Mobs can now have ifreames. Add in documentation for slime king encounter and prep a spritesheet for it.
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@ -448,11 +448,9 @@ void Crawler::UpdateBullets(float fElapsedTime){
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if(geom2d::overlaps(geom2d::circle(m.GetPos(),12*m.GetSizeMult()),geom2d::circle(b->pos,b->radius))){
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if(b->hitList.find(&m)==b->hitList.end()&&m.Hurt(b->damage,b->OnUpperLevel())){
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if(!b->hitsMultiple){
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if(b->MonsterHit(m)){
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it=BULLET_LIST.erase(it);
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if(it==BULLET_LIST.end()){
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goto outsideBulletLoop;
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}
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it=BULLET_LIST.erase(it);
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if(it==BULLET_LIST.end()){
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goto outsideBulletLoop;
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}
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goto continueBulletLoop;
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}
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@ -463,11 +461,9 @@ void Crawler::UpdateBullets(float fElapsedTime){
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} else {
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if(geom2d::overlaps(geom2d::circle(player->GetPos(),12*player->GetSizeMult()/2),geom2d::circle(b->pos,b->radius))){
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if(player->Hurt(b->damage,b->OnUpperLevel())){
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if(b->PlayerHit(GetPlayer())){
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it=BULLET_LIST.erase(it);
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if(it==BULLET_LIST.end()){
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goto outsideBulletLoop;
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}
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it=BULLET_LIST.erase(it);
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if(it==BULLET_LIST.end()){
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goto outsideBulletLoop;
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}
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goto continueBulletLoop;
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}
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@ -244,7 +244,6 @@
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<Text Include="NewClasses.txt">
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<Filter>Documentation</Filter>
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</Text>
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<Text Include="Slime_King_Encounter.txt" />
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<Text Include="assets\config\configuration.txt">
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<Filter>Configurations</Filter>
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</Text>
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@ -281,6 +280,9 @@
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<Text Include="assets\config\MonsterStrategies.txt">
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<Filter>Configurations</Filter>
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</Text>
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<Text Include="Slime_King_Encounter.txt">
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<Filter>Documentation</Filter>
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</Text>
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</ItemGroup>
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<ItemGroup>
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<Image Include="assets\heart.ico">
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47
Crawler/Crawler_Slime_King_Encounter.txt
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47
Crawler/Crawler_Slime_King_Encounter.txt
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@ -0,0 +1,47 @@
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Test Attributes, to be able to try encounter with the concept Warrior:
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HP: 1200
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Projectile Attack dmg: 10
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Jump Attack dmg: 20
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- Jumps need a telegraph on the ground.
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Slime King
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Base Size 800%
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100%
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Every 4 Seconds Shoots a ring of projectiles and another 2 rings with each 0.2 seconds delayed and slightly shifted.
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after 4 repeats of this pattern, jump in the air and target location player currently at. Lands after 3 seconds.
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After landing creats 1 ring of projectiles and takes 2 extra seconds to recover.
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repeats behaviour until 75% is reached.
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75%:
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Size changes to 600%
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Spawns 2 Slime adds (Monster C from Concept for now)
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shoots every second with 3 projectiles (shoots out the projectiles in same moment with 45 degree shiftet flight location) in players direction.
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after 5 shoots it charges for 5 seconds after that the king does 3 rapid jumps aiming for the player.
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first should be dodgeable. quite easily.
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second needs to be blocked with movement skill or iframe (unless high movespeed, 110% shall not be enough to dodge this, 110% can be achived without any special gear as bard permanently)
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third jump is a little slower that should allow a player with 100% movespeed to barely run out of it.
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50%:
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Size changes to 400%
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Spawns 2 Slime adds (Monster C from Concept for now)
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1 fast Jump towards player. 3 projectiles attacks with 0.5 seconds between attack.
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2 seconds recover.
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repeat.
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25%:
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Size changes to 200%
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Spawns 2 Slime adds (Monster B from Concept for now)
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Movespeed 50%
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King Shoots 5 projectiles, 0.1 sec delay Boss doesnt aim for the player directly instead shoots randomly in the general direction. runs away for 2.5 seconds. stands still for 1 second and shoot again.
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Repeat 5 times then instead of running jump up to 1000 Range away from player and repeat.
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0%:
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instead of dying Slime king Looses 50% size on every hit taken (1 sec iframe after taking dmg) until reaching 0% size and dies.
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Slime King only runs away with 50% move speed.
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@ -117,23 +117,25 @@ bool Monster::Update(float fElapsedTime){
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if(it==buffList.end())break;
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}
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}
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for(Monster&m:MONSTER_LIST){
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if(&m==this)continue;
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if(OnUpperLevel()==m.OnUpperLevel()&&geom2d::overlaps(geom2d::circle(pos,12*size/2),geom2d::circle(m.GetPos(),12*m.GetSizeMult()/2))){
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m.Collision(*this);
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geom2d::line line(pos,m.GetPos());
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float dist = line.length();
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m.SetPosition(line.rpoint(dist*1.1));
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if(m.IsAlive()){
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vel=line.vector().norm()*-128;
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if(!HasIframes()){
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for(Monster&m:MONSTER_LIST){
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if(&m==this)continue;
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if(!m.HasIframes()&&OnUpperLevel()==m.OnUpperLevel()&&geom2d::overlaps(geom2d::circle(pos,12*size/2),geom2d::circle(m.GetPos(),12*m.GetSizeMult()/2))){
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m.Collision(*this);
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geom2d::line line(pos,m.GetPos());
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float dist = line.length();
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m.SetPosition(line.rpoint(dist*1.1));
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if(m.IsAlive()){
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vel=line.vector().norm()*-128;
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}
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}
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}
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}
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if(!game->GetPlayer()->HasIframes()&&game->GetPlayer()->OnUpperLevel()==OnUpperLevel()&&geom2d::overlaps(geom2d::circle(pos,12*size/2),geom2d::circle(game->GetPlayer()->GetPos(),12*game->GetPlayer()->GetSizeMult()/2))){
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geom2d::line line(pos,game->GetPlayer()->GetPos());
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float dist = line.length();
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SetPosition(line.rpoint(-0.1));
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vel=line.vector().norm()*-128;
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if(!game->GetPlayer()->HasIframes()&&game->GetPlayer()->OnUpperLevel()==OnUpperLevel()&&geom2d::overlaps(geom2d::circle(pos,12*size/2),geom2d::circle(game->GetPlayer()->GetPos(),12*game->GetPlayer()->GetSizeMult()/2))){
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geom2d::line line(pos,game->GetPlayer()->GetPos());
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float dist = line.length();
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SetPosition(line.rpoint(-0.1));
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vel=line.vector().norm()*-128;
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}
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}
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if(GetState()==State::NORMAL){
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if(game->GetPlayer()->GetX()>pos.x){
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@ -221,7 +223,7 @@ std::string Monster::GetDeathAnimationName(){
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return MONSTER_DATA[id].GetDeathAnimation();
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}
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bool Monster::Hurt(int damage,bool onUpperLevel){
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if(hp<=0||onUpperLevel!=OnUpperLevel()) return false;
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if(hp<=0||onUpperLevel!=OnUpperLevel()||HasIframes()) return false;
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float mod_dmg=damage;
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for(Buff&b:GetBuffs(BuffType::DAMAGE_REDUCTION)){
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mod_dmg-=damage*b.intensity;
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@ -339,4 +341,8 @@ void Monster::InitializeStrategies(){
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readCounter++;
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}
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STRATEGY_DATA.SetInitialized();
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}
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bool Monster::HasIframes(){
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return iframe_timer>0;
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}
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@ -52,7 +52,7 @@ struct MonsterData{
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struct Monster{
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friend struct STRATEGY;
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private:
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private:
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int id=0;
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vf2d pos;
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vf2d vel={0,0};
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@ -65,6 +65,8 @@ struct Monster{
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float size;
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float attackCooldownTimer=0;
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float queueShotTimer=0;
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float z=0;
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float iframe_timer=0;
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Key facingDirection;
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int strategy;
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State state=State::NORMAL;
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@ -123,6 +125,7 @@ public:
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State GetState();
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void SetState(State newState);
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static void InitializeStrategies();
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bool HasIframes();
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private:
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struct STRATEGY{
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static int _GetInt(Monster&m,std::string param,int strategyNumber,int index=0);
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@ -304,7 +304,7 @@ void Player::Update(float fElapsedTime){
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ability4.cooldown=0;
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}
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for(Monster&m:MONSTER_LIST){
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if(iframe_time==0&&OnUpperLevel()==m.OnUpperLevel()&&geom2d::overlaps(geom2d::circle(pos,12*size/2),geom2d::circle(m.GetPos(),12*m.GetSizeMult()/2))){
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if(!HasIframes()&&OnUpperLevel()==m.OnUpperLevel()&&geom2d::overlaps(geom2d::circle(pos,12*size/2),geom2d::circle(m.GetPos(),12*m.GetSizeMult()/2))){
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if(m.IsAlive()){
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m.Collision(this);
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}
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@ -485,7 +485,7 @@ bool Player::HasIframes(){
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}
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bool Player::Hurt(int damage,bool onUpperLevel){
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if(hp<=0||iframe_time!=0||OnUpperLevel()!=onUpperLevel) return false;
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if(hp<=0||HasIframes()||OnUpperLevel()!=onUpperLevel) return false;
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if(GetState()==State::BLOCK)damage*=1-"Warrior.Right Click Ability.DamageReduction"_F;
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float mod_dmg=damage;
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for(Buff&b:GetBuffs(BuffType::DAMAGE_REDUCTION)){
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@ -25,6 +25,8 @@ first should be dodgeable. quite easily.
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second needs to be blocked with movement skill or iframe (unless high movespeed, 110% shall not be enough to dodge this, 110% can be achived without any special gear as bard permanently)
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third jump is a little slower that should allow a player with 100% movespeed to barely run out of it.
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(Long delay -> Jump (Immediate Second Jump) -> (Slight Delay) Third Jump)
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50%:
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Size changes to 400%
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Spawns 2 Slime adds (Monster C from Concept for now)
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@ -2,7 +2,7 @@
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 2
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#define VERSION_PATCH 0
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#define VERSION_BUILD 1009
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#define VERSION_BUILD 1011
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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BIN
Crawler/assets/monsters/Slime King.png
Normal file
BIN
Crawler/assets/monsters/Slime King.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.7 KiB |
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