Walk animation controller now applied to the overworld map stage.
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c065e9f6fb
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@ -9,6 +9,7 @@
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#include "utils.h"
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#include "utils.h"
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#include "Key.h"
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#include "Key.h"
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#include "Menu.h"
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#include "Menu.h"
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#include "GameState.h"
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INCLUDE_MONSTER_DATA
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INCLUDE_MONSTER_DATA
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INCLUDE_MONSTER_LIST
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INCLUDE_MONSTER_LIST
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@ -510,7 +511,7 @@ bool Player::CanAct(){
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}
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}
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bool Player::CanAct(Ability&ability){
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bool Player::CanAct(Ability&ability){
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return (ability.canCancelCast||state!=State::CASTING)&&state!=State::ANIMATION_LOCK;
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return (ability.canCancelCast||state!=State::CASTING)&&state!=State::ANIMATION_LOCK&&GameState::STATE==GameState::states[States::GAME_RUN];
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}
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}
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bool Player::HasIframes(){
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bool Player::HasIframes(){
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@ -51,7 +51,6 @@ private:
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Animate2D::Animation<std::string>animation;
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Animate2D::Animation<std::string>animation;
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Animate2D::AnimationState internal_animState;
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Animate2D::AnimationState internal_animState;
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Key lastReleasedMovementKey;
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Key lastReleasedMovementKey;
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void Update(float fElapsedTime);
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void AddAnimation(std::string state);
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void AddAnimation(std::string state);
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std::vector<Buff>buffList;
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std::vector<Buff>buffList;
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CastInfo castInfo={"",0};
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CastInfo castInfo={"",0};
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@ -65,7 +64,6 @@ protected:
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const float MAGIC_ATTACK_COOLDOWN="Wizard.Auto Attack.Cooldown"_F;
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const float MAGIC_ATTACK_COOLDOWN="Wizard.Auto Attack.Cooldown"_F;
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float ARROW_ATTACK_COOLDOWN="Ranger.Auto Attack.Cooldown"_F;
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float ARROW_ATTACK_COOLDOWN="Ranger.Auto Attack.Cooldown"_F;
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void SetSwordSwingTimer(float val);
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void SetSwordSwingTimer(float val);
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void SetState(State::State newState);
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void SetFacingDirection(Key direction);
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void SetFacingDirection(Key direction);
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void SetLastReleasedMovementKey(Key k);
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void SetLastReleasedMovementKey(Key k);
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void Spin(float duration,float spinSpd);
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void Spin(float duration,float spinSpd);
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@ -122,6 +120,7 @@ public:
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Key GetFacingDirection();
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Key GetFacingDirection();
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vf2d GetVelocity();
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vf2d GetVelocity();
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bool HasIframes();
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bool HasIframes();
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void Update(float fElapsedTime);
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void UpdateWalkingAnimation(Key direction);
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void UpdateWalkingAnimation(Key direction);
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void UpdateIdleAnimation(Key direction);
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void UpdateIdleAnimation(Key direction);
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//The range is the search range in tiles.
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//The range is the search range in tiles.
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@ -140,6 +139,7 @@ public:
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void SetZ(float z);
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void SetZ(float z);
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//Returns true if the move was valid and successful.
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//Returns true if the move was valid and successful.
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bool SetPos(vf2d pos);
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bool SetPos(vf2d pos);
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void SetState(State::State newState);
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void AddBuff(BuffType type,float duration,float intensity);
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void AddBuff(BuffType type,float duration,float intensity);
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std::vector<Buff>GetBuffs(BuffType buff);
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std::vector<Buff>GetBuffs(BuffType buff);
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@ -18,5 +18,6 @@ namespace State{
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ANIMATION_LOCK,
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ANIMATION_LOCK,
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JUMP,
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JUMP,
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RECOVERY,
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RECOVERY,
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FORCE_WALK,
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};
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};
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}
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}
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@ -4,9 +4,11 @@
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#include "Menu.h"
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#include "Menu.h"
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INCLUDE_MONSTER_LIST
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INCLUDE_MONSTER_LIST
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INCLUDE_game
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void State_GameRun::OnStateChange(GameState*prevState){
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void State_GameRun::OnStateChange(GameState*prevState){
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Menu::CloseAllMenus();
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Menu::CloseAllMenus();
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game->GetPlayer()->SetState(State::NORMAL);
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};
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};
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void State_GameRun::OnUserUpdate(Crawler*game){
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void State_GameRun::OnUserUpdate(Crawler*game){
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game->bossDisplayTimer=std::max(0.f,game->bossDisplayTimer-game->GetElapsedTime());
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game->bossDisplayTimer=std::max(0.f,game->bossDisplayTimer-game->GetElapsedTime());
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@ -11,14 +11,17 @@ std::vector<ConnectionPoint>State_OverworldMap::connections;
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State_OverworldMap::State_OverworldMap(){
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State_OverworldMap::State_OverworldMap(){
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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.
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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.
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game->GetPlayer()->SetPos(currentConnectionPoint->rect.pos);
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}
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}
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void State_OverworldMap::OnStateChange(GameState*prevState){
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void State_OverworldMap::OnStateChange(GameState*prevState){
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Menu::CloseAllMenus();
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Menu::CloseAllMenus();
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game->GetPlayer()->SetPos(currentConnectionPoint->rect.pos);
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game->GetPlayer()->UpdateWalkingAnimation(DOWN);
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game->GetPlayer()->SetState(State::FORCE_WALK);
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};
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};
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void State_OverworldMap::OnUserUpdate(Crawler*game){
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void State_OverworldMap::OnUserUpdate(Crawler*game){
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game->camera.SetTarget(currentConnectionPoint->rect.middle());
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game->camera.SetTarget(currentConnectionPoint->rect.middle());
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game->UpdateCamera(game->GetElapsedTime());
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game->UpdateCamera(game->GetElapsedTime());
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game->GetPlayer()->Update(game->GetElapsedTime());
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};
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};
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void State_OverworldMap::Draw(Crawler*game){
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void State_OverworldMap::Draw(Crawler*game){
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@ -2,7 +2,7 @@
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#define VERSION_MAJOR 0
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 2
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#define VERSION_MINOR 2
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#define VERSION_PATCH 0
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#define VERSION_PATCH 0
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#define VERSION_BUILD 2450
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#define VERSION_BUILD 2457
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#define stringify(a) stringify_(a)
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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#define stringify_(a) #a
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