Fix display bug with Effects that used the original constructor. Refactor on 23 Jul was a big oversight leading to effects not displaying at all (scale set to 0). Release Build 10308.

mac-build
sigonasr2 7 months ago
parent fad8f83554
commit 9eaaf979f3
  1. 8
      Adventures in Lestoria/Effect.cpp
  2. 2
      Adventures in Lestoria/Effect.h
  3. 2
      Adventures in Lestoria/Version.h
  4. 6
      Adventures in Lestoria/assets/config/classes/Trapper.txt
  5. BIN
      Adventures in Lestoria/assets/gamepack.pak
  6. BIN
      x64/Release/Adventures in Lestoria.exe

@ -44,18 +44,18 @@ INCLUDE_ANIMATION_DATA
INCLUDE_game
Effect::Effect(vf2d pos,float lifetime,std::string imgFile,bool upperLevel,float size,float fadeout,vf2d spd,Pixel col,float rotation,float rotationSpd,bool additiveBlending)
:Effect::Effect(pos,lifetime,imgFile,upperLevel,0.f,fadeout,vf2d{size,size},spd,col,rotation,rotationSpd,additiveBlending){
this->animation.AddState(imgFile,ANIMATION_DATA.at(imgFile));
}
:Effect::Effect(pos,lifetime,imgFile,upperLevel,0.f,fadeout,vf2d{size,size},spd,col,rotation,rotationSpd,additiveBlending){}
Effect::Effect(vf2d pos,float lifetime,std::string imgFile,bool upperLevel,vf2d size,float fadeout,vf2d spd,Pixel col,float rotation,float rotationSpd,bool additiveBlending)
:pos(pos),lifetime(lifetime),upperLevel(upperLevel),size(size),original_fadeInTime(fadein),fadeout(fadeout),original_fadeOutTime(fadeout),spd(spd),col(col),rotation(rotation),rotationSpd(rotationSpd),additiveBlending(additiveBlending){
:pos(pos),lifetime(lifetime),upperLevel(upperLevel),size(size),fadeout(fadeout),original_fadeOutTime(fadeout),spd(spd),col(col),rotation(rotation),rotationSpd(rotationSpd),additiveBlending(additiveBlending){
this->animation.AddState(imgFile,ANIMATION_DATA.at(imgFile));
this->animation.ChangeState(internal_animState,imgFile);
}
Effect::Effect(vf2d pos,float lifetime,std::string imgFile,bool upperLevel,float fadein,float fadeout,vf2d size,vf2d spd,Pixel col,float rotation,float rotationSpd,bool additiveBlending)
:pos(pos),lifetime(lifetime),upperLevel(upperLevel),size(size),fadein(fadein),original_fadeInTime(fadein),fadeout(fadeout),original_fadeOutTime(fadeout),spd(spd),col(col),rotation(rotation),rotationSpd(rotationSpd),additiveBlending(additiveBlending){
this->animation.AddState(imgFile,ANIMATION_DATA.at(imgFile));
this->animation.ChangeState(internal_animState,imgFile);
}
bool Effect::Update(float fElapsedTime){

@ -74,7 +74,7 @@ public:
const EffectType GetType()const;
protected:
float original_fadeOutTime;
float original_fadeInTime;
float original_fadeInTime{};
EffectType type{EffectType::NONE};
private:
Animate2D::Animation<std::string>animation;

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 2
#define VERSION_PATCH 3
#define VERSION_BUILD 10304
#define VERSION_BUILD 10308
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -117,13 +117,11 @@ Trapper
# Number of mark stacks to add to any targets caught by the explosion.
Explosion Mark Stack Increase = 1
Explosion Mark Stack Time = 7s
Explosion Knockback Amount = 150
Explosion Knockup Amount = 0.6s
Trap Radius = 17px
Explosion Knockup Amount = 20
Explosion Knockback Amount = 250
Explosion Knockup Amount = 0.6s
#RGB Values. Color 1 is the circle at full cooldown, Color 2 is the color at empty cooldown.
Cooldown Bar Color 1 = 64, 0, 0, 192

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