@ -52,7 +52,7 @@ std::map<std::string,MonsterData>MONSTER_DATA;
MonsterData : : MonsterData ( )
: atk ( 0 ) , collisionDmg ( 0 ) , hp ( 0 ) , moveSpd ( 0 ) , size ( 0 ) , strategy ( " Run Towards " ) { }
MonsterData : : MonsterData ( std : : string name , int hp , int atk , const uint32_t xp , std : : vector < MonsterDropData > drops , float moveSpd , float size , std : : string strategy , int collisionDmg ) :
name ( name ) , hp ( hp ) , atk ( atk ) , xp ( xp ) , moveSpd ( moveSpd ) , size ( size ) , strategy ( strategy ) , animations ( animations ) , dropData ( drops ) , collisionDmg ( collisionDmg ) { }
name ( name ) , hp ( hp ) , atk ( atk ) , xp ( xp ) , moveSpd ( moveSpd ) , size ( size ) , strategy ( strategy ) , dropData ( drops ) , collisionDmg ( collisionDmg ) { }
void MonsterData : : InitializeMonsterData ( ) {
for ( auto & [ key , size ] : DATA [ " Monsters " ] . GetKeys ( ) ) {
@ -173,12 +173,7 @@ void MonsterData::InitializeNPCData(){
if ( MONSTER_DATA . count ( key ) ) {
ERR ( " WARNING! A monster with the name " < < key < < " already exists in the database! Duplicates are not allowed. " )
}
std : : vector < std : : string > animations {
NPCName + " _IDLE " ,
NPCName + " _JUMP " ,
NPCName + " _SPIT " ,
NPCName + " _DIE " ,
} ;
std : : vector < std : : string > animations ;
MonsterData : : imgs [ NPCName ] = NEW Renderable ( ) ;
const rcode imgLoadResult = MonsterData : : imgs [ NPCName ] - > Load ( " assets/npcs/ " + NPCName + " .png " ) ;
@ -270,7 +265,7 @@ void MonsterData::InitializeNPCData(){
MonsterData monster ( NPCName , health , attack , xp , drops , moveSpd , size / 100 , strategyName , collisionDmg ) ;
for ( size_t animationRow = 0 ; const std : : string & animationName : animations ) {
//if(!monster.animations.insert(animationName).second)ERR(std::format(" WARNING! The Animation {} for Monster {} already exists! Animations should have unique names!",animationName,NPCName));
if ( ! monster . animations . insert ( animationName ) . second ) ERR ( std : : format ( " WARNING! The Animation {} for Monster {} already exists! Animations should have unique names! " , animationName , NPCName ) ) ;
switch ( animationRow ) {
case 0 : monster . idleAnimation = animationName ; break ;