Add deadly dash attack sound effects and basic behavior
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2
.idea/AdventuresInLestoria.iml
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2
.idea/AdventuresInLestoria.iml
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@ -0,0 +1,2 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<module classpath="CMake" type="CPP_MODULE" version="4" />
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@ -81,7 +81,6 @@ public:
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if(checked){
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const vf2d scale{GetSize()/GFX["checkmark.png"].Sprite()->Size()};
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LOG(std::format("{} / {} / {}",GFX["checkmark.png"].Sprite()->Size().str(),GetSize().str(),scale.str()));
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window.DrawDecal(rect.pos,GFX["checkmark.png"].Decal(),scale);
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}
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}
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@ -488,6 +488,19 @@ void Player::Update(float fElapsedTime){
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SetState(State::NORMAL);
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}
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}break;
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case State::DEADLYDASH:{
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deadlyDashWaitTimer-=fElapsedTime;
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deadlyDashAfterDashTimer-=fElapsedTime;
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if(deadlyDashWaitTimer<=0.f){
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deadlyDashWaitTimer=INFINITY;
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}
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if(deadlyDashAfterDashTimer<=0.f){
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deadlyDashAfterDashTimer=INFINITY;
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SoundEffect::PlaySFX("Deadly Dash",GetPos());
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SetPos(deadlyDashEndingPos);
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SetState(State::NORMAL);
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}
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}break;
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default:{
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spin_angle=0.f;
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ySquishFactor=1.f;
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@ -354,6 +354,9 @@ private:
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float rangerShootAnimationTimer=0.f;
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Renderable minimapImg; //An image of the character represented on a minimap. Should be 12x12 and generally be a circle.
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void CheckAndPerformAbility(Ability&ability,InputGroup key);
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float deadlyDashWaitTimer{};
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float deadlyDashAfterDashTimer{};
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vf2d deadlyDashEndingPos{};
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protected:
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const float ATTACK_COOLDOWN="Warrior.Auto Attack.Cooldown"_F;
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const float MAGIC_ATTACK_COOLDOWN="Wizard.Auto Attack.Cooldown"_F;
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@ -143,7 +143,15 @@ void Thief::InitializeClassAbilities(){
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p->ApplyIframes("Thief.Ability 2.Initial Wait"_F+"Thief.Ability 2.Ending Wait"_F);
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geom2d::line mouseDir{p->GetPos(),p->GetWorldAimingLocation()};
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p->SetAnimationBasedOnTargetingDirection("DEADLYDASH",mouseDir.vector().polar().y);
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SoundEffect::PlaySFX("Charge Up",p->GetPos());
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vf2d clampedMousePolarDir{util::pointTo(p->GetPos(),p->GetWorldAimingLocation()).polar()};
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clampedMousePolarDir.x=std::max(24.f,mouseDir.length());
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p->deadlyDashEndingPos=p->GetPos()+clampedMousePolarDir.cart();
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p->SetState(State::DEADLYDASH);
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p->deadlyDashWaitTimer="Thief.Ability 2.Initial Wait"_F;
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p->deadlyDashAfterDashTimer=p->deadlyDashWaitTimer+"Thief.Ability 2.Ending Wait"_F;
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return true;
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};
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#pragma endregion
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@ -29,6 +29,12 @@ Events
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# Specify file names, followed by volume %. Optional min and max pitch adjustment (Defaults are 90%,110%)
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File[0] = changevolume.ogg, 50%, 60%, 60%
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}
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Charge Up
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{
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CombatSound = True
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# Specify file names, followed by volume %. Optional min and max pitch adjustment (Defaults are 90%,110%)
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File[0] = chargeup.ogg, 70%
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}
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Consume Potion
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{
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# Specify file names, followed by volume %. Optional min and max pitch adjustment (Defaults are 90%,110%)
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@ -49,6 +55,12 @@ Events
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# Specify file names, followed by volume %. Optional min and max pitch adjustment (Defaults are 90%,110%)
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File[0] = craft_equip.ogg, 70%
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}
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Deadly Dash
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{
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CombatSound = True
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# Specify file names, followed by volume %. Optional min and max pitch adjustment (Defaults are 90%,110%)
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File[0] = deadlydash.ogg, 60%, 70%, 80%
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}
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Dig
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{
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CombatSound = True
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@ -23,7 +23,7 @@ Thief
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SwordAnimationSwingTime = 0.2s
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SwordSlashLingerTime = 0.125s
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#Sweep angle of the sword slash (in both directions)
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SwordSlashSweepAngle = 45°
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SwordSlashSweepAngle = 45<EFBFBD>
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}
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Right Click Ability
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BIN
Adventures in Lestoria/assets/sounds/chargeup.ogg
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BIN
Adventures in Lestoria/assets/sounds/chargeup.ogg
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Binary file not shown.
BIN
Adventures in Lestoria/assets/sounds/deadlydash.ogg
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BIN
Adventures in Lestoria/assets/sounds/deadlydash.ogg
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Binary file not shown.
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