|
|
|
@ -17,6 +17,7 @@ void State_OverworldMap::OnStateChange(GameState*prevState){ |
|
|
|
|
game->GetPlayer()->SetPos(currentConnectionPoint->rect.pos); |
|
|
|
|
game->GetPlayer()->UpdateWalkingAnimation(DOWN); |
|
|
|
|
game->GetPlayer()->SetState(State::FORCE_WALK); |
|
|
|
|
game->GetPlayer()->SetSizeMult(1); |
|
|
|
|
}; |
|
|
|
|
void State_OverworldMap::OnUserUpdate(Crawler*game){ |
|
|
|
|
game->camera.SetTarget(currentConnectionPoint->rect.middle()); |
|
|
|
@ -24,7 +25,43 @@ void State_OverworldMap::OnUserUpdate(Crawler*game){ |
|
|
|
|
game->GetPlayer()->Update(game->GetElapsedTime()); |
|
|
|
|
}; |
|
|
|
|
void State_OverworldMap::Draw(Crawler*game){ |
|
|
|
|
|
|
|
|
|
currentTime+=game->GetElapsedTime(); |
|
|
|
|
for(ConnectionPoint&cp:connections){ |
|
|
|
|
if(geom2d::overlaps(game->GetWorldMousePos(),cp.rect)){ |
|
|
|
|
float borderThickness=4; |
|
|
|
|
vf2d crosshairExtension={std::min(0.25f*cp.rect.size.x-borderThickness/2,12.f),std::min(0.25f*cp.rect.size.y-borderThickness/2,12.f)}; |
|
|
|
|
vf2d pulsatingAmt=vf2d{1,1}*std::abs(std::sin(currentTime*3))*2; |
|
|
|
|
//Lower-Left Corner
|
|
|
|
|
vf2d pos=cp.rect.pos+vf2d{0,cp.rect.size.y-borderThickness}+vf2d{-pulsatingAmt.x,pulsatingAmt.y}; |
|
|
|
|
vf2d size={borderThickness+crosshairExtension.x,borderThickness}; |
|
|
|
|
game->view.FillRectDecal(pos,size,RED); |
|
|
|
|
pos={pos.x,pos.y-crosshairExtension.y}+vf2d{-pulsatingAmt.x,pulsatingAmt.y}; |
|
|
|
|
size={borderThickness,crosshairExtension.y}; |
|
|
|
|
game->view.FillRectDecal(pos,size,RED); |
|
|
|
|
//Lower-Right Corner
|
|
|
|
|
pos=cp.rect.pos+vf2d{cp.rect.size.x-borderThickness-crosshairExtension.x,cp.rect.size.y-borderThickness}+vf2d{pulsatingAmt.x,pulsatingAmt.y}; |
|
|
|
|
size={borderThickness+crosshairExtension.x,borderThickness}; |
|
|
|
|
game->view.FillRectDecal(pos,size,RED); |
|
|
|
|
pos={pos.x+crosshairExtension.x,pos.y-crosshairExtension.y}+vf2d{pulsatingAmt.x,pulsatingAmt.y}; |
|
|
|
|
size={borderThickness,crosshairExtension.y}; |
|
|
|
|
game->view.FillRectDecal(pos,size,RED); |
|
|
|
|
//Upper-Left Corner
|
|
|
|
|
pos=cp.rect.pos+vf2d{0,0}+vf2d{-pulsatingAmt.x,-pulsatingAmt.y}; |
|
|
|
|
size={borderThickness+crosshairExtension.x,borderThickness}; |
|
|
|
|
game->view.FillRectDecal(pos,size,RED); |
|
|
|
|
pos={pos.x,pos.y+borderThickness}+vf2d{-pulsatingAmt.x,-pulsatingAmt.y}; |
|
|
|
|
size={borderThickness,crosshairExtension.y}; |
|
|
|
|
game->view.FillRectDecal(pos,size,RED); |
|
|
|
|
//Upper-Right Corner
|
|
|
|
|
pos=cp.rect.pos+vf2d{cp.rect.size.x-borderThickness-crosshairExtension.x,0}+vf2d{pulsatingAmt.x,-pulsatingAmt.y}; |
|
|
|
|
size={borderThickness+crosshairExtension.x,borderThickness}; |
|
|
|
|
game->view.FillRectDecal(pos,size,RED); |
|
|
|
|
pos={pos.x+crosshairExtension.x,pos.y+borderThickness}+vf2d{pulsatingAmt.x,-pulsatingAmt.y}; |
|
|
|
|
size={borderThickness,crosshairExtension.y}; |
|
|
|
|
game->view.FillRectDecal(pos,size,RED); |
|
|
|
|
break; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
}; |
|
|
|
|
void State_OverworldMap::SetStageMarker(std::string connectionName){ |
|
|
|
|
for(ConnectionPoint&connection:connections){ |
|
|
|
|