Player no longer bounces off of NPCs. Bonus boss no longer continues charging if it makes contact with the player. Fix undefined pointer in TMXParser.

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
pull/35/head
Nic0Nic0Nii 10 months ago
parent 99674ce6e1
commit 973813f0b5
  1. 3
      .vscode/settings.json
  2. 2
      Adventures in Lestoria/DamageNumber.cpp
  3. 11
      Adventures in Lestoria/Monster.cpp
  4. 7
      Adventures in Lestoria/Monster.h
  5. 1
      Adventures in Lestoria/MonsterAttribute.h
  6. 3
      Adventures in Lestoria/MonsterData.cpp
  7. 2
      Adventures in Lestoria/Player.cpp
  8. 12
      Adventures in Lestoria/TMXParser.h
  9. 3
      Adventures in Lestoria/Ursule.cpp
  10. 2
      Adventures in Lestoria/assets/config/configuration.txt

@ -91,7 +91,8 @@
"*.inc": "cpp", "*.inc": "cpp",
"future": "cpp", "future": "cpp",
"any": "cpp", "any": "cpp",
"source_location": "cpp" "source_location": "cpp",
"forward_list": "cpp"
}, },
"editor.suggest.insertMode": "replace" "editor.suggest.insertMode": "replace"
} }

@ -54,7 +54,7 @@ DamageNumber::DamageNumber(vf2d pos,int damage,bool friendly,DamageNumberType ty
} }
void DamageNumber::RecalculateSize(){ void DamageNumber::RecalculateSize(){
float damageMultRatio=damage/game->GetPlayer()->GetBaseStat("Attack")/2.f; float damageMultRatio=damage/game->GetPlayer()->GetStat("Attack")/2.f;
riseSpd=originalRiseSpd; riseSpd=originalRiseSpd;
if(!friendly){ if(!friendly){
float newSize=std::clamp(roundf(damageMultRatio),1.0f,4.0f); float newSize=std::clamp(roundf(damageMultRatio),1.0f,4.0f);

@ -400,6 +400,9 @@ void Monster::Collision(Player*p){
p->Knockback(knockbackVecNorm*knockbackStrength); p->Knockback(knockbackVecNorm*knockbackStrength);
#pragma endregion #pragma endregion
B(Attribute::COLLIDED_WITH_PLAYER)=true;
Collision(); Collision();
} }
void Monster::Collision(Monster&m){ void Monster::Collision(Monster&m){
@ -783,4 +786,12 @@ const float Monster::GetCollisionDamage()const{
void Monster::SetStrategyDeathFunction(std::function<bool(GameEvent&,Monster&,const std::string&)>func){ void Monster::SetStrategyDeathFunction(std::function<bool(GameEvent&,Monster&,const std::string&)>func){
hasStrategyDeathFunction=true; hasStrategyDeathFunction=true;
strategyDeathFunc=func; strategyDeathFunc=func;
}
const bool Monster::IsNPC()const{
return MONSTER_DATA[name].IsNPC();
}
const bool MonsterData::IsNPC()const{
return isNPC;
} }

@ -71,7 +71,7 @@ struct MonsterDropData{
}; };
struct MonsterData{ struct MonsterData{
private: private:
std::string name; std::string name;
int hp; int hp;
int atk; int atk;
@ -88,7 +88,8 @@ struct MonsterData{
EventName deathSound=""; EventName deathSound="";
EventName walkSound=""; EventName walkSound="";
std::vector<MonsterDropData> dropData; std::vector<MonsterDropData> dropData;
public: bool isNPC=false;
public:
MonsterData(); MonsterData();
MonsterData(std::string name,int hp,int atk,const uint32_t xp,std::vector<std::string>animations,std::vector<MonsterDropData>drops,float moveSpd=1.0f,float size=1.0f,std::string strategy="Run Towards",int collisionDmg=0); MonsterData(std::string name,int hp,int atk,const uint32_t xp,std::vector<std::string>animations,std::vector<MonsterDropData>drops,float moveSpd=1.0f,float size=1.0f,std::string strategy="Run Towards",int collisionDmg=0);
int GetHealth(); int GetHealth();
@ -105,6 +106,7 @@ struct MonsterData{
const EventName&GetHurtSound(); const EventName&GetHurtSound();
const EventName&GetDeathSound(); const EventName&GetDeathSound();
const EventName&GetWalkSound(); const EventName&GetWalkSound();
const bool IsNPC()const;
std::vector<std::string>GetAnimations(){ std::vector<std::string>GetAnimations(){
return animations; return animations;
} }
@ -193,6 +195,7 @@ public:
void RotateTowardsPos(const vf2d&targetPos); void RotateTowardsPos(const vf2d&targetPos);
const float GetDamageReductionFromBuffs()const; const float GetDamageReductionFromBuffs()const;
const float GetCollisionDamage()const; const float GetCollisionDamage()const;
const bool IsNPC()const;
private: private:
std::string name; std::string name;
vf2d pos; vf2d pos;

@ -92,4 +92,5 @@ enum class Attribute{
BULLETS_REMOVED, BULLETS_REMOVED,
BEAR_STOMP_COUNT, BEAR_STOMP_COUNT,
PREVIOUS_PHASE, PREVIOUS_PHASE,
COLLIDED_WITH_PLAYER, //A boolean flag that is set to true when an enemy makes contact with the player.
}; };

@ -207,7 +207,7 @@ void MonsterData::InitializeMonsterData(){
} }
} }
void MonsterData::InitializeNPCData(){ void MonsterData::InitializeNPCData(){
for(auto&[key,size]:DATA["NPCs"].GetKeys()){ for(auto&[key,dataSize]:DATA["NPCs"].GetKeys()){
std::string NPCName=key; std::string NPCName=key;
if(MONSTER_DATA.count(key)){ if(MONSTER_DATA.count(key)){
ERR("WARNING! A monster with the name "<<key<<" already exists in the database! Duplicates are not allowed.") ERR("WARNING! A monster with the name "<<key<<" already exists in the database! Duplicates are not allowed.")
@ -357,6 +357,7 @@ void MonsterData::InitializeNPCData(){
monster.hurtSound=hurtSound; monster.hurtSound=hurtSound;
monster.deathSound=deathSound; monster.deathSound=deathSound;
monster.walkSound=walkSound; monster.walkSound=walkSound;
monster.isNPC=true; //If we read any data from this config file, it's definitely considered an NPC.
MONSTER_DATA[NPCName]=monster; MONSTER_DATA[NPCName]=monster;
} }

@ -467,7 +467,7 @@ void Player::Update(float fElapsedTime){
}else{ }else{
m.SetPos(line.rpoint(dist*1.1f)); m.SetPos(line.rpoint(dist*1.1f));
} }
if(m.IsAlive()){ if(m.IsAlive()&&!m.IsNPC()){ //Don't set the knockback if this monster is actually an NPC. Let's just push them around.
vel=line.vector().norm()*-128; vel=line.vector().norm()*-128;
} }
} }

@ -168,7 +168,7 @@ class TMXParser{
XMLTag monsterTag; XMLTag monsterTag;
XMLTag npcTag; XMLTag npcTag;
XMLTag spawnerLinkTag; XMLTag spawnerLinkTag;
StagePlate*currentStagePlate; StagePlate*currentStagePlate=nullptr;
std::vector<XMLTag>accumulatedMonsterTags; std::vector<XMLTag>accumulatedMonsterTags;
std::map<int,StagePlate>stagePlates; std::map<int,StagePlate>stagePlates;
bool infiniteMap=false; bool infiniteMap=false;
@ -400,7 +400,7 @@ class TMXParser{
}; };
XMLTag newTag=ReadNextTag(); XMLTag newTag=ReadNextTag();
if (newTag.tag=="object"&&newTag.data["type"]!="StagePlate"){ if (newTag.tag=="object"&&newTag.data["type"]!="StagePlate"){
currentStagePlate=nullptr; currentStagePlate=nullptr;
} }
@ -514,13 +514,13 @@ class TMXParser{
} }
} }
}else{ }else{
#if _DEBUG #ifdef _DEBUG
if(_DEBUG_MAP_LOAD_INFO)std::cout<<"Unsupported tag format! Ignoring."<<"\n"; if(_DEBUG_MAP_LOAD_INFO)std::cout<<"Unsupported tag format! Ignoring."<<"\n";
#endif #endif
} }
#if _DEBUG #ifdef _DEBUG
if(_DEBUG_MAP_LOAD_INFO)std::cout<<"\n"<<"=============\n"; if(_DEBUG_MAP_LOAD_INFO)std::cout<<"\n"<<"=============\n";
#endif #endif
} }
TMXParser::TMXParser(std::string file){ TMXParser::TMXParser(std::string file){
fileName=file; fileName=file;

@ -306,6 +306,7 @@ void Monster::STRATEGY::URSULE(Monster&m,float fElapsedTime,std::string strategy
m.F(A::CASTING_TIMER)=ConfigFloat("Phase 3.Charge Cast Time"); m.F(A::CASTING_TIMER)=ConfigFloat("Phase 3.Charge Cast Time");
m.UpdateFacingDirection(geom2d::line<float>(m.GetPos(),game->GetPlayer()->GetPos()).vector()); m.UpdateFacingDirection(geom2d::line<float>(m.GetPos(),game->GetPlayer()->GetPos()).vector());
m.PerformOtherAnimation(4); m.PerformOtherAnimation(4);
m.B(A::COLLIDED_WITH_PLAYER)=false;
} }
} }
if(m.F(A::CASTING_TIMER)>0.f){ if(m.F(A::CASTING_TIMER)>0.f){
@ -350,7 +351,7 @@ void Monster::STRATEGY::URSULE(Monster&m,float fElapsedTime,std::string strategy
float distToTarget=geom2d::line<float>(m.target,m.GetPos()).length(); float distToTarget=geom2d::line<float>(m.target,m.GetPos()).length();
if(distToTarget<=4.f||m.F(A::TARGET_TIMER)==0.f){ if(distToTarget<=4.f||m.F(A::TARGET_TIMER)==0.f||m.B(A::COLLIDED_WITH_PLAYER)){
m.phase=3; m.phase=3;
m.RemoveBuff(SPEEDBOOST); m.RemoveBuff(SPEEDBOOST);
m.RemoveBuff(FIXED_COLLISION_DMG); m.RemoveBuff(FIXED_COLLISION_DMG);

@ -120,7 +120,7 @@ debug_access_options = 0
debug_menu_navigation_info = 0 debug_menu_navigation_info = 0
# Shows map loading output # Shows map loading output
debug_map_load_info = 0 debug_map_load_info = 1
# Shows state transition information # Shows state transition information
debug_transition_info = 0 debug_transition_info = 0

Loading…
Cancel
Save