Add iframe time on hit to Stone Elemental bullet ring so the player doesn't get instantly obliterated standing in the center of the bullet ring. Move Stone Elemental's bullet ring center point slightly downwards so it matches better visually. Fix staircases not working when the firstgid of the staircase tilesheet is not 0 in the tilesheet list. Release Build 10258.

This commit is contained in:
sigonasr2 2024-07-22 00:47:11 -05:00
parent aefa81d71f
commit b91b1a8362
5 changed files with 8 additions and 6 deletions

View File

@ -455,8 +455,9 @@ void AiL::HandleUserInput(float fElapsedTime){
int truncatedPlayerY=int(player->GetY())/game->GetCurrentMapData().tilewidth;
int tileID=layer.tiles[truncatedPlayerY][truncatedPlayerX];
TilesheetData dat=GetTileSheet(GetCurrentLevel(),tileID);
if(MAP_TILESETS.at(dat.tilesetName).staircaseTiles.find(tileID)!=MAP_TILESETS.at(dat.tilesetName).staircaseTiles.end()){
return MAP_TILESETS.at(dat.tilesetName).staircaseTiles.at(tileID).data.at("value");
int realTileID{tileID-dat.firstgid-1};
if(MAP_TILESETS.at(dat.tilesetName).staircaseTiles.find(realTileID)!=MAP_TILESETS.at(dat.tilesetName).staircaseTiles.end()){
return MAP_TILESETS.at(dat.tilesetName).staircaseTiles.at(realTileID).data.at("value");
}
}
return std::string("NONE");

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@ -202,7 +202,8 @@ void Monster::STRATEGY::STONE_ELEMENTAL(Monster&m,float fElapsedTime,std::string
const float bulletAngRandomOffset{util::random(PI/2)};
for(int i=0;i<ConfigInt("Burrow Ring Bullet Count");i++){
const float bulletAngle=((2*PI)/ConfigInt("Burrow Ring Bullet Count"))*i+bulletAngRandomOffset;
CreateBullet(Bullet)(m.GetPos(),vf2d{ConfigFloat("Burrow Ring Bullet Speed"),bulletAngle}.cart(),ConfigFloat("Burrow Ring Bullet Size"),ConfigInt("Burrow Ring Bullet Damage"),m.OnUpperLevel(),false,ConfigPixel("Burrow Ring Bullet Color"),vf2d{ConfigFloat("Burrow Ring Bullet Size")/3,ConfigFloat("Burrow Ring Bullet Size")/3})EndBullet;
CreateBullet(Bullet)(m.GetPos()+vf2d{0,4*m.GetSizeMult()},vf2d{ConfigFloat("Burrow Ring Bullet Speed"),bulletAngle}.cart(),ConfigFloat("Burrow Ring Bullet Size"),ConfigInt("Burrow Ring Bullet Damage"),m.OnUpperLevel(),false,ConfigPixel("Burrow Ring Bullet Color"),vf2d{ConfigFloat("Burrow Ring Bullet Size")/3,ConfigFloat("Burrow Ring Bullet Size")/3})EndBullet;
BULLET_LIST.back()->SetIframeTimeOnHit(0.15f);
}
}
}break;

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@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 2
#define VERSION_PATCH 3
#define VERSION_BUILD 10256
#define VERSION_BUILD 10258
#define stringify(a) stringify_(a)
#define stringify_(a) #a

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="198" height="179" tilewidth="24" tileheight="24" infinite="0" nextlayerid="8" nextobjectid="143">
<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="198" height="179" tilewidth="24" tileheight="24" infinite="0" nextlayerid="8" nextobjectid="144">
<properties>
<property name="Backdrop" propertytype="Backdrop" value="mountain_day"/>
<property name="Background Music" propertytype="BGM" value="foresty1_1"/>
@ -1527,6 +1527,6 @@
<property name="Upper?" type="bool" value="false"/>
</properties>
</object>
<object id="142" name="Player Spawn" type="PlayerSpawnLocation" x="936" y="4008" width="24" height="24"/>
<object id="143" name="Player Spawn" type="PlayerSpawnLocation" x="2418" y="2250" width="24" height="24"/>
</objectgroup>
</map>