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. 6
      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",
"future": "cpp",
"any": "cpp",
"source_location": "cpp"
"source_location": "cpp",
"forward_list": "cpp"
},
"editor.suggest.insertMode": "replace"
}

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

@ -400,6 +400,9 @@ void Monster::Collision(Player*p){
p->Knockback(knockbackVecNorm*knockbackStrength);
#pragma endregion
B(Attribute::COLLIDED_WITH_PLAYER)=true;
Collision();
}
void Monster::Collision(Monster&m){
@ -784,3 +787,11 @@ void Monster::SetStrategyDeathFunction(std::function<bool(GameEvent&,Monster&,co
hasStrategyDeathFunction=true;
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{
private:
private:
std::string name;
int hp;
int atk;
@ -88,7 +88,8 @@ struct MonsterData{
EventName deathSound="";
EventName walkSound="";
std::vector<MonsterDropData> dropData;
public:
bool isNPC=false;
public:
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);
int GetHealth();
@ -105,6 +106,7 @@ struct MonsterData{
const EventName&GetHurtSound();
const EventName&GetDeathSound();
const EventName&GetWalkSound();
const bool IsNPC()const;
std::vector<std::string>GetAnimations(){
return animations;
}
@ -193,6 +195,7 @@ public:
void RotateTowardsPos(const vf2d&targetPos);
const float GetDamageReductionFromBuffs()const;
const float GetCollisionDamage()const;
const bool IsNPC()const;
private:
std::string name;
vf2d pos;

@ -92,4 +92,5 @@ enum class Attribute{
BULLETS_REMOVED,
BEAR_STOMP_COUNT,
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(){
for(auto&[key,size]:DATA["NPCs"].GetKeys()){
for(auto&[key,dataSize]:DATA["NPCs"].GetKeys()){
std::string NPCName=key;
if(MONSTER_DATA.count(key)){
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.deathSound=deathSound;
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;
}

@ -467,7 +467,7 @@ void Player::Update(float fElapsedTime){
}else{
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;
}
}

@ -168,7 +168,7 @@ class TMXParser{
XMLTag monsterTag;
XMLTag npcTag;
XMLTag spawnerLinkTag;
StagePlate*currentStagePlate;
StagePlate*currentStagePlate=nullptr;
std::vector<XMLTag>accumulatedMonsterTags;
std::map<int,StagePlate>stagePlates;
bool infiniteMap=false;
@ -514,11 +514,11 @@ class TMXParser{
}
}
}else{
#if _DEBUG
#ifdef _DEBUG
if(_DEBUG_MAP_LOAD_INFO)std::cout<<"Unsupported tag format! Ignoring."<<"\n";
#endif
}
#if _DEBUG
#ifdef _DEBUG
if(_DEBUG_MAP_LOAD_INFO)std::cout<<"\n"<<"=============\n";
#endif
}

@ -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.UpdateFacingDirection(geom2d::line<float>(m.GetPos(),game->GetPlayer()->GetPos()).vector());
m.PerformOtherAnimation(4);
m.B(A::COLLIDED_WITH_PLAYER)=false;
}
}
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();
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.RemoveBuff(SPEEDBOOST);
m.RemoveBuff(FIXED_COLLISION_DMG);

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

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