Added square skill overlay icons, item drop magnet speed massively increased for the lazy players, and added a draw square pie cooldown function.
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@ -1176,8 +1176,7 @@ void Crawler::RenderHud(){
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DrawShadowStringDecal({0,136},"Spd: "+std::to_string(player->GetMoveSpdMult()));
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DrawShadowStringDecal({0,1},"Selection: "+Menu::menus[INVENTORY]->selection.str());
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DrawShadowStringDecal({0,12},"Button Hold Time: "+std::to_string(Menu::menus[INVENTORY]->buttonHoldTime));
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}
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}
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}}
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void Crawler::RenderCooldowns(){
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std::vector<Ability>cooldowns{
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@ -1818,6 +1817,10 @@ void Crawler::DrawPie(vf2d center,float radius,float degreesCut,Pixel col){
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DrawPolygonDecal(nullptr,circleCooldownPoints,circleCooldownPoints,std::max(1,int(degreesCut/4)),center,radius,col);
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}
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void Crawler::DrawSquarePie(vf2d center,float radius,float degreesCut,Pixel col){
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DrawPolygonDecal(nullptr,squareCircleCooldownPoints,squareCircleCooldownPoints,std::max(1,int(degreesCut/4)),center,radius,col);
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}
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void Crawler::InitializeDefaultKeybinds(){
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Player::KEY_ABILITY1.AddKeybind({KEY,Q});
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Player::KEY_ABILITY2.AddKeybind({KEY,E});
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@ -1910,9 +1913,14 @@ void Crawler::RenderMenu(){
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void Crawler::InitializeGraphics(){
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circleCooldownPoints.push_back({0,0});
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squareCircleCooldownPoints.push_back({0,0});
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for(int i=0;i<=360;i+=4){
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float angle=util::degToRad(i)-PI/2;
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circleCooldownPoints.push_back(vf2d{cos(angle),sin(angle)});
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vf2d point=vf2d{cos(angle),sin(angle)}*sqrt(2.1f);
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point.x=std::clamp(point.x,-1.f,1.f);
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point.y=std::clamp(point.y,-1.f,1.f);
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squareCircleCooldownPoints.push_back(point);
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}
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for(auto&val:DATA["Images"].GetKeys()){
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@ -68,6 +68,7 @@ private:
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std::vector<int>dropsBeforeLower,dropsAfterLower,dropsBeforeUpper,dropsAfterUpper;
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std::vector<ZoneData>endZones,upperEndZones;
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std::vector<vf2d>circleCooldownPoints;
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std::vector<vf2d>squareCircleCooldownPoints;
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std::map<std::string,TilesetData>MAP_TILESETS;
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vf2d worldShake={};
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float worldShakeTime=0;
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@ -161,6 +162,7 @@ public:
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bool IsReflectiveTile(TilesheetData tileSheet,int tileID);
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void SpawnMonster(vf2d pos,MonsterData*data,bool upperLevel=false,bool isBossSpawn=false); //Queues a monster for spawning on the next frame.
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void DrawPie(vf2d center,float radius,float degreesCut,Pixel col);
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void DrawSquarePie(vf2d center,float radius,float degreesCut,Pixel col);
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void RenderCooldowns();
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void InitializeDefaultKeybinds();
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void SetBossNameDisplay(std::string name,float time=5);
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@ -104,7 +104,7 @@ void ItemDrop::UpdateDrops(float fElapsedTime){
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drop.pos=game->GetPlayer()->GetPos();
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drop.collected=true;
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}else{
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drop.pos+=pointVel*(1.f/dist)*"ItemDrop.Item Drop Suction Strength"_F*fElapsedTime;
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drop.pos+=pointVel*(1.f/std::min(48.f,dist))*"ItemDrop.Item Drop Suction Strength"_F*fElapsedTime;
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}
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}
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}
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@ -35,7 +35,7 @@ SUCH DAMAGE.
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 2
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#define VERSION_PATCH 1
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#define VERSION_BUILD 3077
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#define VERSION_BUILD 3085
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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@ -40,6 +40,8 @@ Images
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GFX_SkillOverlayIconOverlay = skill_overlay_icon_overlay.png
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GFX_FinishRing = finishring.png
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GFX_FinishRingGreen = finishring_green.png
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GFX_SkillIcon = skill_overlay_icon.png
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GFX_SkillIconEmpty = skill_overlay_icon_empty.png
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# Ability Icons
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GFX_Warrior_BattleCry_Icon = Ability Icons/battlecry.png
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@ -13,10 +13,10 @@ ItemDrop
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Item Drop Vertical Speed = -15,15
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# Item drop suction range
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Item Drop Suction Range = 48
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Item Drop Suction Range = 360
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# Item drop suction strength
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Item Drop Suction Strength = 350
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Item Drop Suction Strength = 5000
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# Item drop initial rise speed
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Item Drop Initial Rise Speed = 10
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Crawler/assets/square_skill_overlay_icon.png
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Crawler/assets/square_skill_overlay_icon.png
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Crawler/assets/square_skill_overlay_icon_empty.png
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Crawler/assets/square_skill_overlay_icon_empty.png
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