Make 4-way directional facing directions updating a bit more lenient. Framework for boss arrow indicators when bosses go off-screen. Release Build 9382.

mac-build
sigonasr2 6 months ago
parent 4fcc5db4af
commit 3e4a1c53ac
  1. 6
      Adventures in Lestoria/Monster.cpp
  2. 1
      Adventures in Lestoria/Monster.h
  3. 4
      Adventures in Lestoria/MonsterData.cpp
  4. 2
      Adventures in Lestoria/MonsterData.h
  5. 2
      Adventures in Lestoria/Version.h
  6. 6
      Adventures in Lestoria/assets/config/Monsters.txt
  7. BIN
      x64/Release/Adventures in Lestoria.exe

@ -378,7 +378,7 @@ void Monster::UpdateFacingDirection(vf2d facingTargetPoint){
float facingAngle=util::angleTo(GetPos(),facingTargetPoint);
vf2d diff=GetPos()-facingTargetPoint;
if(abs(facingAngle-prevFacingDirectionAngle)<(7*PI)/16.f||lastFacingDirectionChange<0.25f)return; //We don't want to change facing angle until a more drastic angle of change has occurred. About 1/4 circle should be acceptable.
if(abs(facingAngle-prevFacingDirectionAngle)<PI/4.f||lastFacingDirectionChange<0.25f)return; //We don't want to change facing angle until a more drastic angle of change has occurred. About 1/4 circle should be acceptable.
prevFacingDirectionAngle=facingAngle;
lastFacingDirectionChange=0.f;
@ -1072,3 +1072,7 @@ void Monster::SetIframes(const float iframeTime){
const std::string_view Monster::GetDisplayName()const{
return MONSTER_DATA.at(GetName()).GetDisplayName();
}
const bool Monster::HasArrowIndicator()const{
return MONSTER_DATA.at(GetName()).HasArrowIndicator();
}

@ -175,6 +175,7 @@ public:
const float GetCollisionRadius()const;
const bool IsDead()const;
const std::string_view GetDisplayName()const;
const bool HasArrowIndicator()const;
private:
//NOTE: Marking a monster for deletion does not trigger any death events. It just simply removes the monster from the field!!
// The way this works is that monsters marked for deletion will cause the monster update loop to detect there's at least one or more monsters that must be deleted and will call erase_if on the list at the end of the iteration loop.

@ -187,6 +187,7 @@ void MonsterData::InitializeMonsterData(){
monster.collisionRadius=8;
if(DATA["Monsters"][MonsterName].HasProperty("Collision Radius"))monster.collisionRadius=DATA["Monsters"][MonsterName]["Collision Radius"].GetReal();
if(DATA["Monsters"][MonsterName].HasProperty("ShowBossIndicator"))monster.hasArrowIndicator=DATA["Monsters"][MonsterName]["ShowBossIndicator"].GetBool();
if(hasFourWaySpriteSheet)monster.SetUsesFourWaySprites();
@ -438,3 +439,6 @@ const std::optional<float>MonsterData::GetLifetime()const{
const float MonsterData::GetCollisionRadius()const{
return collisionRadius;
}
const bool MonsterData::HasArrowIndicator()const{
return hasArrowIndicator;
}

@ -101,6 +101,7 @@ public:
const std::optional<float>GetLifetime()const;
//If an object has a collision radius, returns it.
const float GetCollisionRadius()const;
const bool HasArrowIndicator()const;
private:
std::string name;
int hp;
@ -129,4 +130,5 @@ private:
bool invulnerable{false};
std::optional<float>lifetime{};
float collisionRadius{};
bool hasArrowIndicator{false};
};

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 2
#define VERSION_PATCH 0
#define VERSION_BUILD 9381
#define VERSION_BUILD 9382
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -222,6 +222,9 @@ Monsters
XP = 150
# A flag to show an arrow indicator when the boss is off-screen.
ShowBossIndicator = True
Strategy = Slime King
StartPhase = 1
@ -898,6 +901,9 @@ Monsters
XP = 5
# A flag to show an arrow indicator when the boss is off-screen.
ShowBossIndicator = True
Strategy = Zephy
#Size of each animation frame

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