Stupid bullet. Also fixed WIZARD_IDLE animations missing.

pull/28/head
sigonasr2 1 year ago
parent cbfcb2793f
commit 6dcc7e736d
  1. 9
      Crawler/Crawler.cpp
  2. 2
      Crawler/Version.h
  3. 1
      Crawler/assets/config/Player.txt
  4. 2
      Crawler/buildtemplate.html
  5. 49
      Crawler/olcPixelGameEngine.h
  6. 55
      Crawler/pge.data
  7. 2
      Crawler/pge.js
  8. BIN
      Crawler/pge.wasm
  9. BIN
      x64/Release/Crawler.exe

@ -138,7 +138,7 @@ bool Crawler::OnUserCreate(){
}
bool Crawler::OnUserUpdate(float fElapsedTime){
fElapsedTime=std::clamp(fElapsedTime,0.f,1/60.f);
fElapsedTime=std::clamp(fElapsedTime,0.f,1/60.f); //HACK fix. We can't have a negative time. Although using a more precise system clock should make this never occur. Also make sure if the game is too slow we advance by only 1/60th of a second.
HandleUserInput(fElapsedTime);
UpdateEffects(fElapsedTime);
player->Update(fElapsedTime);
@ -436,13 +436,8 @@ void Crawler::UpdateBullets(float fElapsedTime){
moveStep=(b->vel*fElapsedTime).norm();
}
while(totalDistance>0){
if(totalDistance>=1){
totalDistance=std::max(0.f,totalDistance-1);
b->pos+=moveStep;
totalDistance--;
} else {
b->pos+=moveStep*totalDistance;
totalDistance=0;
}
if(b->friendly){
for(Monster&m:MONSTER_LIST){
if(geom2d::overlaps(geom2d::circle(m.GetPos(),12*m.GetSizeMult()),geom2d::circle(b->pos,b->radius))){

@ -2,7 +2,7 @@
#define VERSION_MAJOR 0
#define VERSION_MINOR 2
#define VERSION_PATCH 0
#define VERSION_BUILD 1025
#define VERSION_BUILD 1033
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -24,4 +24,5 @@ Player
PLAYER_ANIMATION[8] = WIZARD_IDLE_ATTACK
PLAYER_ANIMATION[9] = WIZARD_ATTACK
PLAYER_ANIMATION[10] = WIZARD_CAST
PLAYER_ANIMATION[11] = WIZARD_IDLE
}

@ -35,7 +35,7 @@ var Module = {
})(),
};
</script>
<script async type="text/javascript" src="_REPLACEME_"></script>
<script async type="text/javascript" src="pge.js"></script>
<script type="text/javascript">
Module.canvas.addEventListener("resize", (e) => {

@ -1021,6 +1021,8 @@ namespace olc
uint32_t GetFPS() const;
// Gets last update of elapsed time
float GetElapsedTime() const;
// Gets Actual Window pos
const olc::vi2d& GetWindowPos() const;
// Gets Actual Window size
const olc::vi2d& GetWindowSize() const;
// Gets pixel scale
@ -1222,6 +1224,7 @@ namespace olc
olc::vi2d vMousePosCache = { 0, 0 };
olc::vi2d vMouseWindowPos = { 0, 0 };
int32_t nMouseWheelDeltaCache = 0;
olc::vi2d vWindowPos = { 0, 0 };
olc::vi2d vWindowSize = { 0, 0 };
olc::vi2d vViewPos = { 0, 0 };
olc::vi2d vViewSize = { 0,0 };
@ -1292,6 +1295,7 @@ namespace olc
// "Break In" Functions
void olc_UpdateMouse(int32_t x, int32_t y);
void olc_UpdateMouseWheel(int32_t delta);
void olc_UpdateWindowPos(int32_t x, int32_t y);
void olc_UpdateWindowSize(int32_t x, int32_t y);
void olc_UpdateViewport();
void olc_ConstructFontSheet();
@ -2001,6 +2005,7 @@ namespace olc
// Construct the window
if (platform->CreateWindowPane({ 30,30 }, vWindowSize, bFullScreen) != olc::OK) return olc::FAIL;
olc_UpdateWindowPos(30,30);
olc_UpdateWindowSize(vWindowSize.x, vWindowSize.y);
// Start the thread
@ -2126,6 +2131,9 @@ namespace olc
float PixelGameEngine::GetElapsedTime() const
{ return fLastElapsed; }
const olc::vi2d& PixelGameEngine::GetWindowPos() const
{ return vWindowPos; }
const olc::vi2d& PixelGameEngine::GetWindowSize() const
{ return vWindowSize; }
@ -3761,6 +3769,11 @@ namespace olc
olc_UpdateViewport();
}
void PixelGameEngine::olc_UpdateWindowPos(int32_t x, int32_t y)
{
vWindowPos = { x, y };
}
void PixelGameEngine::olc_UpdateMouseWheel(int32_t delta)
{ nMouseWheelDeltaCache += delta; }
@ -5589,6 +5602,7 @@ namespace olc
ptrPGE->olc_UpdateMouse(ix, iy);
return 0;
}
case WM_MOVE: ptrPGE->olc_UpdateWindowPos(lParam & 0xFFFF, (lParam >> 16) & 0xFFFF); return 0;
case WM_SIZE: ptrPGE->olc_UpdateWindowSize(lParam & 0xFFFF, (lParam >> 16) & 0xFFFF); return 0;
case WM_MOUSEWHEEL: ptrPGE->olc_UpdateMouseWheel(GET_WHEEL_DELTA_WPARAM(wParam)); return 0;
case WM_MOUSELEAVE: ptrPGE->olc_UpdateMouseFocus(false); return 0;
@ -5834,11 +5848,13 @@ namespace olc
{
XWindowAttributes gwa;
XGetWindowAttributes(olc_Display, olc_Window, &gwa);
ptrPGE->olc_UpdateWindowPos(gwa.x, gwa.y);
ptrPGE->olc_UpdateWindowSize(gwa.width, gwa.height);
}
else if (xev.type == ConfigureNotify)
{
XConfigureEvent xce = xev.xconfigure;
ptrPGE->olc_UpdateWindowPos(xce.x, xce.y);
ptrPGE->olc_UpdateWindowSize(xce.width, xce.height);
}
else if (xev.type == KeyPress)
@ -6316,19 +6332,19 @@ namespace olc
mapKeys[DOM_PK_QUOTE] = Key::OEM_7; mapKeys[DOM_PK_BACKSLASH] = Key::OEM_8;
// Keyboard Callbacks
emscripten_set_keydown_callback("#canvas", 0, 1, keyboard_callback);
emscripten_set_keyup_callback("#canvas", 0, 1, keyboard_callback);
emscripten_set_keydown_callback("body", 0, 1, keyboard_callback);
emscripten_set_keyup_callback("body", 0, 1, keyboard_callback);
// Mouse Callbacks
emscripten_set_wheel_callback("#canvas", 0, 1, wheel_callback);
emscripten_set_mousedown_callback("#canvas", 0, 1, mouse_callback);
emscripten_set_mouseup_callback("#canvas", 0, 1, mouse_callback);
emscripten_set_mousemove_callback("#canvas", 0, 1, mouse_callback);
emscripten_set_mousedown_callback("body", 0, 1, mouse_callback);
emscripten_set_mouseup_callback("body", 0, 1, mouse_callback);
emscripten_set_mousemove_callback("body", 0, 1, mouse_callback);
// Touch Callbacks
emscripten_set_touchstart_callback("#canvas", 0, 1, touch_callback);
emscripten_set_touchmove_callback("#canvas", 0, 1, touch_callback);
emscripten_set_touchend_callback("#canvas", 0, 1, touch_callback);
emscripten_set_touchstart_callback("body", 0, 1, touch_callback);
emscripten_set_touchmove_callback("body", 0, 1, touch_callback);
emscripten_set_touchend_callback("body", 0, 1, touch_callback);
// Canvas Focus Callbacks
emscripten_set_blur_callback("#canvas", 0, 1, focus_callback);
@ -6569,7 +6585,22 @@ namespace olc
{ return olc::OK; }
virtual olc::rcode HandleSystemEvent() override
{ return olc::OK; }
{
ptrPGE->olc_UpdateWindowPos(EM_ASM_INT({return Module.canvas.getBoundingClientRect().left}),EM_ASM_INT({return Module.canvas.getBoundingClientRect().top}));
int mouseDown=EM_ASM_INT({return Module.olc_MOUSEDOWN});
int mouseUp=EM_ASM_INT({return Module.olc_MOUSEUP});
if(mouseDown!=-1){
if(mouseDown==2){mouseDown=1;}//Javascript uses button 2 as right click while PGE uses button 1. This translates it back.
ptrPGE->olc_UpdateMouseState(mouseDown,true);
EM_ASM({Module.olc_MOUSEDOWN=-1});
}
if(mouseUp!=-1){
if(mouseUp==2){mouseUp=1;}//Javascript uses button 2 as right click while PGE uses button 1. This translates it back.
ptrPGE->olc_UpdateMouseState(mouseUp,false);
EM_ASM({Module.olc_MOUSEUP=-1});
}
return olc::OK;
}
static void MainLoop()
{

@ -8964,7 +8964,7 @@ MonsterStrategy
{
Name = Run Towards
# How long to wait before attempting to path again.
WaitTime = 2
WaitTime = 3
# How far the monster will travel before reassessing for a new path.
MaxDistance = 999999
}
@ -8972,12 +8972,14 @@ MonsterStrategy
{
Name = Shoot Afar
# How far away the monster attempts to distance itself from the player
Range = 800
Range = 700
# If the player is farther than this distance, close in on them.
CloseInRange = 850
# How often the enemy shoots.
ShootingSpeed = 1
BulletSpeed = 100
BulletSize = 100
BulletColor = 0, 0, 255, 255
BulletSpeed = 300
BulletSize = 20
BulletColor = 37, 131, 112, 255
}
2
{
@ -8985,10 +8987,10 @@ MonsterStrategy
# How far away the monster starts shooting from
Range = 800
# How often the enemy shoots.
ShootingSpeed = 1
BulletSpeed = 100
BulletSize = 100
BulletColor = 0, 0, 255, 255
ShootingSpeed = 0.6
BulletSpeed = 450
BulletSize = 30
BulletColor = 0, 255, 0, 255
}
}Monsters
{
@ -9014,8 +9016,9 @@ MonsterStrategy
ShootAnimation = 10, 0.1, OneShot
DeathAnimation = 10, 0.1, OneShot
#Additional custom animations go down below. Start with ANIMATION[0]
#ANIMATION[0] = MY_NEW_ANIMATION
#Additional custom animations go down below. Start with ANIMATION[0]. Order is:
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
#ANIMATION[0] = 6, 0.1, Repeat
}
1
{
@ -9036,7 +9039,7 @@ MonsterStrategy
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 10, 0.1, Repeat
JumpAnimation = 10, 0.06, Repeat
ShootAnimation = 10, 0.1, OneShot
ShootAnimation = 10, 0.1, Repeat
DeathAnimation = 10, 0.1, OneShot
#Additional custom animations go down below. Start with ANIMATION[0]
@ -9130,6 +9133,19 @@ MonsterStrategy
# How much speed the player loses while no momentum is being added.
Friction = 400
# Each attack will have _N,_E,_S,_W appended to them once read in-game.
PLAYER_ANIMATION[0] = WARRIOR_WALK
PLAYER_ANIMATION[1] = WARRIOR_IDLE
PLAYER_ANIMATION[2] = WARRIOR_SWINGSWORD
PLAYER_ANIMATION[3] = WARRIOR_SWINGSONICSWORD
PLAYER_ANIMATION[4] = RANGER_WALK
PLAYER_ANIMATION[5] = RANGER_IDLE
PLAYER_ANIMATION[6] = RANGER_SHOOT
PLAYER_ANIMATION[7] = WIZARD_WALK
PLAYER_ANIMATION[8] = WIZARD_IDLE_ATTACK
PLAYER_ANIMATION[9] = WIZARD_ATTACK
PLAYER_ANIMATION[10] = WIZARD_CAST
}Ranger
{
ClassName = Ranger
@ -9377,7 +9393,7 @@ MonsterStrategy
Right Click Ability
{
Name = Block
Cooldown = 1
Cooldown = 15
Mana Cost = 0
#RGB Values. Color 1 is the left side of the bar, Color 2 is the right side.
@ -16645,6 +16661,19 @@ D
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