Slime King Graphics prepared.

pull/28/head
sigonasr2 1 year ago
parent 36fb89e556
commit c9fa25a823
  1. 2
      Crawler/Crawler.cpp
  2. 1
      Crawler/Crawler.vcxproj
  3. 3
      Crawler/Crawler.vcxproj.filters
  4. 65
      Crawler/assets/config/MonsterStrategies.txt
  5. 25
      Crawler/assets/config/Monsters.txt
  6. BIN
      Crawler/assets/monsters/Blue Slime.png
  7. BIN
      Crawler/assets/monsters/Green Slime.png
  8. BIN
      Crawler/assets/monsters/Red Slime.png
  9. BIN
      Crawler/assets/monsters/Slime King.png
  10. BIN
      Crawler/assets/monsters/Slime King.xcf
  11. BIN
      Crawler/assets/monsters/Yellow Slime.png

@ -19,7 +19,7 @@
INCLUDE_EMITTER_LIST
//192x192
//360x240
vi2d WINDOW_SIZE={24*15,24*10};
safemap<std::string,Animate2D::FrameSequence>ANIMATION_DATA;
std::vector<Monster>MONSTER_LIST;

@ -316,6 +316,7 @@
<ClCompile Include="Ranger.cpp" />
<ClCompile Include="RUN_STRATEGY.cpp" />
<ClCompile Include="ShootAfar.cpp" />
<ClCompile Include="SlimeKing.cpp" />
<ClCompile Include="Thief.cpp" />
<ClCompile Include="Trapper.cpp" />
<ClCompile Include="Turret.cpp" />

@ -233,6 +233,9 @@
<ClCompile Include="RUN_STRATEGY.cpp">
<Filter>Source Files\Monster Strategies</Filter>
</ClCompile>
<ClCompile Include="SlimeKing.cpp">
<Filter>Source Files\Monster Strategies</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="cpp.hint" />

@ -72,6 +72,12 @@ MonsterStrategy
{
# The Slime King Boss script.
Name = Slime King
# How much time a jump will be pre-telegraphed.
JumpWarningIndicatorTime = 1.0
# Distance to jump up into the sky. A higher value causes it to launch up and down seemingly faster.
JumpHeight = 1500
ProjectileDamage = 10
JumpAttackDamage = 20
Phase1
{
Size = 800
@ -79,8 +85,7 @@ MonsterStrategy
ShootRingCount = 3
#In degrees.
RingOffset = 10
# Number of pattern repeats before a jump occurs.
JumpAfter = 4
JumpAfter = 4 shots
AirborneTime = 3.0
LandingRingCount = 1
LandingRecoveryTime = 2.0
@ -91,20 +96,48 @@ MonsterStrategy
# Percentage of health to transition to Phase 2
Change = 75%
MonsterSpawnOnChange = Red Slime, 2
ShootRate = 1.0
ShootProjectileCount = 3
ShootCount = 5
ShootAngleSpread = 45
JumpChargeTime = 5.0
JumpAfter = 5 shots
JumpCount = 3
# Delay times per jump in seconds.
Jump[1] = 2.0
Jump[2] = 0.3
Jump[3] = 0.75
}
Phase3
{
Size = 400
# Percentage of health to transition to Phase 3
Change = 50%
MonsterSpawnOnChange = Red Slime, 2
ShootRate = 0.5
ShootProjectileCount = 3
ShootAngleSpread = 45
JumpDelayTime = 0.5
JumpRecoveryTime = 2.0
}
Phase4
{
Size = 200
# Percentage of health to transition to Phase 4
Change = 25%
MonsterSpawnOnChange = Blue Slime, 2
MoveSpdModifier = 50%
ShootRate = 0.1
RandomOffsetAngle = 75
JumpDistance = 1000
}
Phase5
{
SizeLossPerHit=50%
IframeTimePerHit = 1.0
MoveSpdModified = 50%
# Percentage of health to transition to Phase 5
Change = 0%
}
Phase2Change = 75
Phase2Size = 600
# Percentage of health to transition to Phase 3
Phase3Change = 50
Phase3Size = 400
# Percentage of health to transition to Phase 4
Phase4Change = 25
Phase4Size = 200
# How often the enemy shoots.
ShootingSpeed = 0.6
BulletSpeed = 450
BulletSize = 30
BulletColor = 0, 255, 0, 255
}
}

@ -123,6 +123,31 @@ Monsters
ShootAnimation = 5, 0.1, OneShot
DeathAnimation = 5, 0.2, OneShot
#Additional custom animations go down below. Start with ANIMATION[0]
#ANIMATION[0] = MY_NEW_ANIMATION
}
5
{
DisplayName = Slime King
Health = 1200
Attack = 10
CollisionDmg = 0
MoveSpd = 0
Size = 800
Strategy = Slime King
#Size of each animation frame
SheetFrameSize = 24,24
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
IdleAnimation = 10, 0.1, Repeat
JumpAnimation = 10, 0.06, Repeat
ShootAnimation = 10, 0.1, OneShot
DeathAnimation = 10, 0.1, OneShot
#Additional custom animations go down below. Start with ANIMATION[0]
#ANIMATION[0] = MY_NEW_ANIMATION
}

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