Large refactoring and implemented hurt on monsters
This commit is contained in:
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8bb42df861
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6584a240b1
259
Crawler/Crawler.cpp
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259
Crawler/Crawler.cpp
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@ -0,0 +1,259 @@
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#define OLC_PGE_APPLICATION
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#include "olcPixelGameEngine.h"
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#define OLC_PGEX_TRANSFORMEDVIEW
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#include "olcPGEX_TransformedView.h"
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#include "Crawler.h"
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#include "olcUTIL_Camera2D.h"
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//192x192
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const vi2d WINDOW_SIZE={24*8,24*8};
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std::map<AnimationState,Animate2D::FrameSequence>ANIMATION_DATA;
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std::vector<Monster>MONSTER_LIST;
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std::vector<MonsterSpawner>SPAWNER_LIST;
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Crawler*game;
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Crawler::Crawler()
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{
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sAppName = "Crawler Concept";
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game=this;
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}
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bool Crawler::OnUserCreate(){
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//Initialize Camera.
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camera=Camera2D{WINDOW_SIZE};
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camera.SetMode(olc::utils::Camera2D::Mode::LazyFollow);
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camera.SetTarget(player.GetPos());
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camera.SetWorldBoundary({0,0},WORLD_SIZE*24);
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camera.EnableWorldBoundary(true);
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//Graphics
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GFX_Pl_Sheet.Load("assets/nico-warrior.png");
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GFX_Slime_Sheet.Load("assets/slime.png");
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//Animations
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InitializeAnimations();
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player.AddAnimation(AnimationState::WALK_N);
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player.AddAnimation(AnimationState::WALK_E);
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player.AddAnimation(AnimationState::WALK_S);
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player.AddAnimation(AnimationState::WALK_W);
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player.AddAnimation(AnimationState::IDLE_N);
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player.AddAnimation(AnimationState::IDLE_E);
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player.AddAnimation(AnimationState::IDLE_S);
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player.AddAnimation(AnimationState::IDLE_W);
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view=TileTransformedView{GetScreenSize(),{1,1}};
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player.SetPos({4*24,4*24});
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player.UpdateAnimation(AnimationState::IDLE_S);
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SPAWNER_LIST.push_back(MonsterSpawner({336,96},4*24,{{{MonsterName::SLIME_BLUE,{-32,-40}},{MonsterName::SLIME_GREEN,{64,20}}}}));
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return true;
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}
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bool Crawler::OnUserUpdate(float fElapsedTime){
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HandleUserInput(fElapsedTime);
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player.Update(fElapsedTime);
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for(Monster&m:MONSTER_LIST){
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m.Update(fElapsedTime);
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}
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UpdateCamera(fElapsedTime);
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RenderWorld();
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return true;
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}
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void Crawler::InitializeAnimations(){
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Animate2D::FrameSequence pl_walk_s{0.2};
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pl_walk_s.AddFrame({&GFX_Pl_Sheet,{vi2d{0,0}*24,{24,24}}});
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pl_walk_s.AddFrame({&GFX_Pl_Sheet,{vi2d{1,0}*24,{24,24}}});
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pl_walk_s.AddFrame({&GFX_Pl_Sheet,{vi2d{0,0}*24,{24,24}}});
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pl_walk_s.AddFrame({&GFX_Pl_Sheet,{vi2d{2,0}*24,{24,24}}});
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ANIMATION_DATA[AnimationState::WALK_S]=pl_walk_s;
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Animate2D::FrameSequence pl_walk_e{0.2};
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pl_walk_e.AddFrame({&GFX_Pl_Sheet,{vi2d{0,3}*24,{24,24}}});
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pl_walk_e.AddFrame({&GFX_Pl_Sheet,{vi2d{1,3}*24,{24,24}}});
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pl_walk_e.AddFrame({&GFX_Pl_Sheet,{vi2d{0,3}*24,{24,24}}});
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pl_walk_e.AddFrame({&GFX_Pl_Sheet,{vi2d{2,3}*24,{24,24}}});
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ANIMATION_DATA[AnimationState::WALK_E]=pl_walk_e;
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Animate2D::FrameSequence pl_walk_w{0.2};
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pl_walk_w.AddFrame({&GFX_Pl_Sheet,{vi2d{0,2}*24,{24,24}}});
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pl_walk_w.AddFrame({&GFX_Pl_Sheet,{vi2d{1,2}*24,{24,24}}});
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pl_walk_w.AddFrame({&GFX_Pl_Sheet,{vi2d{0,2}*24,{24,24}}});
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pl_walk_w.AddFrame({&GFX_Pl_Sheet,{vi2d{2,2}*24,{24,24}}});
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ANIMATION_DATA[AnimationState::WALK_W]=pl_walk_w;
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Animate2D::FrameSequence pl_walk_n{0.2};
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pl_walk_n.AddFrame({&GFX_Pl_Sheet,{vi2d{0,1}*24,{24,24}}});
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pl_walk_n.AddFrame({&GFX_Pl_Sheet,{vi2d{1,1}*24,{24,24}}});
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pl_walk_n.AddFrame({&GFX_Pl_Sheet,{vi2d{0,1}*24,{24,24}}});
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pl_walk_n.AddFrame({&GFX_Pl_Sheet,{vi2d{2,1}*24,{24,24}}});
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ANIMATION_DATA[AnimationState::WALK_N]=pl_walk_n;
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Animate2D::FrameSequence pl_idle_s;
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pl_idle_s.AddFrame({&GFX_Pl_Sheet,{vi2d{0,0}*24,{24,24}}});
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ANIMATION_DATA[AnimationState::IDLE_S]=pl_idle_s;
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Animate2D::FrameSequence pl_idle_e;
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pl_idle_e.AddFrame({&GFX_Pl_Sheet,{vi2d{0,3}*24,{24,24}}});
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ANIMATION_DATA[AnimationState::IDLE_E]=pl_idle_e;
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Animate2D::FrameSequence pl_idle_w;
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pl_idle_w.AddFrame({&GFX_Pl_Sheet,{vi2d{0,2}*24,{24,24}}});
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ANIMATION_DATA[AnimationState::IDLE_W]=pl_idle_w;
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Animate2D::FrameSequence pl_idle_n;
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pl_idle_n.AddFrame({&GFX_Pl_Sheet,{vi2d{0,1}*24,{24,24}}});
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ANIMATION_DATA[AnimationState::IDLE_N]=pl_idle_n;
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//Load slime animations.
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for(int slime=0;slime<4;slime++){
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for(int state=0;state<5;state++){
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Animate2D::FrameSequence anim;
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if(state==4){//These are death animations.
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anim=Animate2D::FrameSequence(0.1f,Animate2D::Style::OneShot);
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}
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for (int frame=0;frame<10;frame++){
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anim.AddFrame({&GFX_Slime_Sheet,{vi2d{frame,state+5*slime}*24,{24,24}}});
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}
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ANIMATION_DATA[AnimationState(AnimationState::GREEN_SLIME_IDLE+state+slime*5)]=anim;
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}
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}
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}
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void Crawler::HandleUserInput(float fElapsedTime){
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bool setIdleAnimation=true;
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if(GetKey(RIGHT).bHeld){
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if(player.GetPos().x+12+fElapsedTime*100*player.GetMoveSpdMult()<WORLD_SIZE.x*24){
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player.SetX(player.GetX()+fElapsedTime*100*player.GetMoveSpdMult());
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} else {
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player.SetX(WORLD_SIZE.x*24-12);
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}
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player.UpdateAnimation(AnimationState::WALK_E);
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setIdleAnimation=false;
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}
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if(GetKey(LEFT).bHeld){
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if(player.GetPos().x-12+fElapsedTime*100*player.GetMoveSpdMult()>0){
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player.SetX(player.GetX()-fElapsedTime*100*player.GetMoveSpdMult());
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} else {
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player.SetX(12);
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}
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if(setIdleAnimation){
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player.UpdateAnimation(AnimationState::WALK_W);
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}
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setIdleAnimation=false;
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}
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if(GetKey(UP).bHeld){
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if(player.GetPos().y-12+fElapsedTime*100*player.GetMoveSpdMult()>0){
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player.SetY(player.GetY()-fElapsedTime*100*player.GetMoveSpdMult());
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} else {
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player.SetY(12);
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}
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if(setIdleAnimation){
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player.UpdateAnimation(AnimationState::WALK_N);
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}
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setIdleAnimation=false;
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}
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if(GetKey(DOWN).bHeld){
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if(player.GetPos().y+12+fElapsedTime*100*player.GetMoveSpdMult()<WORLD_SIZE.y*24){
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player.SetY(player.GetY()+fElapsedTime*100*player.GetMoveSpdMult());
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} else {
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player.SetY(WORLD_SIZE.y*24-12);
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}
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if(setIdleAnimation){
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player.UpdateAnimation(AnimationState::WALK_S);
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}
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setIdleAnimation=false;
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}
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if(GetKey(UP).bReleased){
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player.SetLastReleasedMovementKey(UP);
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if(GetKey(RIGHT).bHeld){
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player.UpdateAnimation(AnimationState::WALK_E);
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} else
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if(GetKey(DOWN).bHeld){
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player.UpdateAnimation(AnimationState::WALK_S);
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} else
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if(GetKey(LEFT).bHeld){
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player.UpdateAnimation(AnimationState::WALK_W);
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}
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}
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if(GetKey(RIGHT).bReleased){
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player.SetLastReleasedMovementKey(RIGHT);
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if(GetKey(UP).bHeld){
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player.UpdateAnimation(AnimationState::WALK_N);
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} else
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if(GetKey(DOWN).bHeld){
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player.UpdateAnimation(AnimationState::WALK_S);
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} else
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if(GetKey(LEFT).bHeld){
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player.UpdateAnimation(AnimationState::WALK_W);
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}
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}
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if(GetKey(LEFT).bReleased){
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player.SetLastReleasedMovementKey(LEFT);
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if(GetKey(RIGHT).bHeld){
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player.UpdateAnimation(AnimationState::WALK_E);
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} else
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if(GetKey(DOWN).bHeld){
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player.UpdateAnimation(AnimationState::WALK_S);
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} else
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if(GetKey(UP).bHeld){
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player.UpdateAnimation(AnimationState::WALK_N);
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}
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}
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if(GetKey(DOWN).bReleased){
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player.SetLastReleasedMovementKey(DOWN);
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if(GetKey(RIGHT).bHeld){
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player.UpdateAnimation(AnimationState::WALK_E);
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} else
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if(GetKey(UP).bHeld){
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player.UpdateAnimation(AnimationState::WALK_N);
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} else
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if(GetKey(LEFT).bHeld){
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player.UpdateAnimation(AnimationState::WALK_W);
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}
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}
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if(setIdleAnimation){
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switch(player.GetLastReleasedMovementKey()){
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case UP:{
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player.UpdateAnimation(AnimationState::IDLE_N);
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}break;
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case DOWN:{
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player.UpdateAnimation(AnimationState::IDLE_S);
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}break;
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case LEFT:{
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player.UpdateAnimation(AnimationState::IDLE_W);
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}break;
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case RIGHT:{
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player.UpdateAnimation(AnimationState::IDLE_E);
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}break;
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default:{
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player.UpdateAnimation(AnimationState::IDLE_S);
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}
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}
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} else {
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//We have moved.
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player.Moved();
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}
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}
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void Crawler::UpdateCamera(float fElapsedTime){
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camera.Update(fElapsedTime);
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view.SetWorldOffset(vi2d(camera.GetViewPosition()));
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}
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void Crawler::RenderWorld(){
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Clear({100,180,100});
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for (int x = view.GetTopLeftTile().x/24-1; x <= view.GetBottomRightTile().x/24; x++){
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for (int y = view.GetTopLeftTile().y/24-1; y <= view.GetBottomRightTile().y/24; y++){
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view.DrawRect(vi2d{x,y}*24,{24,24},VERY_DARK_GREY);
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}
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}
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view.DrawPartialDecal(player.GetPos()-vi2d{12,12}*player.GetSizeMult(),player.GetFrame().GetSourceImage()->Decal(),player.GetFrame().GetSourceRect().pos,player.GetFrame().GetSourceRect().size,vf2d(player.GetSizeMult(),player.GetSizeMult()));
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for(Monster&m:MONSTER_LIST){
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view.DrawPartialDecal(m.GetPos()-vi2d{12,12}*m.GetSizeMult(),m.GetFrame().GetSourceImage()->Decal(),m.GetFrame().GetSourceRect().pos,m.GetFrame().GetSourceRect().size,vf2d(m.GetSizeMult(),m.GetSizeMult()));
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}
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}
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int main()
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{
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Crawler demo;
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if (demo.Construct(WINDOW_SIZE.x, WINDOW_SIZE.y, 4, 4))
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demo.Start();
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return 0;
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}
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29
Crawler/Crawler.h
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29
Crawler/Crawler.h
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#pragma once
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#include "olcPixelGameEngine.h"
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#include "Animation.h"
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#include "olcUTIL_Animate2D.h"
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#include "Monster.h"
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#include "olcPGEX_TransformedView.h"
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#include "Player.h"
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#include "olcUTIL_Camera2D.h"
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class Crawler : public olc::PixelGameEngine
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{
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const vi2d WORLD_SIZE={64,8};
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Camera2D camera;
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TileTransformedView view;
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Player player;
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Renderable GFX_Pl_Sheet,GFX_Slime_Sheet;
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public:
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Crawler();
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public:
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bool OnUserCreate() override;
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bool OnUserUpdate(float fElapsedTime) override;
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void InitializeAnimations();
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void HandleUserInput(float fElapsedTime);
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void UpdateCamera(float fElapsedTime);
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void RenderWorld();
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};
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@ -130,15 +130,18 @@
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClInclude Include="Animation.h" />
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<ClInclude Include="Crawler.h" />
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<ClInclude Include="Monster.h" />
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<ClInclude Include="olcPGEX_TransformedView.h" />
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<ClInclude Include="olcPixelGameEngine.h" />
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<ClInclude Include="olcUTIL_Animate2D.h" />
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<ClInclude Include="olcUTIL_Camera2D.h" />
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<ClInclude Include="olcUTIL_Geometry2D.h" />
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<ClInclude Include="Player.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="main.cpp" />
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<ClCompile Include="Crawler.cpp" />
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<ClCompile Include="Player.cpp" />
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<ClCompile Include="Monster.cpp" />
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<ClCompile Include="MonsterData.cpp" />
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</ItemGroup>
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<ClInclude Include="Animation.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Crawler.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Player.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="main.cpp">
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<ClCompile Include="Player.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="MonsterData.cpp">
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@ -47,5 +53,8 @@
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<ClCompile Include="Monster.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="Crawler.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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</Project>
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@ -5,8 +5,8 @@ extern std::map<MonsterName,MonsterData>MONSTER_DATA;
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extern std::vector<Monster>MONSTER_LIST;
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MonsterData::MonsterData(){}
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MonsterData::MonsterData(int hp,int atk,std::vector<AnimationState>animations,float moveSpd,float size,MonsterStrategy strategy):
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hp(hp),atk(atk),moveSpd(moveSpd),size(size),strategy(strategy),animations(animations){
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MonsterData::MonsterData(MonsterName type,int hp,int atk,std::vector<AnimationState>animations,float moveSpd,float size,MonsterStrategy strategy):
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type(type),hp(hp),atk(atk),moveSpd(moveSpd),size(size),strategy(strategy),animations(animations){
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}
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int MonsterData::GetHealth(){
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return hp;
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@ -20,13 +20,16 @@ float MonsterData::GetMoveSpdMult(){
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float MonsterData::GetSizeMult(){
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return size;
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}
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MonsterName MonsterData::GetType(){
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return type;
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}
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MonsterStrategy MonsterData::GetAIStrategy(){
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return strategy;
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}
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Monster::Monster(){}
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Monster::Monster(vf2d pos,MonsterData data):
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pos(pos),hp(data.GetHealth()),maxhp(data.GetHealth()),atk(data.GetAttack()),moveSpd(data.GetMoveSpdMult()),size(data.GetSizeMult()),strategy(data.GetAIStrategy()){
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pos(pos),hp(data.GetHealth()),maxhp(data.GetHealth()),atk(data.GetAttack()),moveSpd(data.GetMoveSpdMult()),size(data.GetSizeMult()),strategy(data.GetAIStrategy()),type(data.GetType()){
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bool firstAnimation=true;
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for(AnimationState&anim:data.GetAnimations()){
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animation.AddState(anim,ANIMATION_DATA[anim]);
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@ -58,7 +61,7 @@ Animate2D::Frame Monster::GetFrame(){
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void Monster::UpdateAnimation(AnimationState state){
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animation.ChangeState(internal_animState,state);
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}
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void Monster::Update(float fElapsedTime){
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bool Monster::Update(float fElapsedTime){
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switch(strategy){
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RUN_TOWARDS:{
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@ -67,8 +70,37 @@ void Monster::Update(float fElapsedTime){
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}break;
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}
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if(hp<=0){
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deathTimer+=fElapsedTime;
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if(deathTimer>3){
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return false;
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}
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}
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animation.UpdateState(internal_animState,randomFrameOffset+fElapsedTime);
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randomFrameOffset=0;
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return true;
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}
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AnimationState Monster::GetDeathAnimationName(){
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switch(type){
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case SLIME_GREEN:{
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return AnimationState::GREEN_SLIME_DIE;
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}
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case SLIME_BLUE:{
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return AnimationState::BLUE_SLIME_DIE;
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}
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case SLIME_RED:{
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return AnimationState::RED_SLIME_DIE;
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}
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default:{
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return AnimationState::IDLE_S;
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}
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}
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}
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void Monster::Hurt(int damage){
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hp=std::max(0,hp-damage);
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if(hp<=0){
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animation.ChangeState(internal_animState,GetDeathAnimationName());
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}
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}
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MonsterSpawner::MonsterSpawner(){}
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||||
|
@ -1,3 +1,4 @@
|
||||
#pragma once
|
||||
#include "olcPixelGameEngine.h"
|
||||
#include "Animation.h"
|
||||
#include "olcUTIL_Animate2D.h"
|
||||
@ -7,6 +8,13 @@ enum MonsterStrategy{
|
||||
SHOOT_AFAR
|
||||
};
|
||||
|
||||
enum MonsterName{
|
||||
SLIME_GREEN,
|
||||
SLIME_BLUE,
|
||||
SLIME_RED,
|
||||
SLIME_YELLOW,
|
||||
};
|
||||
|
||||
struct MonsterData{
|
||||
private:
|
||||
int hp;
|
||||
@ -15,27 +23,22 @@ struct MonsterData{
|
||||
float size;
|
||||
std::vector<AnimationState> animations;
|
||||
MonsterStrategy strategy;
|
||||
MonsterName type;
|
||||
public:
|
||||
MonsterData();
|
||||
//When specifying animations, the first one will become the default animation.
|
||||
MonsterData(int hp,int atk,std::vector<AnimationState>animations,float moveSpd=1.0f,float size=1.0f,MonsterStrategy strategy=RUN_TOWARDS);
|
||||
MonsterData(MonsterName type,int hp,int atk,std::vector<AnimationState>animations,float moveSpd=1.0f,float size=1.0f,MonsterStrategy strategy=RUN_TOWARDS);
|
||||
int GetHealth();
|
||||
int GetAttack();
|
||||
float GetMoveSpdMult();
|
||||
float GetSizeMult();
|
||||
MonsterName GetType();
|
||||
MonsterStrategy GetAIStrategy();
|
||||
std::vector<AnimationState>GetAnimations(){
|
||||
return animations;
|
||||
}
|
||||
};
|
||||
|
||||
enum MonsterName{
|
||||
SLIME_GREEN,
|
||||
SLIME_BLUE,
|
||||
SLIME_RED,
|
||||
SLIME_YELLOW,
|
||||
};
|
||||
|
||||
struct Monster{
|
||||
private:
|
||||
vf2d pos;
|
||||
@ -47,6 +50,9 @@ struct Monster{
|
||||
Animate2D::Animation<AnimationState>animation;
|
||||
Animate2D::AnimationState internal_animState;
|
||||
float randomFrameOffset=0.f;
|
||||
float deathTimer=0.f;
|
||||
MonsterName type;
|
||||
AnimationState GetDeathAnimationName();
|
||||
public:
|
||||
Monster();
|
||||
Monster(vf2d pos,MonsterData data);
|
||||
@ -57,7 +63,8 @@ struct Monster{
|
||||
float GetSizeMult();
|
||||
Animate2D::Frame GetFrame();
|
||||
void UpdateAnimation(AnimationState state);
|
||||
void Update(float fElapsedTime);
|
||||
bool Update(float fElapsedTime);
|
||||
void Hurt(int damage);
|
||||
};
|
||||
|
||||
struct MonsterSpawner{
|
||||
|
@ -3,8 +3,8 @@
|
||||
#include "Animation.h"
|
||||
|
||||
std::map<MonsterName,MonsterData>MONSTER_DATA={
|
||||
{SLIME_GREEN,MonsterData(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)},
|
||||
{SLIME_BLUE,MonsterData(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(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)},
|
||||
{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)},
|
||||
{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)},
|
||||
//{SLIME_YELLOW,{}},
|
||||
};
|
111
Crawler/Player.cpp
Normal file
111
Crawler/Player.cpp
Normal file
@ -0,0 +1,111 @@
|
||||
#include "Monster.h"
|
||||
#include "Player.h"
|
||||
#include "Crawler.h"
|
||||
|
||||
|
||||
extern std::map<MonsterName,MonsterData>MONSTER_DATA;
|
||||
extern std::vector<Monster>MONSTER_LIST;
|
||||
extern std::map<AnimationState,Animate2D::FrameSequence>ANIMATION_DATA;
|
||||
extern std::vector<MonsterSpawner>SPAWNER_LIST;
|
||||
extern Crawler*game;
|
||||
|
||||
Player::Player(){
|
||||
}
|
||||
|
||||
Player::Player(vf2d pos):
|
||||
pos(pos){
|
||||
}
|
||||
|
||||
void Player::SetX(float x){
|
||||
pos.x=x;
|
||||
};
|
||||
|
||||
void Player::SetY(float y){
|
||||
pos.y=y;
|
||||
}
|
||||
|
||||
void Player::SetPos(vf2d pos){
|
||||
this->pos=pos;
|
||||
}
|
||||
|
||||
vf2d&Player::GetPos(){
|
||||
return pos;
|
||||
}
|
||||
|
||||
float Player::GetX(){
|
||||
return pos.x;
|
||||
}
|
||||
|
||||
float Player::GetY(){
|
||||
return pos.y;
|
||||
}
|
||||
|
||||
int Player::GetHealth(){
|
||||
return hp;
|
||||
}
|
||||
|
||||
int Player::GetMaxHealth(){
|
||||
return maxhp;
|
||||
}
|
||||
|
||||
int Player::GetAttack(){
|
||||
return atk;
|
||||
}
|
||||
|
||||
float Player::GetMoveSpdMult(){
|
||||
return moveSpd;
|
||||
}
|
||||
|
||||
float Player::GetSizeMult(){
|
||||
return size;
|
||||
}
|
||||
|
||||
float Player::GetAttackRangeMult(){
|
||||
return attack_range;
|
||||
}
|
||||
|
||||
void Player::Update(float fElapsedTime){
|
||||
attack_cooldown_timer=std::max(0.f,attack_cooldown_timer-fElapsedTime);
|
||||
animation.UpdateState(internal_animState,fElapsedTime);
|
||||
if(attack_cooldown_timer==0&&game->GetMouse(0).bHeld){
|
||||
bool attack=false;
|
||||
for(Monster&m:MONSTER_LIST){
|
||||
if(geom2d::overlaps(geom2d::circle<float>(pos-vf2d{size*12,size*12},attack_range*size*12),geom2d::circle<float>(m.GetPos()-vf2d{m.GetSizeMult()*12,m.GetSizeMult()*12},m.GetSizeMult()*12))){
|
||||
m.Hurt(atk);
|
||||
attack=true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(attack){
|
||||
attack_cooldown_timer=ATTACK_COOLDOWN;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Player::AddAnimation(AnimationState state){
|
||||
animation.AddState(state,ANIMATION_DATA[state]);
|
||||
}
|
||||
|
||||
void Player::UpdateAnimation(AnimationState animState){
|
||||
animation.ChangeState(internal_animState,animState);
|
||||
}
|
||||
|
||||
Animate2D::Frame Player::GetFrame(){
|
||||
return animation.GetFrame(internal_animState);
|
||||
}
|
||||
|
||||
void Player::SetLastReleasedMovementKey(Key k){
|
||||
lastReleasedMovementKey=k;
|
||||
}
|
||||
|
||||
Key Player::GetLastReleasedMovementKey(){
|
||||
return lastReleasedMovementKey;
|
||||
}
|
||||
|
||||
void Player::Moved(){
|
||||
for(MonsterSpawner&spawner:SPAWNER_LIST){
|
||||
if(!spawner.SpawnTriggered()&&geom2d::overlaps(geom2d::circle<float>(pos-vf2d{size*12,size*12},size*12),geom2d::circle<float>(spawner.GetPos(),spawner.GetRange()))){
|
||||
spawner.SetTriggered(true);
|
||||
}
|
||||
}
|
||||
}
|
44
Crawler/Player.h
Normal file
44
Crawler/Player.h
Normal file
@ -0,0 +1,44 @@
|
||||
#pragma once
|
||||
#include "olcUTIL_Animate2D.h"
|
||||
#include "Animation.h"
|
||||
#include "Monster.h"
|
||||
|
||||
struct Player{
|
||||
private:
|
||||
int hp=100,maxhp=hp;
|
||||
int atk=10;
|
||||
vf2d pos;
|
||||
float moveSpd=1.0f;
|
||||
float size=1.0f;
|
||||
float attack_range=1.5f;
|
||||
const float ATTACK_COOLDOWN=0.75f;
|
||||
float attack_cooldown_timer=0;
|
||||
Animate2D::Animation<AnimationState>animation;
|
||||
Animate2D::AnimationState internal_animState;
|
||||
Key lastReleasedMovementKey;
|
||||
public:
|
||||
Player();
|
||||
Player(vf2d pos);
|
||||
void SetX(float x);
|
||||
void SetY(float y);
|
||||
void SetPos(vf2d pos);
|
||||
vf2d&GetPos();
|
||||
float GetX();
|
||||
float GetY();
|
||||
int GetHealth();
|
||||
int GetMaxHealth();
|
||||
int GetAttack();
|
||||
float GetMoveSpdMult();
|
||||
float GetSizeMult();
|
||||
float GetAttackRangeMult();
|
||||
|
||||
void Update(float fElapsedTime);
|
||||
void AddAnimation(AnimationState state);
|
||||
void UpdateAnimation(AnimationState animState);
|
||||
Animate2D::Frame GetFrame();
|
||||
void SetLastReleasedMovementKey(Key k);
|
||||
Key GetLastReleasedMovementKey();
|
||||
|
||||
//Triggers when the player has moved.
|
||||
void Moved();
|
||||
};
|
356
Crawler/main.cpp
356
Crawler/main.cpp
@ -1,356 +0,0 @@
|
||||
#define OLC_PGE_APPLICATION
|
||||
#include "olcPixelGameEngine.h"
|
||||
#include "olcUTIL_Camera2D.h"
|
||||
#define OLC_PGEX_TRANSFORMEDVIEW
|
||||
#include "olcPGEX_TransformedView.h"
|
||||
#include "olcUTIL_Animate2D.h"
|
||||
#include "Monster.h"
|
||||
#include "Animation.h"
|
||||
|
||||
//192x192
|
||||
const vi2d WINDOW_SIZE={24*8,24*8};
|
||||
|
||||
extern std::map<MonsterName,MonsterData>MONSTER_DATA;
|
||||
std::map<AnimationState,Animate2D::FrameSequence>ANIMATION_DATA;
|
||||
std::vector<Monster>MONSTER_LIST;
|
||||
std::vector<MonsterSpawner>SPAWNER_LIST;
|
||||
|
||||
struct Player{
|
||||
private:
|
||||
int hp=100,maxhp=hp;
|
||||
int atk=10;
|
||||
vf2d pos;
|
||||
float moveSpd=1.0f;
|
||||
float size=1.0f;
|
||||
float attack_range=1.5f;
|
||||
Animate2D::Animation<AnimationState>animation;
|
||||
Animate2D::AnimationState internal_animState;
|
||||
Key lastReleasedMovementKey;
|
||||
public:
|
||||
Player(){};
|
||||
Player(vf2d pos):
|
||||
pos(pos){
|
||||
};
|
||||
void SetX(float x){
|
||||
pos.x=x;
|
||||
};
|
||||
void SetY(float y){
|
||||
pos.y=y;
|
||||
}
|
||||
void SetPos(vf2d pos){
|
||||
this->pos=pos;
|
||||
}
|
||||
vf2d&GetPos(){
|
||||
return pos;
|
||||
}
|
||||
float GetX(){
|
||||
return pos.x;
|
||||
}
|
||||
float GetY(){
|
||||
return pos.y;
|
||||
}
|
||||
int GetHealth(){
|
||||
return hp;
|
||||
}
|
||||
int GetMaxHealth(){
|
||||
return maxhp;
|
||||
}
|
||||
int GetAttack(){
|
||||
return atk;
|
||||
}
|
||||
float GetMoveSpdMult(){
|
||||
return moveSpd;
|
||||
}
|
||||
float GetSizeMult(){
|
||||
return size;
|
||||
}
|
||||
float GetAttackRangeMult(){
|
||||
return attack_range;
|
||||
}
|
||||
|
||||
void Update(float fElapsedTime){
|
||||
animation.UpdateState(internal_animState,fElapsedTime);
|
||||
}
|
||||
void AddAnimation(AnimationState state){
|
||||
animation.AddState(state,ANIMATION_DATA[state]);
|
||||
};
|
||||
void UpdateAnimation(AnimationState animState){
|
||||
animation.ChangeState(internal_animState,animState);
|
||||
}
|
||||
|
||||
Animate2D::Frame GetFrame(){
|
||||
return animation.GetFrame(internal_animState);
|
||||
}
|
||||
|
||||
void SetLastReleasedMovementKey(Key k){
|
||||
lastReleasedMovementKey=k;
|
||||
}
|
||||
Key GetLastReleasedMovementKey(){
|
||||
return lastReleasedMovementKey;
|
||||
}
|
||||
|
||||
//Triggers when the player has moved.
|
||||
void Moved(){
|
||||
for(MonsterSpawner&spawner:SPAWNER_LIST){
|
||||
if(!spawner.SpawnTriggered()&&geom2d::overlaps(geom2d::circle<float>(pos,size*12),geom2d::circle<float>(spawner.GetPos(),spawner.GetRange()))){
|
||||
spawner.SetTriggered(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class Crawler : public olc::PixelGameEngine
|
||||
{
|
||||
const vi2d WORLD_SIZE={64,8};
|
||||
Camera2D camera;
|
||||
TileTransformedView view;
|
||||
Player player=Player{{}};
|
||||
Renderable GFX_Pl_Sheet,GFX_Slime_Sheet;
|
||||
|
||||
public:
|
||||
Crawler()
|
||||
{
|
||||
sAppName = "Crawler Concept";
|
||||
}
|
||||
|
||||
public:
|
||||
bool OnUserCreate() override
|
||||
{
|
||||
//Initialize Camera.
|
||||
camera=Camera2D{WINDOW_SIZE};
|
||||
camera.SetMode(olc::utils::Camera2D::Mode::LazyFollow);
|
||||
camera.SetTarget(player.GetPos());
|
||||
camera.SetWorldBoundary({0,0},WORLD_SIZE*24);
|
||||
camera.EnableWorldBoundary(true);
|
||||
|
||||
//Graphics
|
||||
GFX_Pl_Sheet.Load("assets/nico-warrior.png");
|
||||
GFX_Slime_Sheet.Load("assets/slime.png");
|
||||
|
||||
//Animations
|
||||
InitializeAnimations();
|
||||
|
||||
player.AddAnimation(AnimationState::WALK_N);
|
||||
player.AddAnimation(AnimationState::WALK_E);
|
||||
player.AddAnimation(AnimationState::WALK_S);
|
||||
player.AddAnimation(AnimationState::WALK_W);
|
||||
player.AddAnimation(AnimationState::IDLE_N);
|
||||
player.AddAnimation(AnimationState::IDLE_E);
|
||||
player.AddAnimation(AnimationState::IDLE_S);
|
||||
player.AddAnimation(AnimationState::IDLE_W);
|
||||
view=TileTransformedView{GetScreenSize(),{1,1}};
|
||||
|
||||
player.SetPos({4*24,4*24});
|
||||
player.UpdateAnimation(AnimationState::IDLE_S);
|
||||
|
||||
SPAWNER_LIST.push_back(MonsterSpawner({336,96},4*24,{{{MonsterName::SLIME_GREEN,{-32,-40}},{MonsterName::SLIME_GREEN,{64,20}}}}));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool OnUserUpdate(float fElapsedTime) override
|
||||
{
|
||||
HandleUserInput(fElapsedTime);
|
||||
player.Update(fElapsedTime);
|
||||
for(Monster&m:MONSTER_LIST){
|
||||
m.Update(fElapsedTime);
|
||||
}
|
||||
UpdateCamera(fElapsedTime);
|
||||
RenderWorld();
|
||||
return true;
|
||||
}
|
||||
|
||||
void InitializeAnimations(){
|
||||
Animate2D::FrameSequence pl_walk_s{0.2};
|
||||
pl_walk_s.AddFrame({&GFX_Pl_Sheet,{vi2d{0,0}*24,{24,24}}});
|
||||
pl_walk_s.AddFrame({&GFX_Pl_Sheet,{vi2d{1,0}*24,{24,24}}});
|
||||
pl_walk_s.AddFrame({&GFX_Pl_Sheet,{vi2d{0,0}*24,{24,24}}});
|
||||
pl_walk_s.AddFrame({&GFX_Pl_Sheet,{vi2d{2,0}*24,{24,24}}});
|
||||
ANIMATION_DATA[AnimationState::WALK_S]=pl_walk_s;
|
||||
Animate2D::FrameSequence pl_walk_e{0.2};
|
||||
pl_walk_e.AddFrame({&GFX_Pl_Sheet,{vi2d{0,3}*24,{24,24}}});
|
||||
pl_walk_e.AddFrame({&GFX_Pl_Sheet,{vi2d{1,3}*24,{24,24}}});
|
||||
pl_walk_e.AddFrame({&GFX_Pl_Sheet,{vi2d{0,3}*24,{24,24}}});
|
||||
pl_walk_e.AddFrame({&GFX_Pl_Sheet,{vi2d{2,3}*24,{24,24}}});
|
||||
ANIMATION_DATA[AnimationState::WALK_E]=pl_walk_e;
|
||||
Animate2D::FrameSequence pl_walk_w{0.2};
|
||||
pl_walk_w.AddFrame({&GFX_Pl_Sheet,{vi2d{0,2}*24,{24,24}}});
|
||||
pl_walk_w.AddFrame({&GFX_Pl_Sheet,{vi2d{1,2}*24,{24,24}}});
|
||||
pl_walk_w.AddFrame({&GFX_Pl_Sheet,{vi2d{0,2}*24,{24,24}}});
|
||||
pl_walk_w.AddFrame({&GFX_Pl_Sheet,{vi2d{2,2}*24,{24,24}}});
|
||||
ANIMATION_DATA[AnimationState::WALK_W]=pl_walk_w;
|
||||
Animate2D::FrameSequence pl_walk_n{0.2};
|
||||
pl_walk_n.AddFrame({&GFX_Pl_Sheet,{vi2d{0,1}*24,{24,24}}});
|
||||
pl_walk_n.AddFrame({&GFX_Pl_Sheet,{vi2d{1,1}*24,{24,24}}});
|
||||
pl_walk_n.AddFrame({&GFX_Pl_Sheet,{vi2d{0,1}*24,{24,24}}});
|
||||
pl_walk_n.AddFrame({&GFX_Pl_Sheet,{vi2d{2,1}*24,{24,24}}});
|
||||
ANIMATION_DATA[AnimationState::WALK_N]=pl_walk_n;
|
||||
Animate2D::FrameSequence pl_idle_s;
|
||||
pl_idle_s.AddFrame({&GFX_Pl_Sheet,{vi2d{0,0}*24,{24,24}}});
|
||||
ANIMATION_DATA[AnimationState::IDLE_S]=pl_idle_s;
|
||||
Animate2D::FrameSequence pl_idle_e;
|
||||
pl_idle_e.AddFrame({&GFX_Pl_Sheet,{vi2d{0,3}*24,{24,24}}});
|
||||
ANIMATION_DATA[AnimationState::IDLE_E]=pl_idle_e;
|
||||
Animate2D::FrameSequence pl_idle_w;
|
||||
pl_idle_w.AddFrame({&GFX_Pl_Sheet,{vi2d{0,2}*24,{24,24}}});
|
||||
ANIMATION_DATA[AnimationState::IDLE_W]=pl_idle_w;
|
||||
Animate2D::FrameSequence pl_idle_n;
|
||||
pl_idle_n.AddFrame({&GFX_Pl_Sheet,{vi2d{0,1}*24,{24,24}}});
|
||||
ANIMATION_DATA[AnimationState::IDLE_N]=pl_idle_n;
|
||||
for(int slime=0;slime<4;slime++){
|
||||
for(int state=0;state<5;state++){
|
||||
Animate2D::FrameSequence anim;
|
||||
for (int frame=0;frame<10;frame++){
|
||||
anim.AddFrame({&GFX_Slime_Sheet,{vi2d{frame,state+5*slime}*24,{24,24}}});
|
||||
}
|
||||
ANIMATION_DATA[AnimationState(AnimationState::GREEN_SLIME_IDLE+state+slime*5)]=anim;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HandleUserInput(float fElapsedTime){
|
||||
bool setIdleAnimation=true;
|
||||
if(GetKey(RIGHT).bHeld){
|
||||
if(player.GetPos().x+12+fElapsedTime*100*player.GetMoveSpdMult()<WORLD_SIZE.x*24){
|
||||
player.SetX(player.GetX()+fElapsedTime*100*player.GetMoveSpdMult());
|
||||
} else {
|
||||
player.SetX(WORLD_SIZE.x*24-12);
|
||||
}
|
||||
player.UpdateAnimation(AnimationState::WALK_E);
|
||||
setIdleAnimation=false;
|
||||
}
|
||||
if(GetKey(LEFT).bHeld){
|
||||
if(player.GetPos().x-12+fElapsedTime*100*player.GetMoveSpdMult()>0){
|
||||
player.SetX(player.GetX()-fElapsedTime*100*player.GetMoveSpdMult());
|
||||
} else {
|
||||
player.SetX(12);
|
||||
}
|
||||
if(setIdleAnimation){
|
||||
player.UpdateAnimation(AnimationState::WALK_W);
|
||||
}
|
||||
setIdleAnimation=false;
|
||||
}
|
||||
if(GetKey(UP).bHeld){
|
||||
if(player.GetPos().y-12+fElapsedTime*100*player.GetMoveSpdMult()>0){
|
||||
player.SetY(player.GetY()-fElapsedTime*100*player.GetMoveSpdMult());
|
||||
} else {
|
||||
player.SetY(12);
|
||||
}
|
||||
if(setIdleAnimation){
|
||||
player.UpdateAnimation(AnimationState::WALK_N);
|
||||
}
|
||||
setIdleAnimation=false;
|
||||
}
|
||||
if(GetKey(DOWN).bHeld){
|
||||
if(player.GetPos().y+12+fElapsedTime*100*player.GetMoveSpdMult()<WORLD_SIZE.y*24){
|
||||
player.SetY(player.GetY()+fElapsedTime*100*player.GetMoveSpdMult());
|
||||
} else {
|
||||
player.SetY(WORLD_SIZE.y*24-12);
|
||||
}
|
||||
if(setIdleAnimation){
|
||||
player.UpdateAnimation(AnimationState::WALK_S);
|
||||
}
|
||||
setIdleAnimation=false;
|
||||
}
|
||||
|
||||
if(GetKey(UP).bReleased){
|
||||
player.SetLastReleasedMovementKey(UP);
|
||||
if(GetKey(RIGHT).bHeld){
|
||||
player.UpdateAnimation(AnimationState::WALK_E);
|
||||
} else
|
||||
if(GetKey(DOWN).bHeld){
|
||||
player.UpdateAnimation(AnimationState::WALK_S);
|
||||
} else
|
||||
if(GetKey(LEFT).bHeld){
|
||||
player.UpdateAnimation(AnimationState::WALK_W);
|
||||
}
|
||||
}
|
||||
if(GetKey(RIGHT).bReleased){
|
||||
player.SetLastReleasedMovementKey(RIGHT);
|
||||
if(GetKey(UP).bHeld){
|
||||
player.UpdateAnimation(AnimationState::WALK_N);
|
||||
} else
|
||||
if(GetKey(DOWN).bHeld){
|
||||
player.UpdateAnimation(AnimationState::WALK_S);
|
||||
} else
|
||||
if(GetKey(LEFT).bHeld){
|
||||
player.UpdateAnimation(AnimationState::WALK_W);
|
||||
}
|
||||
}
|
||||
if(GetKey(LEFT).bReleased){
|
||||
player.SetLastReleasedMovementKey(LEFT);
|
||||
if(GetKey(RIGHT).bHeld){
|
||||
player.UpdateAnimation(AnimationState::WALK_E);
|
||||
} else
|
||||
if(GetKey(DOWN).bHeld){
|
||||
player.UpdateAnimation(AnimationState::WALK_S);
|
||||
} else
|
||||
if(GetKey(UP).bHeld){
|
||||
player.UpdateAnimation(AnimationState::WALK_N);
|
||||
}
|
||||
}
|
||||
if(GetKey(DOWN).bReleased){
|
||||
player.SetLastReleasedMovementKey(DOWN);
|
||||
if(GetKey(RIGHT).bHeld){
|
||||
player.UpdateAnimation(AnimationState::WALK_E);
|
||||
} else
|
||||
if(GetKey(UP).bHeld){
|
||||
player.UpdateAnimation(AnimationState::WALK_N);
|
||||
} else
|
||||
if(GetKey(LEFT).bHeld){
|
||||
player.UpdateAnimation(AnimationState::WALK_W);
|
||||
}
|
||||
}
|
||||
|
||||
if(setIdleAnimation){
|
||||
switch(player.GetLastReleasedMovementKey()){
|
||||
case UP:{
|
||||
player.UpdateAnimation(AnimationState::IDLE_N);
|
||||
}break;
|
||||
case DOWN:{
|
||||
player.UpdateAnimation(AnimationState::IDLE_S);
|
||||
}break;
|
||||
case LEFT:{
|
||||
player.UpdateAnimation(AnimationState::IDLE_W);
|
||||
}break;
|
||||
case RIGHT:{
|
||||
player.UpdateAnimation(AnimationState::IDLE_E);
|
||||
}break;
|
||||
default:{
|
||||
player.UpdateAnimation(AnimationState::IDLE_S);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
//We have moved.
|
||||
player.Moved();
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateCamera(float fElapsedTime){
|
||||
camera.Update(fElapsedTime);
|
||||
view.SetWorldOffset(vi2d(camera.GetViewPosition()));
|
||||
}
|
||||
|
||||
void RenderWorld(){
|
||||
Clear({100,180,100});
|
||||
for (int x = view.GetTopLeftTile().x/24-1; x <= view.GetBottomRightTile().x/24; x++){
|
||||
for (int y = view.GetTopLeftTile().y/24-1; y <= view.GetBottomRightTile().y/24; y++){
|
||||
view.DrawRect(vi2d{x,y}*24,{24,24},VERY_DARK_GREY);
|
||||
}
|
||||
}
|
||||
view.DrawPartialDecal(player.GetPos()-vi2d{12,12}*player.GetSizeMult(),player.GetFrame().GetSourceImage()->Decal(),player.GetFrame().GetSourceRect().pos,player.GetFrame().GetSourceRect().size,vf2d(player.GetSizeMult(),player.GetSizeMult()));
|
||||
for(Monster&m:MONSTER_LIST){
|
||||
view.DrawPartialDecal(m.GetPos()-vi2d{12,12}*m.GetSizeMult(),m.GetFrame().GetSourceImage()->Decal(),m.GetFrame().GetSourceRect().pos,m.GetFrame().GetSourceRect().size,vf2d(m.GetSizeMult(),m.GetSizeMult()));
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
int main()
|
||||
{
|
||||
Crawler demo;
|
||||
if (demo.Construct(WINDOW_SIZE.x, WINDOW_SIZE.y, 4, 4))
|
||||
demo.Start();
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user