Ranger configuration file implemented. Added per-step bullet collisions. Fix Release Desktop project setup.
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@ -8,7 +8,7 @@
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INCLUDE_game
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Arrow::Arrow(vf2d pos,vf2d targetPos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col)
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:finalDistance(geom2d::line(pos,targetPos).length()),
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:finalDistance(geom2d::line(pos,targetPos).length()),acc(PI/2*"Ranger.Auto Attack.ArrowSpd"_F),
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Bullet(pos,vel,radius,damage,
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AnimationState::ARROW,upperLevel,false,INFINITE,true,friendly,col){}
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@ -417,9 +417,16 @@ void Crawler::UpdateBullets(float fElapsedTime){
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Bullet*b=(*it).get();
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b->UpdateFadeTime(fElapsedTime);
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b->Update(fElapsedTime);
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b->pos+=b->vel*fElapsedTime;
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b->animation.UpdateState(b->internal_animState,fElapsedTime);
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if(!b->deactivated){
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vf2d moveStep=b->vel*fElapsedTime;
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int stepCount=1;
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if((b->vel*fElapsedTime).mag()>1){
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moveStep=(b->vel*fElapsedTime).norm();
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stepCount=b->vel.x*fElapsedTime/moveStep.x;
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}
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for(;stepCount>0;stepCount--){
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b->pos+=moveStep;
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if(b->friendly){
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for(Monster&m:MONSTER_LIST){
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if(geom2d::overlaps(geom2d::circle(m.GetPos(),12*m.GetSizeMult()),geom2d::circle(b->pos,b->radius))){
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@ -428,10 +435,10 @@ void Crawler::UpdateBullets(float fElapsedTime){
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if(b->MonsterHit(m)){
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it=BULLET_LIST.erase(it);
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if(it==BULLET_LIST.end()){
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goto outsidePlayerBulletLoop;
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goto outsideBulletLoop;
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}
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}
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goto continuePlayerBulletLoop;
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goto continueBulletLoop;
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}
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b->hitList[&m]=true;
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}
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@ -443,14 +450,17 @@ void Crawler::UpdateBullets(float fElapsedTime){
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if(b->PlayerHit(GetPlayer())){
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it=BULLET_LIST.erase(it);
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if(it==BULLET_LIST.end()){
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break;
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goto outsideBulletLoop;
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}
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}
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continue;
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goto continueBulletLoop;
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}
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}
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}
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}
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} else {
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b->pos+=b->vel*fElapsedTime;
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}
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if(b->pos.x+b->radius<view.GetWorldTL().x||b->pos.x-b->radius>view.GetWorldBR().x||b->pos.y+b->radius<view.GetWorldTL().y||b->pos.y-b->radius>view.GetWorldBR().y){
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it=BULLET_LIST.erase(it);
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if(it==BULLET_LIST.end()){
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@ -466,10 +476,10 @@ void Crawler::UpdateBullets(float fElapsedTime){
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}
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continue;
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}
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continuePlayerBulletLoop:
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continueBulletLoop:
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continue;
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}
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outsidePlayerBulletLoop:
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outsideBulletLoop:
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int a;
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}
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void Crawler::HurtEnemies(vf2d pos,float radius,int damage,bool upperLevel){
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@ -1152,6 +1162,8 @@ datafiledoubledata Crawler::GetDoubleList(std::string key){
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int main()
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{
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char*testArr = new char[5000];
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delete[]testArr;
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Crawler demo;
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if (demo.Construct(WINDOW_SIZE.x, WINDOW_SIZE.y, 4, 4))
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demo.Start();
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@ -112,6 +112,12 @@
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<PropertyGroup Label="UserMacros" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release Desktop|Win32'">
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<OutDir>$(SolutionDir)$(PlatformTarget)\Release</OutDir>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release Desktop|x64'">
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<OutDir>$(SolutionDir)$(PlatformTarget)\Release</OutDir>
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</PropertyGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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@ -163,6 +163,10 @@ State Player::GetState(){
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return state;
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}
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void Player::Knockback(vf2d vel){
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this->vel+=vel;
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}
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void Player::Update(float fElapsedTime){
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Ability&rightClickAbility=GetRightClickAbility(),
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&ability=GetAbility1(),
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@ -441,7 +445,7 @@ void Player::Update(float fElapsedTime){
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vf2d extendedLine=pointTowardsCursor.upoint(1.1);
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float angleToCursor=atan2(extendedLine.y-GetPos().y,extendedLine.x-GetPos().x);
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attack_cooldown_timer=ARROW_ATTACK_COOLDOWN;
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BULLET_LIST.push_back(std::make_unique<Arrow>(Arrow(GetPos(),extendedLine,vf2d{cos(angleToCursor)*250,float(sin(angleToCursor)*250-PI/8*250)}+movementVelocity,12,GetAttack(),OnUpperLevel(),true)));
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BULLET_LIST.push_back(std::make_unique<Arrow>(Arrow(GetPos(),extendedLine,vf2d{cos(angleToCursor)*"Ranger.Ability 1.ArrowSpd"_F,float(sin(angleToCursor)*"Ranger.Ability 1.ArrowSpd"_F-PI/8*"Ranger.Ability 1.ArrowSpd"_F)}+movementVelocity,12*"Ranger.Ability 1.ArrowRadius"_F/100,GetAttack()*"Ranger.Ability 1.DamageMult"_F,OnUpperLevel(),true)));
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SetAnimationBasedOnTargetingDirection(angleToCursor);
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rapidFireTimer=RAPID_FIRE_SHOOT_DELAY;
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}else{
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@ -69,6 +69,7 @@ protected:
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void SetZ(float z);
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//Returns true if the move was valid and successful.
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bool SetPos(vf2d pos);
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void Knockback(vf2d vel);
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float friction=400;
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float attack_cooldown_timer=0;
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float iframe_time=0;
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@ -86,7 +87,7 @@ protected:
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void PrepareCast(Ability&ability);
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vf2d precastLocation={};
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void SetVelocity(vf2d vel);
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const float RETREAT_DISTANCE=122.5*"Ranger.Right Click Ability.RetreatDistance"_F/100;
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const float RETREAT_DISTANCE=24*"Ranger.Right Click Ability.RetreatDistance"_F/100;
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float RETREAT_TIME="Ranger.Right Click Ability.RetreatTime"_F; //How long the Retreat ability takes.
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const int RETREAT_GHOST_FRAMES=8;
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const float RETREAT_GHOST_FRAME_DELAY=0.025;
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@ -97,8 +98,8 @@ protected:
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std::vector<vf2d>ghostPositions;
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float rapidFireTimer=0;
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int remainingRapidFireShots=0;
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const float RAPID_FIRE_SHOOT_DELAY=0.1;
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const int RAPID_FIRE_SHOOT_AMOUNT=4;
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const float RAPID_FIRE_SHOOT_DELAY="Ranger.Ability 1.ArrowDelay"_F;
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const int RAPID_FIRE_SHOOT_AMOUNT="Ranger.Ability 1.ArrowCount"_I;
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public:
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Player();
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//So this is rather fascinating and only exists because we have the ability to change classes which means we need to initialize a class
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@ -63,7 +63,9 @@ void Ranger::InitializeClassAbilities(){
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[](Player*p,vf2d pos={}){
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p->remainingRapidFireShots=p->RAPID_FIRE_SHOOT_AMOUNT;
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p->rapidFireTimer=p->RAPID_FIRE_SHOOT_DELAY;
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if("Ranger.Ability 1.IsAnimationLocked"_I){
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p->SetState(State::ANIMATION_LOCK);
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}
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return true;
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};
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#pragma endregion
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@ -71,9 +73,10 @@ void Ranger::InitializeClassAbilities(){
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Ranger::ability2.action=
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[](Player*p,vf2d pos={}){
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vf2d arrowVelocity=util::pointTo(p->GetPos(),game->GetWorldMousePos());
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BULLET_LIST.push_back(std::make_unique<ChargedArrow>(p->GetPos(),arrowVelocity*600,20,p->GetAttack()*2.5,p->OnUpperLevel(),true));
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BULLET_LIST.push_back(std::make_unique<ChargedArrow>(p->GetPos(),arrowVelocity*"Ranger.Ability 2.Speed"_F,12*"Ranger.Ability 2.Radius"_F/100,p->GetAttack()*"Ranger.Ability 2.DamageMult"_F,p->OnUpperLevel(),true));
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p->SetAnimationBasedOnTargetingDirection(atan2(arrowVelocity.y,arrowVelocity.x));
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game->SetupWorldShake(0.3);
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game->SetupWorldShake("Ranger.Ability 2.WorldShakeTime"_F);
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p->Knockback(-1.f*arrowVelocity.norm()*"Ranger.Ability 2.Knockback"_F);
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return true;
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};
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#pragma endregion
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@ -84,12 +87,16 @@ void Ranger::InitializeClassAbilities(){
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float shootingDist=pointTowardsCursor.length();
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vf2d shootingDirMiddle=pointTowardsCursor.vector();
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float shootingAngle=atan2(shootingDirMiddle.y,shootingDirMiddle.x);
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for(int i=0;i<7;i++){
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if(i==3)continue;
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float newAngle=shootingAngle-3.f/16*PI+i*1.f/16*PI;
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int arrowCount="Ranger.Ability 3.ArrowCount"_I%2==0?"Ranger.Ability 3.ArrowCount"_I+1:"Ranger.Ability 3.ArrowCount"_I;
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for(int i=0;i<arrowCount;i++){
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if("Ranger.Ability 3.ArrowCount"_I%2==0&&i=="Ranger.Ability 3.ArrowCount"_I/2)continue;
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const float halfAngle="Ranger.Ability 3.MultiShotSpread"_F*PI/180;
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const float leftAngle=-halfAngle;
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const float increment=halfAngle/"Ranger.Ability 3.ArrowCount"_I;
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const float newAngle=shootingAngle+leftAngle/2+i*increment;
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geom2d::line pointTowardsCursor=geom2d::line(p->GetPos(),p->GetPos()+vf2d{cos(newAngle),sin(newAngle)}*shootingDist);
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vf2d extendedLine=pointTowardsCursor.upoint(1.1);
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BULLET_LIST.push_back(std::make_unique<Arrow>(Arrow(p->GetPos(),extendedLine,vf2d{cos(newAngle)*250,float(sin(newAngle)*250-PI/8*250)}+p->movementVelocity,12,p->GetAttack(),p->OnUpperLevel(),true)));
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BULLET_LIST.push_back(std::make_unique<Arrow>(Arrow(p->GetPos(),extendedLine,vf2d{cos(newAngle)*"Ranger.Ability 3.ArrowSpd"_F,float(sin(newAngle)*"Ranger.Ability 3.ArrowSpd"_F-PI/8*"Ranger.Ability 3.ArrowSpd"_F)}+p->movementVelocity,12*"Ranger.Ability 3.ArrowRadius"_F/100,p->GetAttack()*"Ranger.Ability 3.DamageMult"_F,p->OnUpperLevel(),true)));
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}
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p->SetAnimationBasedOnTargetingDirection(shootingAngle);
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return true;
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@ -2,7 +2,7 @@
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 2
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#define VERSION_PATCH 0
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#define VERSION_BUILD 935
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#define VERSION_BUILD 959
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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@ -6,7 +6,7 @@ Ranger
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{
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DamageMult = 1
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Radius = 100
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Cooldown = 0.35
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Cooldown = 0.6
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ArrowSpd = 250
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}
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@ -27,7 +27,7 @@ Ranger
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# How long the retreat takes.
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RetreatTime = 0.2
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# The distance the retreat moves the Ranger.
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RetreatDistance = 500
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RetreatDistance = 250
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}
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Ability 1
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{
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@ -42,6 +42,20 @@ Ranger
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Precast Time = 0
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Casting Range = 0
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Casting Size = 0
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# Damage multiplier per shot
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DamageMult = 1.0
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# Speed of arrows that Rapid Fire shoots out.
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ArrowSpd = 300
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# Number of arrows Rapid Fire shoots out.
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ArrowCount = 4
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# Amount of time between each arrow shot.
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ArrowDelay = 0.1
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# Whether or not this ability locks you in place. (0=Not Locked)
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IsAnimationLocked = 1
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# Hitbox radius of the arrows
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ArrowRadius = 100
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}
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Ability 2
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{
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@ -56,6 +70,18 @@ Ranger
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Precast Time = 0.3
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Casting Range = 0
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Casting Size = 0
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# The amount of knockback that this ability causes.
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Knockback = 200
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# Speed of the charged arrow shot.
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Speed = 600
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# Radius of the shot.
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Radius = 166.6667
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# Damage Multiplier of the charged shot.
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DamageMult = 2.5
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# How long the world shakes upon using this ability.
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WorldShakeTime = 0.3
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}
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Ability 3
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{
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@ -70,5 +96,18 @@ Ranger
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Precast Time = 0
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Casting Range = 0
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Casting Size = 0
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# Damage multiplier per shot
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DamageMult = 1.0
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# Number of arrows in the shot spread.
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ArrowCount = 6
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# How far the shot spread in one angle is. For example, if the value here is set to 18.375, then Multi shot divides the arrows evenly from a span of -18.375 degrees to the left to 18.375 degrees to the right of the player.
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MultiShotSpread = 18.375
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# Speed of arrows that Rapid Fire shoots out.
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ArrowSpd = 300
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# Hitbox radius of the arrows
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ArrowRadius = 100
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}
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}
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