Consolidated jump and shoot animations for monsters into MonsterData.

pull/28/head
sigonasr2 2 years ago
parent d990d021c1
commit 5566eced77
  1. 6
      Crawler/BulletTypes.h
  2. 61
      Crawler/Monster.cpp
  3. 10
      Crawler/Monster.h
  4. 47
      Crawler/MonsterData.cpp
  5. 2
      Crawler/Player.cpp
  6. 2
      Crawler/Version.h
  7. 7
      Crawler/monSlimeA.cpp

@ -1,12 +1,6 @@
#pragma once
#include "Bullet.h"
struct GenericBullet:public Bullet{
GenericBullet(vf2d pos,vf2d vel,float radius,int damage,Pixel col=WHITE);
GenericBullet(vf2d pos,vf2d vel,float radius,int damage,AnimationState animation,bool hitsMultiple=false,float lifetime=INFINITE,bool rotatesWithAngle=false,Pixel col=WHITE);
void Update(float fElapsedTime)override;
};
struct EnergyBolt:public Bullet{
float lastParticleSpawn=0;
EnergyBolt(vf2d pos,vf2d vel,float radius,int damage,Pixel col=WHITE);

@ -12,33 +12,6 @@ INCLUDE_DAMAGENUMBER_LIST
INCLUDE_game
INCLUDE_BULLET_LIST
MonsterData::MonsterData(){}
MonsterData::MonsterData(MonsterName type,int hp,int atk,std::vector<AnimationState>animations,float moveSpd,float size,MonsterStrategy strategy,int collisionDmg):
type(type),hp(hp),atk(atk),moveSpd(moveSpd),size(size),strategy(strategy),animations(animations),collisionDmg(collisionDmg){
}
int MonsterData::GetHealth(){
return hp;
}
int MonsterData::GetAttack(){
return atk;
}
float MonsterData::GetMoveSpdMult(){
return moveSpd;
}
float MonsterData::GetSizeMult(){
return size;
}
int MonsterData::GetCollisionDmg(){
return collisionDmg;
}
MonsterName MonsterData::GetType(){
return type;
}
MonsterStrategy MonsterData::GetAIStrategy(){
return strategy;
}
Monster::Monster(){}
Monster::Monster(vf2d pos,MonsterData data):
pos(pos),hp(data.GetHealth()),maxhp(data.GetHealth()),atk(data.GetAttack()),moveSpd(data.GetMoveSpdMult()),size(data.GetSizeMult()),strategy(data.GetAIStrategy()),type(data.GetType()){
bool firstAnimation=true;
@ -81,36 +54,10 @@ void Monster::UpdateAnimation(AnimationState state){
animation.ChangeState(internal_animState,state);
}
void Monster::PerformJumpAnimation(){
switch(type){
case SLIME_GREEN:{
animation.ChangeState(internal_animState,AnimationState::GREEN_SLIME_JUMP);
}break;
case SLIME_BLUE:{
animation.ChangeState(internal_animState,AnimationState::BLUE_SLIME_JUMP);
}break;
case SLIME_RED:{
animation.ChangeState(internal_animState,AnimationState::RED_SLIME_JUMP);
}break;
case SLIME_YELLOW:{
animation.ChangeState(internal_animState,AnimationState::YELLOW_SLIME_JUMP);
}break;
}
animation.ChangeState(internal_animState,MONSTER_DATA[type].GetJumpAnimation());
}
void Monster::PerformShootAnimation(){
switch(type){
case SLIME_GREEN:{
animation.ChangeState(internal_animState,AnimationState::GREEN_SLIME_SPIT);
}break;
case SLIME_BLUE:{
animation.ChangeState(internal_animState,AnimationState::BLUE_SLIME_SPIT);
}break;
case SLIME_RED:{
animation.ChangeState(internal_animState,AnimationState::RED_SLIME_SPIT);
}break;
case SLIME_YELLOW:{
animation.ChangeState(internal_animState,AnimationState::YELLOW_SLIME_SPIT);
}break;
}
animation.ChangeState(internal_animState,MONSTER_DATA[type].GetShootAnimation());
}
bool Monster::SetX(float x){
vf2d newPos={x,pos.y};
@ -207,7 +154,9 @@ bool Monster::Update(float fElapsedTime){
queueShotTimer-=fElapsedTime;
if(queueShotTimer<0){
queueShotTimer=0;
BULLET_LIST.push_back(std::make_unique<Bullet>(Bullet(pos+vf2d{0,-4},geom2d::line(pos+vf2d{0,-4},game->GetPlayer().GetPos()).vector().norm()*24*3.f,2,GetAttack(),{75/2,162/2,225/2})));
{
BULLET_LIST.push_back(std::make_unique<Bullet>(Bullet(pos + vf2d{ 0,-4 }, geom2d::line(pos + vf2d{ 0,-4 }, game->GetPlayer().GetPos()).vector().norm() * 24 * 3.f, 2, GetAttack(), { 75 / 2,162 / 2,225 / 2 })));
}
}
}
geom2d::line line(pos,game->GetPlayer().GetPos());

@ -32,10 +32,13 @@ struct MonsterData{
MonsterStrategy strategy;
MonsterName type;
int collisionDmg;
AnimationState jumpAnimation=AnimationState::WARRIOR_IDLE_S;
AnimationState shootAnimation=AnimationState::WARRIOR_IDLE_S;
public:
MonsterData();
//When specifying animations, the first one will become the default animation. The last becomes the death animation.
MonsterData(MonsterName type,int hp,int atk,std::vector<AnimationState>animations,float moveSpd=1.0f,float size=1.0f,MonsterStrategy strategy=RUN_TOWARDS,int collisionDmg=0);
MonsterData(MonsterName type,int hp,int atk,std::vector<AnimationState>animations,float moveSpd=1.0f,float size=1.0f,MonsterStrategy strategy=RUN_TOWARDS,int collisionDmg=0
,AnimationState jumpAnimation=AnimationState::WARRIOR_IDLE_S,AnimationState shootAnimation=AnimationState::WARRIOR_IDLE_S);
int GetHealth();
int GetAttack();
float GetMoveSpdMult();
@ -43,6 +46,8 @@ struct MonsterData{
MonsterName GetType();
MonsterStrategy GetAIStrategy();
int GetCollisionDmg();
AnimationState GetJumpAnimation();
AnimationState GetShootAnimation();
std::vector<AnimationState>GetAnimations(){
return animations;
}
@ -73,8 +78,9 @@ struct Monster{
AnimationState GetDeathAnimationName();
bool hasHitPlayer=false;
bool canMove=true; //Set to false when stuck due to collisions.
protected:
public:
Monster();
Monster()=delete;
Monster(vf2d pos,MonsterData data);
vf2d&GetPos();
int GetHealth();

@ -2,9 +2,46 @@
#include "Monster.h"
#include "Animation.h"
std::map<MonsterName,MonsterData>MONSTER_DATA={
{SLIME_GREEN,MonsterData(MonsterName::SLIME_GREEN,10,5,{{AnimationState::GREEN_SLIME_IDLE,AnimationState::GREEN_SLIME_JUMP,AnimationState::GREEN_SLIME_ROLL,AnimationState::GREEN_SLIME_DIE,AnimationState::GREEN_SLIME_SPIT}},1.1f,0.8f,MonsterStrategy::RUN_TOWARDS,5)},
{SLIME_BLUE,MonsterData(MonsterName::SLIME_BLUE,30,10,{{AnimationState::BLUE_SLIME_IDLE,AnimationState::BLUE_SLIME_JUMP,AnimationState::BLUE_SLIME_ROLL,AnimationState::BLUE_SLIME_DIE,AnimationState::BLUE_SLIME_SPIT}},0.8f,1.0f,MonsterStrategy::SHOOT_AFAR)},
{SLIME_RED,MonsterData(MonsterName::SLIME_RED,25,10,{{AnimationState::RED_SLIME_IDLE,AnimationState::RED_SLIME_JUMP,AnimationState::RED_SLIME_ROLL,AnimationState::RED_SLIME_DIE,AnimationState::RED_SLIME_SPIT}},0.95f,1.2f,MonsterStrategy::RUN_TOWARDS,10)},
{SLIME_YELLOW,MonsterData(MonsterName::SLIME_YELLOW,175,10,{{AnimationState::YELLOW_SLIME_IDLE,AnimationState::YELLOW_SLIME_JUMP,AnimationState::YELLOW_SLIME_ROLL,AnimationState::YELLOW_SLIME_DIE,AnimationState::YELLOW_SLIME_SPIT}},0.4f,1.6f,MonsterStrategy::RUN_TOWARDS,15)},
};
{SLIME_GREEN,MonsterData(MonsterName::SLIME_GREEN,10,5,{{AnimationState::GREEN_SLIME_IDLE,AnimationState::GREEN_SLIME_JUMP,AnimationState::GREEN_SLIME_ROLL,AnimationState::GREEN_SLIME_DIE,AnimationState::GREEN_SLIME_SPIT}},1.1f,0.8f,MonsterStrategy::RUN_TOWARDS,5,AnimationState::GREEN_SLIME_JUMP,AnimationState::GREEN_SLIME_SPIT)},
{SLIME_BLUE,MonsterData(MonsterName::SLIME_BLUE,30,10,{{AnimationState::BLUE_SLIME_IDLE,AnimationState::BLUE_SLIME_JUMP,AnimationState::BLUE_SLIME_ROLL,AnimationState::BLUE_SLIME_DIE,AnimationState::BLUE_SLIME_SPIT}},0.8f,1.0f,MonsterStrategy::SHOOT_AFAR,0,AnimationState::BLUE_SLIME_JUMP,AnimationState::BLUE_SLIME_SPIT)},
{SLIME_RED,MonsterData(MonsterName::SLIME_RED,25,10,{{AnimationState::RED_SLIME_IDLE,AnimationState::RED_SLIME_JUMP,AnimationState::RED_SLIME_ROLL,AnimationState::RED_SLIME_DIE,AnimationState::RED_SLIME_SPIT}},0.95f,1.2f,MonsterStrategy::RUN_TOWARDS,10,AnimationState::RED_SLIME_JUMP,AnimationState::RED_SLIME_SPIT)},
{SLIME_YELLOW,MonsterData(MonsterName::SLIME_YELLOW,175,10,{{AnimationState::YELLOW_SLIME_IDLE,AnimationState::YELLOW_SLIME_JUMP,AnimationState::YELLOW_SLIME_ROLL,AnimationState::YELLOW_SLIME_DIE,AnimationState::YELLOW_SLIME_SPIT}},0.4f,1.6f,MonsterStrategy::RUN_TOWARDS,15,AnimationState::YELLOW_SLIME_JUMP,AnimationState::YELLOW_SLIME_SPIT)},
};
MonsterData::MonsterData(){}
MonsterData::MonsterData(MonsterName type,int hp,int atk,std::vector<AnimationState>animations,float moveSpd,float size,MonsterStrategy strategy,int collisionDmg
,AnimationState jumpAnimation,AnimationState shootAnimation):
type(type),hp(hp),atk(atk),moveSpd(moveSpd),size(size),strategy(strategy),animations(animations),collisionDmg(collisionDmg)
,jumpAnimation(jumpAnimation),shootAnimation(shootAnimation){
}
int MonsterData::GetHealth(){
return hp;
}
int MonsterData::GetAttack(){
return atk;
}
float MonsterData::GetMoveSpdMult(){
return moveSpd;
}
float MonsterData::GetSizeMult(){
return size;
}
int MonsterData::GetCollisionDmg(){
return collisionDmg;
}
MonsterName MonsterData::GetType(){
return type;
}
MonsterStrategy MonsterData::GetAIStrategy(){
return strategy;
}
AnimationState MonsterData::GetJumpAnimation(){
return jumpAnimation;
}
AnimationState MonsterData::GetShootAnimation(){
return shootAnimation;
}

@ -414,7 +414,7 @@ void Player::Update(float fElapsedTime){
UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_S);
}break;
}
PLAYER_BULLET_LIST.push_back(std::make_unique<Bullet>(Bullet(pos,bulletVel,30,GetAttack()*8,AnimationState::SONICSLASH,true,2.25,true)));
PLAYER_BULLET_LIST.push_back(std::make_unique<Bullet>(pos,bulletVel,30,GetAttack()*8,AnimationState::SONICSLASH,true,2.25,true));
game->SetupWorldShake(0.5);
}break;
case THIEF:{

@ -2,7 +2,7 @@
#define VERSION_MAJOR 0
#define VERSION_MINOR 2
#define VERSION_PATCH 0
#define VERSION_BUILD 347
#define VERSION_BUILD 352
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -0,0 +1,7 @@
#include "MonsterType.h"
monSlimeA::monSlimeA(vf2d pos,MonsterData data)
:Monster(pos,data){
jumpAnimation=AnimationState::GREEN_SLIME_JUMP;
shootAnimation=AnimationState::GREEN_SLIME_SPIT;
}
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