Add configuration parameters for Wizard Meteor ability.

pull/28/head
sigonasr2 1 year ago
parent 49b802fc99
commit b4692769a0
  1. 2
      Crawler/LightningBolt.cpp
  2. 24
      Crawler/Meteor.cpp
  3. 20
      Crawler/PulsatingFire.cpp
  4. 2
      Crawler/Version.h
  5. 2
      Crawler/Wizard.cpp
  6. 58
      Crawler/assets/config/classes/Wizard.txt

@ -54,7 +54,7 @@ bool LightningBolt::MonsterHit(Monster& monster)
if(&m==&monster||monster.OnUpperLevel()!=m.OnUpperLevel())continue;
geom2d::line<float>lineToTarget=geom2d::line<float>(monster.GetPos(),m.GetPos());
float dist=lineToTarget.length();
if(dist<="Wizard.Ability 2.LightningChainDistance"_F/100*12){
if(dist<="Wizard.Ability 2.LightningChainRadius"_F/100*24){
if(m.Hurt(game->GetPlayer()->GetAttack()*"Wizard.Ability 2.LightningChainDamageMult"_F,OnUpperLevel())){
EMITTER_LIST.push_back(std::make_unique<LightningBoltEmitter>(LightningBoltEmitter(monster.GetPos(),m.GetPos(),"Wizard.Ability 2.LightningChainFrequency"_F,"Wizard.Ability 2.LightningChainLifetime"_F,upperLevel)));
game->AddEffect(std::make_unique<Effect>(m.GetPos(),"Wizard.Ability 2.LightningChainSplashLifetime"_F,AnimationState::LIGHTNING_SPLASH,upperLevel,monster.GetSizeMult(),"Wizard.Ability 2.LightningChainSplashFadeoutTime"_F,vf2d{},WHITE,"Wizard.Ability 2.LightningChainSplashRotationRange"_FRange));

@ -14,18 +14,18 @@ Meteor::Meteor(vf2d pos, float lifetime, AnimationState animation, bool upperLev
bool Meteor::Update(float fElapsedTime){
if(lifetime<=0&&!shakeField){
shakeField=true;
game->SetupWorldShake(2);
vf2d meteorOffset=pos+vf2d{lifetime,-lifetime}*320-vf2d{0,GetFrame().GetSourceRect().size.y/4.f};
for(int i=0;i<650;i++){
float randomAngle=util::random(2*PI);
float randomRange=100*size.x*(1-util::random(0.25))*(1-util::random(0.25));
float randomColorTintG=256-(util::random(128)+util::random(128));
float randomColorTint=util::random(128);
game->SetupWorldShake("Wizard.Ability 3.WorldShakeTime"_F);
vf2d meteorOffset=pos+vf2d{lifetime*"Wizard.Ability 3.MeteorXMovementMult"_I,lifetime*"Wizard.Ability 3.MeteorYMovementMult"_I}*"Wizard.Ability 3.MeteorStartingDist"_F-vf2d{0,"Wizard.Ability 3.MeteorRadius"_F/100*12};
for(int i=0;i<"Wizard.Ability 3.MeteorImpactParticles"_I;i++){
float randomAngle="Wizard.Ability 3.MeteorImpactParticleAngleRange"_FRange;
float randomRange=100*size.x*(1-util::random("Wizard.Ability 3.MeteorImpactParticleRandomVariance"_F))*(1-util::random("Wizard.Ability 3.MeteorImpactParticleRandomVariance"_F));
float randomColorTintG=256*(1-util::random("Wizard.Ability 3.MeteorImpactParticleColorGVariance"_F))*(1-util::random("Wizard.Ability 3.MeteorImpactParticleColorGVariance"_F));
float randomColorTintB="Wizard.Ability 3.MeteorImpactParticleColorBlueRange"_FRange;
vf2d effectPos=vf2d{cos(randomAngle),sin(randomAngle)}*randomRange+meteorOffset;
game->AddEffect(std::make_unique<Effect>(effectPos,0,AnimationState::DOT_PARTICLE,OnUpperLevel(),vf2d{util::random(2)+1,util::random(3)+1},util::random(3)+1,vf2d{util::random(10)-5,-util::random(20)-5},Pixel{255,uint8_t(randomColorTintG),uint8_t(randomColorTint),uint8_t(util::random(128)+128)},0,0,true),effectPos.y<meteorOffset.y);
game->AddEffect(std::make_unique<Effect>(effectPos,0,AnimationState::DOT_PARTICLE,OnUpperLevel(),vf2d{util::random(2)+1,util::random(3)+1},util::random(3)+1,vf2d{util::random(10)-5,-util::random(20)-5},Pixel{255,uint8_t(randomColorTintG),uint8_t(randomColorTintB),uint8_t("Wizard.Ability 3.MeteorImpactParticleAlphaRange"_FRange)},0,0,true),effectPos.y<meteorOffset.y);
}
game->HurtEnemies(pos,4*24,game->GetPlayer()->GetAttack()*9,OnUpperLevel());
game->AddEffect(std::make_unique<PulsatingFire>(pos,3,AnimationState::FIRE_RING1,OnUpperLevel(),vf2d{8,8},1),true);
game->HurtEnemies(pos,"Wizard.Ability 3.MeteorRadius"_F/100*24,game->GetPlayer()->GetAttack()*"Wizard.Ability 3.MeteorDamageMult"_F,OnUpperLevel());
game->AddEffect(std::make_unique<PulsatingFire>(pos,"Wizard.Ability 3.FireRingLifetime"_F,AnimationState::FIRE_RING1,OnUpperLevel(),vf2d{"Wizard.Ability 3.MeteorRadius"_F/100*2,"Wizard.Ability 3.MeteorRadius"_F/100*2},"Wizard.Ability 3.FireRingFadeoutTime"_F),true);
}
return Effect::Update(fElapsedTime);
}
@ -33,11 +33,11 @@ bool Meteor::Update(float fElapsedTime){
void Meteor::Draw(){
if(lifetime>0){
vf2d scale=vf2d{192,64}/3.f*(startLifetime+1-lifetime)*0.25*size;
vf2d meteorOffset=vf2d{lifetime,0}*120;
vf2d meteorOffset=vf2d{lifetime*"Wizard.Ability 3.MeteorXMovementMult"_I,0}*"Wizard.Ability 3.MeteorShadowStartingDist"_F;
vf2d centerPoint=pos-vf2d{game->GFX_Circle.Sprite()->width*scale.x/2,game->GFX_Circle.Sprite()->height*scale.y/2};
game->view.DrawDecal(centerPoint+meteorOffset,game->GFX_Circle.Decal(),scale,{0,0,0,192});
}
vf2d meteorOffset=pos+vf2d{lifetime,-lifetime}*320-vf2d{0,GetFrame().GetSourceRect().size.y/4.f}*size;
vf2d meteorOffset=pos+vf2d{lifetime*"Wizard.Ability 3.MeteorXMovementMult"_I,lifetime*"Wizard.Ability 3.MeteorYMovementMult"_I}*"Wizard.Ability 3.MeteorStartingDist"_F-vf2d{0,GetFrame().GetSourceRect().size.y/4.f}*size;
if(lifetime<=0){
meteorOffset=pos-vf2d{0,GetFrame().GetSourceRect().size.y/4.f}*size;
}

@ -18,19 +18,19 @@ bool PulsatingFire::Update(float fElapsedTime){
lastParticleTimer-=fElapsedTime;
lastDamageTimer-=fElapsedTime;
if(lastParticleTimer<=0){
int particleCount=rand()%5+1;
int particleCount="Wizard.Ability 3.FireRingParticleSpawnAmtRange"_FRange;
for(int i=0;i<particleCount;i++){
float randomAngle=util::random(2*PI);
float randomRange=12*size.x*(1-util::random(0.25))*(1-util::random(0.25));
float randomColorTintG=128-(util::random(64)+util::random(64));
float randomColorTint=util::random(16);
game->AddEffect(std::make_unique<Effect>(pos+vf2d{cos(randomAngle),sin(randomAngle)}*randomRange,0,AnimationState::DOT_PARTICLE,OnUpperLevel(),vf2d{util::random(2)+1,1},util::random(4)+2,vf2d{util::random(10)-5,-util::random(15)-5},Pixel{128,uint8_t(randomColorTintG),uint8_t(randomColorTint),uint8_t(util::random(128)+128)}));
float randomAngle="Wizard.Ability 3.FireRingParticleAngleRange"_FRange;
float randomRange=12*size.x*(1-util::random("Wizard.Ability 3.FireRingParticleRandomVariance"_F))*(1-util::random("Wizard.Ability 3.FireRingParticleRandomVariance"_F));
float randomColorTintG=128*(1-util::random("Wizard.Ability 3.FireRingParticleColorGVariance"_F))*(1-util::random("Wizard.Ability 3.FireRingParticleColorGVariance"_F));
float randomColorTint="Wizard.Ability 3.FireRingParticleColorBlueRange"_FRange;
game->AddEffect(std::make_unique<Effect>(pos+vf2d{cos(randomAngle),sin(randomAngle)}*randomRange,0,AnimationState::DOT_PARTICLE,OnUpperLevel(),vf2d{"Wizard.Ability 3.FireRingParticleXSizeRange"_FRange,"Wizard.Ability 3.FireRingParticleYSizeRange"_FRange},"Wizard.Ability 3.FireRingParticleFadeoutTimeRange"_FRange,vf2d{"Wizard.Ability 3.FireRingParticleXSpeedRange"_FRange,"Wizard.Ability 3.FireRingParticleYSpeedRange"_FRange},Pixel{128,uint8_t(randomColorTintG),uint8_t(randomColorTint),uint8_t("Wizard.Ability 3.FireRingParticleAlphaRange"_FRange)}));
}
lastParticleTimer=util::random(0.2)+0.025;
lastParticleTimer="Wizard.Ability 3.FireRingParticleFreqRange"_FRange;
}
if(lastDamageTimer<=0){
lastDamageTimer=0.99;
game->HurtEnemies(pos,4*24,game->GetPlayer()->GetAttack()*1,OnUpperLevel());
lastDamageTimer="Wizard.Ability 3.FireRingDamageFreq"_F-0.01;
game->HurtEnemies(pos,"Wizard.Ability 3.MeteorRadius"_F/100*24,game->GetPlayer()->GetAttack()*"Wizard.Ability 3.FireRingDamageMult"_F,OnUpperLevel());
}
return Effect::Update(fElapsedTime);
}
@ -58,6 +58,6 @@ void PulsatingFire::Draw(){
effectSpr=&ANIMATION_DATA[AnimationState::FIRE_RING1];
}
const Renderable*img=effectSpr->GetFrame(0).GetSourceImage();
game->view.DrawPartialDecal(pos-effectSpr->GetFrame(0).GetSourceRect().size/2*size,img->Decal(),effectSpr->GetFrame(0).GetSourceRect().pos,effectSpr->GetFrame(0).GetSourceRect().size,size,{255,uint8_t(pulsatingFireValues[i]*256),0,uint8_t((63*(sin(3*lifetime+PI*pulsatingFireValues[i]))+64)*(fadeout/original_fadeoutTime))});
game->view.DrawPartialDecal(pos-effectSpr->GetFrame(0).GetSourceRect().size/2*size,img->Decal(),effectSpr->GetFrame(0).GetSourceRect().pos,effectSpr->GetFrame(0).GetSourceRect().size,size,{255,uint8_t(pulsatingFireValues[i]*256),0,uint8_t((63*(sin("Wizard.Ability 3.FireRingOscillatingFrequency"_F*lifetime+PI*pulsatingFireValues[i]))+63)*(fadeout/original_fadeoutTime))});
}
}

@ -2,7 +2,7 @@
#define VERSION_MAJOR 0
#define VERSION_MINOR 2
#define VERSION_PATCH 0
#define VERSION_BUILD 920
#define VERSION_BUILD 927
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -120,7 +120,7 @@ void Wizard::InitializeClassAbilities(){
Wizard::ability3.action=
[](Player*p,vf2d pos={}){
p->CastSpell(Wizard::ability3);
game->AddEffect(std::make_unique<Meteor>(pos,3,AnimationState::METEOR,p->OnUpperLevel(),vf2d{1,1},2));
game->AddEffect(std::make_unique<Meteor>(pos,3,AnimationState::METEOR,p->OnUpperLevel(),vf2d{"Wizard.Ability 3.MeteorRadius"_F/100/4,"Wizard.Ability 3.MeteorRadius"_F/100/4},"Wizard.Ability 3.MeteorFadeoutTime"_F));
return true;
};
#pragma endregion

@ -147,7 +147,7 @@ Wizard
BulletFadeoutTime = 0.2
# How far away to look for nearby enemies to chain lightning to.
LightningChainDistance = 600
LightningChainRadius = 300
# Damage multiplier for enemies hit by lightning chain.
LightningChainDamageMult = 2
# How fast the chain lightning chases its target (Frequency updates in seconds).
@ -156,12 +156,12 @@ Wizard
LightningChainSplashLifetime = 0.5
LightningChainSplashFadeoutTime = 0.25
LightningChainSplashRotationRange = 0,3.14159
LightningChainSplashRotationRange = 0,6.28318
# How long the splash effect lasts.
SplashLifetime = 0.3
SplashFadeoutTime = 0.25
SplashRotationRange = 0,3.14159
SplashRotationRange = 0,6.28318
# How much time passes before another particle spawns from the bullet.
ParticleFrequency = 0.01
@ -186,5 +186,57 @@ Wizard
Precast Time = 1.5
Casting Range = 900
Casting Size = 400
MeteorFadeoutTime = 2
MeteorRadius = 400
MeteorDamageMult = 9
FireRingDamageMult = 1
# How often the fire ring deals damage to enemies inside of it.
FireRingDamageFreq = 1
FireRingLifetime = 4
WorldShakeTime = 2
# -1 = Moving Right, 0 = Stationary, 1 = Moving Left
MeteorXMovementMult = 1
# -1 = Moving Down, 0 = Stationary, 1 = Moving Up
MeteorYMovementMult = -1
# How far away the meteor is from its final landing location.
MeteorStartingDist = 320
# How far away the shadow is from its final landing location.
MeteorShadowStartingDist = 120
MeteorImpactParticles = 650
MeteorImpactParticleAngleRange = 0,6.28318
# How far the particles will stray from its outer edge. (1 = middle, 0 = outside)
MeteorImpactParticleRandomVariance = 0.25
MeteorImpactParticleColorGVariance = 0.5
# Red is always 255. Blue gets set using this range value.
MeteorImpactParticleColorBlueRange = 0,128
MeteorImpactParticleAlphaRange = 128,25
FireRingOscillatingFrequency=3
FireRingParticleSpawnAmtRange = 1,5
FireRingParticleFreqRange = 0.025,0.225
FireRingFadeoutTime = 1
FireRingParticleAngleRange = 0,6.28318
# How far the particles will stray from its outer edge. (1 = middle, 0 = outside)
FireRingParticleRandomVariance = 0.25
FireRingParticleColorGVariance = 0.5
# Red is always 128. Blue gets set using this range value.
FireRingParticleColorBlueRange = 0,16
FireRingParticleAlphaRange = 128,255
FireRingParticleXSizeRange = 1,3
FireRingParticleYSizeRange = 1,1
FireRingParticleFadeoutTimeRange = 2,6
FireRingParticleXSpeedRange = -5,5
FireRingParticleYSpeedRange = -20,-5
}
}
Loading…
Cancel
Save