjustedShadowSizeFactor*2));
vf2d adjustedShadowSizeFactor=vf2d{shadowSizeFactor,shadowSizeFactor}*4/scale;
Decal*newShadowDecal=new Decal(new Sprite((imageSize.x/scale.x*4)+adjustedShadowSizeFactor.x*2,(imageSize.y/scale.x*4)+adjustedShadowSizeFactor.y*2));
garbageCollector[key+"_SHADOW"].decal=newShadowDecal;
SetDrawTarget(newShadowDecal->sprite);
Clear(BLANK);
for(float y=-adjustedShadowSizeFactor;y<=adjustedShadowSizeFactor+0.1;y+=adjustedShadowSizeFactor/2){
for(float x=-adjustedShadowSizeFactor;x<=adjustedShadowSizeFactor+0.1;x+=adjustedShadowSizeFactor/2){
for(float y=-adjustedShadowSizeFactor.y;y<=adjustedShadowSizeFactor.y+0.1;y+=adjustedShadowSizeFactor.y/2){
for(float x=-adjustedShadowSizeFactor.x;x<=adjustedShadowSizeFactor.x+0.1;x+=adjustedShadowSizeFactor.x/2){
if(x!=0||y!=0){
DrawStringProp(vf2d{x,y}+vf2d{adjustedShadowSizeFactor,adjustedShadowSizeFactor}, sText, WHITE,4U,width/scale.x*4);
DrawStringProp(vf2d{x,y}+adjustedShadowSizeFactor, sText, WHITE,4U,width/scale.x*4);
}
}
}

@ -188,7 +188,7 @@ namespace olc::utils::Animate2D
// Update an animation state token
inline void UpdateState(AnimationState& state, const float fElapsedTime) const
{
state.fTime += std::fmod(fElapsedTime,1000);
state.fTime = std::fmod(state.fTime+fElapsedTime,1000);
}
public:

@ -49,7 +49,5 @@ All rights reserved.
#include "TMXParser.h"
#define TSX_PARSER_SETUP
#include "TSXParser.h"
#define OLC_PGEX_GRAPHICS2D
#include "olcPGEX_Graphics2D.h"
#define OLC_PGEX_MINIAUDIO
#include "olcPGEX_MiniAudio.h"
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