Fix crash on collision with Octopus big bullet. Fix animation sheet directions and facing direction commands for GiantOctopus AI. Release Build 11895.

master
sigonasr2 1 month ago
parent 7b779aa7e3
commit a006924fe2
  1. 2
      Adventures in Lestoria/Entity.cpp
  2. 8
      Adventures in Lestoria/GiantOctopus.cpp
  3. 1
      Adventures in Lestoria/MonsterAttribute.h
  4. 2
      Adventures in Lestoria/TODO.txt
  5. 2
      Adventures in Lestoria/Version.h
  6. BIN
      Adventures in Lestoria/assets/gamepack.pak
  7. BIN
      x64/Release/Adventures in Lestoria.exe

@ -56,5 +56,5 @@ const vf2d Entity::GetPos()const{
void Entity::SetIframeTime(const float iframeTime){
if(is(Player*))get(Player*)->ApplyIframes(iframeTime);
else if(is(Monster*))get(Monster*)->ApplyIframes(iframeTime);
ERR("Entity is not a valid type! THIS SHOULD NOT BE HAPPENING!");
else ERR("Entity is not a valid type! THIS SHOULD NOT BE HAPPENING!");
}

@ -100,6 +100,7 @@ void Monster::STRATEGY::GIANT_OCTOPUS(Monster&m,float fElapsedTime,std::string s
case NORMAL:{
m.F(A::SHOOT_TIMER)-=fElapsedTime;
m.F(A::CASTING_TIMER)-=fElapsedTime;
m.F(A::LAST_SHOOT_TIMER)-=fElapsedTime;
if(m.F(A::SHOOT_ANIMATION_TIME)>0.f){
m.F(A::SHOOT_ANIMATION_TIME)-=fElapsedTime;
if(m.F(A::SHOOT_ANIMATION_TIME)<=0.f)m.PerformIdleAnimation();
@ -142,10 +143,13 @@ void Monster::STRATEGY::GIANT_OCTOPUS(Monster&m,float fElapsedTime,std::string s
m.F(A::SHOOT_TIMER)=ConfigFloat("Shoot Frequency");
CreateBullet(Bullet)(m.GetPos(),util::pointTo(m.GetPos(),game->GetPlayer()->GetPos())*ConfigFloat("Bullet Speed"),ConfigFloat("Bullet Radius"),ConfigFloat("Bullet Damage"),m.OnUpperLevel(),false,ConfigPixel("Bullet Color"),{ConfigFloat("Bullet Radius"),ConfigFloat("Bullet Radius")})EndBullet;
}
m.PerformShootAnimation();
m.F(A::LAST_SHOOT_TIMER)=1.f;
m.PerformShootAnimation(m.GetFacingDirectionToTarget(game->GetPlayer()->GetPos()));
m.I(A::ATTACK_COUNT)++;
}
if(m.F(A::LAST_SHOOT_TIMER)<=0.f){
m.PerformIdleAnimation(m.GetFacingDirectionToTarget(game->GetPlayer()->GetPos()));
}
}break;
case HURT_ANIMATION:{

@ -160,4 +160,5 @@ enum class Attribute{
SUBMERGE_STRAT_ID,
ATTACK_ANIMATION_SPEED,
ARM_SPEEDS_INCREASED,
LAST_SHOOT_TIMER,
};

@ -1,5 +1,3 @@
New Item/Accessory Graphics!
Ghost of Pirate Captain Boss Graphics
Ghost of Pirate Captain Boss Implementation

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 3
#define VERSION_PATCH 0
#define VERSION_BUILD 11893
#define VERSION_BUILD 11895
#define stringify(a) stringify_(a)
#define stringify_(a) #a

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