Tuned jump delays and values for phase 2.

pull/28/head
sigonasr2 1 year ago
parent 1bb87eab23
commit cf782c29bb
  1. 35
      Crawler/Monster.cpp
  2. 1
      Crawler/MonsterAttribute.h
  3. 45
      Crawler/SlimeKing.cpp
  4. 2
      Crawler/Version.h
  5. 13
      Crawler/assets/config/MonsterStrategies.txt
  6. 2
      Crawler/assets/config/configuration.txt

@ -386,6 +386,41 @@ void Monster::SetSize(float newSize,bool immediate){
}
}
float&Monster::GetFloat(Attribute a){
if(attributes.count(a)==0){
attributes[a]=0.f;
}
return std::get<float>(attributes[a]);
}
int&Monster::GetInt(Attribute a){
if(attributes.count(a)==0){
attributes[a]=0;
}
return std::get<int>(attributes[a]);
}
std::string&Monster::GetString(Attribute a){
if(attributes.count(a)==0){
attributes[a]="";
}
return std::get<std::string>(attributes[a]);
}
bool&Monster::GetBool(Attribute a){
if(attributes.count(a)==0){
attributes[a]=false;
}
return std::get<bool>(attributes[a]);
}
vf2d&Monster::GetVf2d(Attribute a){
if(attributes.count(a)==0){
attributes[a]=vf2d{};
}
return std::get<vf2d>(attributes[a]);
}
void Monster::SetZ(float z){
this->z=z;
}

@ -25,4 +25,5 @@ enum class Attribute{
JUMP_MOVE_SPD,
JUMP_COUNT,
CASTING_TIMER,
TELEPORT_TO_PLAYER,
};

@ -74,19 +74,42 @@ void Monster::STRATEGY::SLIMEKING(Monster&m,float fElapsedTime,int strategyNumbe
}
};
const auto StartJump=[&](float jumpDuration,vf2d targetPos,float recoveryTime,float jumpMoveSpd){
const auto StartJump=[&](float jumpDuration,vf2d targetPos,float recoveryTime,float jumpMoveSpd,bool teleportToPlayer=false){
m.V(A::JUMP_ORIGINAL_POS)=m.GetPos();
m.F(A::JUMP_ORIGINAL_LANDING_TIMER)=m.F(A::JUMP_LANDING_TIMER)=jumpDuration;
m.V(A::JUMP_TARGET_POS)=targetPos;
m.F(A::RECOVERY_TIME)=recoveryTime;
m.F(A::JUMP_MOVE_SPD)=jumpMoveSpd;
m.B(A::TELEPORT_TO_PLAYER)=teleportToPlayer;
m.SetState(State::JUMP);
};
const auto Recovered=[&](){
switch(m.phase){
case 2:{
switch(m.I(A::JUMP_COUNT)){
case 1:
case 2:{ //After the 1st and 2nd jumps we still have another jump to accomplish.
m.I(A::JUMP_COUNT)++;
float jumpTime=ConfigFloatArr("Phase2.Jump["+std::to_string(m.I(A::JUMP_COUNT))+"]",0);
float jumpSpd=ConfigFloatArr("Phase2.Jump["+std::to_string(m.I(A::JUMP_COUNT))+"]",1);
bool jumpTeleport=bool(ConfigIntArr("Phase2.Jump["+std::to_string(m.I(A::JUMP_COUNT))+"]",2));
StartJump(jumpTime,game->GetPlayer()->GetPos(),0.2,jumpSpd,jumpTeleport);
}break;
default:{
m.PerformIdleAnimation();
m.SetState(State::NORMAL);
}
}
}break;
}
};
if(m.GetState()==State::RECOVERY){
m.F(A::RECOVERY_TIME)=std::max(0.f,m.F(A::RECOVERY_TIME)-fElapsedTime);
if(m.F(A::RECOVERY_TIME)==0){
m.GetState()==State::NORMAL;
Recovered();
}
return;
}
@ -94,16 +117,16 @@ void Monster::STRATEGY::SLIMEKING(Monster&m,float fElapsedTime,int strategyNumbe
if(m.GetState()==State::JUMP){
float jumpLandingTimerRatio=m.F(A::JUMP_LANDING_TIMER)/m.F(A::JUMP_ORIGINAL_LANDING_TIMER);
if(m.GetPos().x>game->GetPlayer()->GetPos().x){
m.SetX(std::max(game->GetPlayer()->GetPos().x,m.GetPos().x-ConfigInt("JumpMoveSpd")*game->GetElapsedTime()));
m.SetX(std::max(game->GetPlayer()->GetPos().x,m.GetPos().x-m.F(A::JUMP_MOVE_SPD)*game->GetElapsedTime()));
} else
if(m.GetPos().x<game->GetPlayer()->GetPos().x){
m.SetX(std::min(game->GetPlayer()->GetPos().x,m.GetPos().x+ConfigInt("JumpMoveSpd")*game->GetElapsedTime()));
m.SetX(std::min(game->GetPlayer()->GetPos().x,m.GetPos().x+m.F(A::JUMP_MOVE_SPD)*game->GetElapsedTime()));
}
if(m.GetPos().y>game->GetPlayer()->GetPos().y){
m.SetY(std::max(game->GetPlayer()->GetPos().y,m.GetPos().y-ConfigInt("JumpMoveSpd")*game->GetElapsedTime()));
m.SetY(std::max(game->GetPlayer()->GetPos().y,m.GetPos().y-m.F(A::JUMP_MOVE_SPD)*game->GetElapsedTime()));
} else
if(m.GetPos().y<game->GetPlayer()->GetPos().y){
m.SetY(std::min(game->GetPlayer()->GetPos().y,m.GetPos().y+ConfigInt("JumpMoveSpd")*game->GetElapsedTime()));
m.SetY(std::min(game->GetPlayer()->GetPos().y,m.GetPos().y+m.F(A::JUMP_MOVE_SPD)*game->GetElapsedTime()));
}
if(m.F(A::JUMP_LANDING_TIMER)>=m.F(A::JUMP_ORIGINAL_LANDING_TIMER)/2){
m.SetZ(util::lerp(0,ConfigInt("JumpHeight"),1-jumpLandingTimerRatio));
@ -126,12 +149,18 @@ void Monster::STRATEGY::SLIMEKING(Monster&m,float fElapsedTime,int strategyNumbe
lineToPlayer={m.GetPos(),m.GetPos()+vf2d{cos(randomDir),sin(randomDir)}*1};
}
game->GetPlayer()->Knockback(lineToPlayer.vector().norm()*ConfigInt("JumpKnockbackFactor"));
game->GetPlayer()->SetIframes(1);
if(m.phase!=2){ //In phase 2, the player can get slammed multiple times. No iframes for messing up.
game->GetPlayer()->SetIframes(1);
}
}
Landed(m.phase);
m.SetStrategyDrawFunction([](Crawler*game){});
} else
if(m.F(A::JUMP_LANDING_TIMER)<=ConfigFloat("JumpWarningIndicatorTime")){
if(m.B(A::TELEPORT_TO_PLAYER)){
m.B(A::TELEPORT_TO_PLAYER)=false;
m.SetPos(game->GetPlayer()->GetPos());
}
m.SetStrategyDrawFunction([&](Crawler*game){
Decal*dec=ANIMATION_DATA["range_indicator.png"].GetFrame(game->GetElapsedTime()).GetSourceImage()->Decal();
game->view.DrawRotatedDecal(m.GetPos(),dec,0,dec->sprite->Size()/2,vf2d{m.GetSizeMult(),m.GetSizeMult()},RED);
@ -145,8 +174,8 @@ void Monster::STRATEGY::SLIMEKING(Monster&m,float fElapsedTime,int strategyNumbe
if(m.F(A::CASTING_TIMER)==0){
m.SetState(State::NORMAL);
m.I(A::JUMP_COUNT)++;
float jumpTime=ConfigFloatArr("Jump["+std::to_string(m.I(A::JUMP_COUNT))+"]",0);
float jumpSpd=ConfigFloatArr("Jump["+std::to_string(m.I(A::JUMP_COUNT))+"]",1);
float jumpTime=ConfigFloatArr("Phase2.Jump["+std::to_string(m.I(A::JUMP_COUNT))+"]",0);
float jumpSpd=ConfigFloatArr("Phase2.Jump["+std::to_string(m.I(A::JUMP_COUNT))+"]",1);
StartJump(jumpTime,game->GetPlayer()->GetPos(),0.2,jumpSpd);
}
return;

@ -2,7 +2,7 @@
#define VERSION_MAJOR 0
#define VERSION_MINOR 2
#define VERSION_PATCH 0
#define VERSION_BUILD 1372
#define VERSION_BUILD 1383
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -79,7 +79,7 @@ MonsterStrategy
# 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 = 2400
JumpHeight = 900
ProjectileDamage = 10
JumpAttackDamage = 20
JumpMoveSpd = 75
@ -115,10 +115,13 @@ MonsterStrategy
JumpChargeTime = 5.0
JumpAfter = 5 shots
JumpCount = 3
# Delay times per jump in seconds followed by the move speeds.
Jump[1] = 2.0, 75
Jump[2] = 0.3, 120
Jump[3] = 0.75, 75
# Argument 0 is jump time.
# Argument 1 is move speed.
# Argument 2 is whether to teleport to the player or not (0=Don't Teleport, 1=Teleport)
Jump[1] = 2.0, 75, 0
Jump[2] = 0.3, 300, 1
Jump[3] = 1.2, 70, 0
}
Phase3
{

@ -10,7 +10,7 @@ gfx_config = gfx/gfx.txt
map_config = levels.txt
# Starting map when loading the game.
starting_map = CAMPAIGN_1_1
starting_map = BOSS_1
# Player Properties Loading Config
player_config = Player.txt

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