Selection cursor for overworld map items.

pull/28/head
sigonasr2 1 year ago
parent 42f8e25cdf
commit 54614d31dc
  1. 4
      Crawler/Player.cpp
  2. 1
      Crawler/Player.h
  3. 39
      Crawler/State_OverworldMap.cpp
  4. 1
      Crawler/State_OverworldMap.h
  5. 2
      Crawler/Version.h

@ -714,4 +714,8 @@ void Player::RestoreMana(int amt){
void Player::ConsumeMana(int amt){
mana=std::clamp(mana-amt,0,maxmana);
}
void Player::SetSizeMult(float size){
this->size=size;
}

@ -114,6 +114,7 @@ public:
int GetAttack();
float GetMoveSpdMult();
float GetSizeMult();
void SetSizeMult(float size);
float GetAttackRangeMult();
float GetSpinAngle();
State::State GetState();

@ -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){

@ -4,6 +4,7 @@
class State_OverworldMap:public GameState{
ConnectionPoint*currentConnectionPoint;
float currentTime;
public:
State_OverworldMap();
static std::vector<ConnectionPoint>connections;

@ -2,7 +2,7 @@
#define VERSION_MAJOR 0
#define VERSION_MINOR 2
#define VERSION_PATCH 0
#define VERSION_BUILD 2457
#define VERSION_BUILD 2485
#define stringify(a) stringify_(a)
#define stringify_(a) #a

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