Walk animation controller now applied to the overworld map stage.

pull/28/head
sigonasr2 1 year ago
parent c065e9f6fb
commit 42f8e25cdf
  1. 3
      Crawler/Player.cpp
  2. 4
      Crawler/Player.h
  3. 1
      Crawler/State.h
  4. 2
      Crawler/State_GameRun.cpp
  5. 5
      Crawler/State_OverworldMap.cpp
  6. 2
      Crawler/Version.h

@ -9,6 +9,7 @@
#include "utils.h"
#include "Key.h"
#include "Menu.h"
#include "GameState.h"
INCLUDE_MONSTER_DATA
INCLUDE_MONSTER_LIST
@ -510,7 +511,7 @@ bool Player::CanAct(){
}
bool Player::CanAct(Ability&ability){
return (ability.canCancelCast||state!=State::CASTING)&&state!=State::ANIMATION_LOCK;
return (ability.canCancelCast||state!=State::CASTING)&&state!=State::ANIMATION_LOCK&&GameState::STATE==GameState::states[States::GAME_RUN];
}
bool Player::HasIframes(){

@ -51,7 +51,6 @@ private:
Animate2D::Animation<std::string>animation;
Animate2D::AnimationState internal_animState;
Key lastReleasedMovementKey;
void Update(float fElapsedTime);
void AddAnimation(std::string state);
std::vector<Buff>buffList;
CastInfo castInfo={"",0};
@ -65,7 +64,6 @@ protected:
const float MAGIC_ATTACK_COOLDOWN="Wizard.Auto Attack.Cooldown"_F;
float ARROW_ATTACK_COOLDOWN="Ranger.Auto Attack.Cooldown"_F;
void SetSwordSwingTimer(float val);
void SetState(State::State newState);
void SetFacingDirection(Key direction);
void SetLastReleasedMovementKey(Key k);
void Spin(float duration,float spinSpd);
@ -122,6 +120,7 @@ public:
Key GetFacingDirection();
vf2d GetVelocity();
bool HasIframes();
void Update(float fElapsedTime);
void UpdateWalkingAnimation(Key direction);
void UpdateIdleAnimation(Key direction);
//The range is the search range in tiles.
@ -140,6 +139,7 @@ public:
void SetZ(float z);
//Returns true if the move was valid and successful.
bool SetPos(vf2d pos);
void SetState(State::State newState);
void AddBuff(BuffType type,float duration,float intensity);
std::vector<Buff>GetBuffs(BuffType buff);

@ -18,5 +18,6 @@ namespace State{
ANIMATION_LOCK,
JUMP,
RECOVERY,
FORCE_WALK,
};
}

@ -4,9 +4,11 @@
#include "Menu.h"
INCLUDE_MONSTER_LIST
INCLUDE_game
void State_GameRun::OnStateChange(GameState*prevState){
Menu::CloseAllMenus();
game->GetPlayer()->SetState(State::NORMAL);
};
void State_GameRun::OnUserUpdate(Crawler*game){
game->bossDisplayTimer=std::max(0.f,game->bossDisplayTimer-game->GetElapsedTime());

@ -11,14 +11,17 @@ std::vector<ConnectionPoint>State_OverworldMap::connections;
State_OverworldMap::State_OverworldMap(){
SetStageMarker("Stage I-I"); //Eventually we will load the game from a file and this will not be necessary. We just set it to this for now.
game->GetPlayer()->SetPos(currentConnectionPoint->rect.pos);
}
void State_OverworldMap::OnStateChange(GameState*prevState){
Menu::CloseAllMenus();
game->GetPlayer()->SetPos(currentConnectionPoint->rect.pos);
game->GetPlayer()->UpdateWalkingAnimation(DOWN);
game->GetPlayer()->SetState(State::FORCE_WALK);
};
void State_OverworldMap::OnUserUpdate(Crawler*game){
game->camera.SetTarget(currentConnectionPoint->rect.middle());
game->UpdateCamera(game->GetElapsedTime());
game->GetPlayer()->Update(game->GetElapsedTime());
};
void State_OverworldMap::Draw(Crawler*game){

@ -2,7 +2,7 @@
#define VERSION_MAJOR 0
#define VERSION_MINOR 2
#define VERSION_PATCH 0
#define VERSION_BUILD 2450
#define VERSION_BUILD 2457
#define stringify(a) stringify_(a)
#define stringify_(a) #a

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