Warrior slash animation now extends based on actual attack range. Release Build 7997.
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@ -758,6 +758,10 @@
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<SubType>
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</SubType>
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</ClCompile>
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<ClCompile Include="SwordSlash.cpp">
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<SubType>
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</SubType>
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</ClCompile>
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<ClCompile Include="Test.cpp" />
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<ClCompile Include="Thief.cpp" />
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<ClCompile Include="TitleScreen.cpp" />
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@ -845,6 +845,9 @@
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<ClCompile Include="CreditsWindow.cpp">
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<Filter>Source Files\Interface</Filter>
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</ClCompile>
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<ClCompile Include="SwordSlash.cpp">
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<Filter>Source Files\Effects</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<None Include="cpp.hint" />
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@ -213,6 +213,8 @@ void sig::Animation::InitializeAnimations(){
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CreateHorizontalAnimationSequence("ground-slam-attack-front.png",5,{64,64},{0.02f,Animate2D::Style::OneShot});
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CreateHorizontalAnimationSequence("battlecry_effect.png",5,{84,84},{0.02f,Animate2D::Style::OneShot});
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CreateHorizontalAnimationSequence("sonicslash.png",4,{60,60},{0.04f,Animate2D::Style::OneShot});
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CreateHorizontalAnimationSequence("swordslash.png",3,{24,24},{0.05f,Animate2D::Style::OneShot});
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CreateStillAnimation("energy_bolt.png",{24,24});
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@ -81,4 +81,9 @@ struct PulsatingFire:Effect{
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float lastDamageTimer=0;
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bool Update(float fElapsedTime)override;
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void Draw()const override;
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};
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struct SwordSlash:Effect{
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SwordSlash(float lifetime,std::string imgFile,vf2d size={1,1},float fadeout=0.0f,vf2d spd={},Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false);
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bool Update(float fElapsedTime)override;
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};
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49
Adventures in Lestoria/SwordSlash.cpp
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49
Adventures in Lestoria/SwordSlash.cpp
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@ -0,0 +1,49 @@
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#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "Effect.h"
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#include "AdventuresInLestoria.h"
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INCLUDE_game
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SwordSlash::SwordSlash(float lifetime, std::string imgFile, vf2d size, float fadeout, vf2d spd, Pixel col, float rotation, float rotationSpd, bool additiveBlending)
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:Effect(game->GetPlayer()->GetPos(),lifetime,imgFile,game->GetPlayer()->OnUpperLevel(),size,fadeout,spd,col,rotation,rotationSpd,additiveBlending){}
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bool SwordSlash::Update(float fElapsedTime){
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pos=game->GetPlayer()->GetPos();
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return Effect::Update(fElapsedTime);
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}
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 5
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#define VERSION_PATCH 0
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#define VERSION_BUILD 7992
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#define VERSION_BUILD 7997
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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@ -78,17 +78,25 @@ bool Warrior::AutoAttack(){
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closest=&m;
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}
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}
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float targetDirection;
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if(closest!=nullptr){
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closest->Hurt(int(GetAttack()*"Warrior.Auto Attack.DamageMult"_F),OnUpperLevel(),GetZ());
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float dirToEnemy=geom2d::line<float>(GetPos(),closest->GetPos()).vector().polar().y;
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targetDirection=dirToEnemy;
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SetAnimationBasedOnTargetingDirection(dirToEnemy);
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}else{
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float dirToMouse=geom2d::line<float>(GetPos(),GetWorldAimingLocation()).vector().polar().y;
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targetDirection=dirToMouse;
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SetAnimationBasedOnTargetingDirection(dirToMouse);
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}
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attack_cooldown_timer=ATTACK_COOLDOWN-GetAttackRecoveryRateReduction();
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swordSwingTimer="Warrior.Auto Attack.SwordSwingTime"_F;
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game->AddEffect(std::make_unique<SwordSlash>(0.15f,"swordslash.png"s,vf2d{1.f,1.f}*"Warrior.Auto Attack.Range"_F/100.f,0.1f,vf2d{0.f,0.f},WHITE,targetDirection));
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SetState(State::SWING_SWORD);
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SoundEffect::PlaySFX("Warrior Auto Attack",SoundEffect::CENTERED);
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}
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@ -81,6 +81,7 @@ Images
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GFX_XPBar = xpbar.png
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GFX_Lock = lock.png
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GFX_Unlock = unlock.png
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GFX_SwordSlash = swordslash.png
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# Ability Icons
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GFX_Warrior_BattleCry_Icon = Ability Icons/battlecry.png
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Adventures in Lestoria/assets/swordslash.png
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Adventures in Lestoria/assets/swordslash.png
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