Added square skill overlay icons, item drop magnet speed massively increased for the lazy players, and added a draw square pie cooldown function.

pull/28/head
sigonasr2 1 year ago
parent a3ac1243d7
commit 88b8f17edb
  1. 12
      Crawler/Crawler.cpp
  2. 2
      Crawler/Crawler.h
  3. 2
      Crawler/ItemDrop.cpp
  4. 2
      Crawler/Version.h
  5. 2
      Crawler/assets/config/gfx/gfx.txt
  6. 4
      Crawler/assets/config/items/items.txt
  7. BIN
      Crawler/assets/square_skill_overlay_icon.png
  8. BIN
      Crawler/assets/square_skill_overlay_icon_empty.png
  9. BIN
      x64/Release/Crawler.exe

@ -1176,8 +1176,7 @@ void Crawler::RenderHud(){
DrawShadowStringDecal({0,136},"Spd: "+std::to_string(player->GetMoveSpdMult()));
DrawShadowStringDecal({0,1},"Selection: "+Menu::menus[INVENTORY]->selection.str());
DrawShadowStringDecal({0,12},"Button Hold Time: "+std::to_string(Menu::menus[INVENTORY]->buttonHoldTime));
}
}
}}
void Crawler::RenderCooldowns(){
std::vector<Ability>cooldowns{
@ -1818,6 +1817,10 @@ void Crawler::DrawPie(vf2d center,float radius,float degreesCut,Pixel col){
DrawPolygonDecal(nullptr,circleCooldownPoints,circleCooldownPoints,std::max(1,int(degreesCut/4)),center,radius,col);
}
void Crawler::DrawSquarePie(vf2d center,float radius,float degreesCut,Pixel col){
DrawPolygonDecal(nullptr,squareCircleCooldownPoints,squareCircleCooldownPoints,std::max(1,int(degreesCut/4)),center,radius,col);
}
void Crawler::InitializeDefaultKeybinds(){
Player::KEY_ABILITY1.AddKeybind({KEY,Q});
Player::KEY_ABILITY2.AddKeybind({KEY,E});
@ -1910,9 +1913,14 @@ void Crawler::RenderMenu(){
void Crawler::InitializeGraphics(){
circleCooldownPoints.push_back({0,0});
squareCircleCooldownPoints.push_back({0,0});
for(int i=0;i<=360;i+=4){
float angle=util::degToRad(i)-PI/2;
circleCooldownPoints.push_back(vf2d{cos(angle),sin(angle)});
vf2d point=vf2d{cos(angle),sin(angle)}*sqrt(2.1f);
point.x=std::clamp(point.x,-1.f,1.f);
point.y=std::clamp(point.y,-1.f,1.f);
squareCircleCooldownPoints.push_back(point);
}
for(auto&val:DATA["Images"].GetKeys()){

@ -68,6 +68,7 @@ private:
std::vector<int>dropsBeforeLower,dropsAfterLower,dropsBeforeUpper,dropsAfterUpper;
std::vector<ZoneData>endZones,upperEndZones;
std::vector<vf2d>circleCooldownPoints;
std::vector<vf2d>squareCircleCooldownPoints;
std::map<std::string,TilesetData>MAP_TILESETS;
vf2d worldShake={};
float worldShakeTime=0;
@ -161,6 +162,7 @@ public:
bool IsReflectiveTile(TilesheetData tileSheet,int tileID);
void SpawnMonster(vf2d pos,MonsterData*data,bool upperLevel=false,bool isBossSpawn=false); //Queues a monster for spawning on the next frame.
void DrawPie(vf2d center,float radius,float degreesCut,Pixel col);
void DrawSquarePie(vf2d center,float radius,float degreesCut,Pixel col);
void RenderCooldowns();
void InitializeDefaultKeybinds();
void SetBossNameDisplay(std::string name,float time=5);

@ -104,7 +104,7 @@ void ItemDrop::UpdateDrops(float fElapsedTime){
drop.pos=game->GetPlayer()->GetPos();
drop.collected=true;
}else{
drop.pos+=pointVel*(1.f/dist)*"ItemDrop.Item Drop Suction Strength"_F*fElapsedTime;
drop.pos+=pointVel*(1.f/std::min(48.f,dist))*"ItemDrop.Item Drop Suction Strength"_F*fElapsedTime;
}
}
}

@ -35,7 +35,7 @@ SUCH DAMAGE.
#define VERSION_MAJOR 0
#define VERSION_MINOR 2
#define VERSION_PATCH 1
#define VERSION_BUILD 3077
#define VERSION_BUILD 3085
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -40,6 +40,8 @@ Images
GFX_SkillOverlayIconOverlay = skill_overlay_icon_overlay.png
GFX_FinishRing = finishring.png
GFX_FinishRingGreen = finishring_green.png
GFX_SkillIcon = skill_overlay_icon.png
GFX_SkillIconEmpty = skill_overlay_icon_empty.png
# Ability Icons
GFX_Warrior_BattleCry_Icon = Ability Icons/battlecry.png

@ -13,10 +13,10 @@ ItemDrop
Item Drop Vertical Speed = -15,15
# Item drop suction range
Item Drop Suction Range = 48
Item Drop Suction Range = 360
# Item drop suction strength
Item Drop Suction Strength = 350
Item Drop Suction Strength = 5000
# Item drop initial rise speed
Item Drop Initial Rise Speed = 10

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