Define health and growth rates of each class.

pull/28/head
sigonasr2 1 year ago
parent 3ee6d03728
commit e779725106
  1. 8
      Crawler/CharacterInfoWindow.cpp
  2. 9
      Crawler/CharacterRotatingDisplay.h
  3. 10
      Crawler/Menu.cpp
  4. 2
      Crawler/MenuLabel.h
  5. 2
      Crawler/Version.h
  6. 3
      Crawler/assets/config/Player.txt
  7. 8
      Crawler/assets/config/classes/Ranger.txt
  8. 8
      Crawler/assets/config/classes/Thief.txt
  9. 8
      Crawler/assets/config/classes/Trapper.txt
  10. 8
      Crawler/assets/config/classes/Warrior.txt
  11. 8
      Crawler/assets/config/classes/Witch.txt
  12. 8
      Crawler/assets/config/classes/Wizard.txt

@ -12,11 +12,15 @@ typedef Attribute A;
void Menu::InitializeClassInfoWindow(){
Menu*classInfoWindow=CreateMenu(CLASS_INFO,CENTERED,game->GetScreenSize()-vi2d{64,64});
MenuLabel*label=new MenuLabel(CLASS_INFO,{{classInfoWindow->pos.x,classInfoWindow->pos.y+8},{classInfoWindow->size.x,16}},"Warrior",2,true,true);
MenuLabel*label=new MenuLabel(CLASS_INFO,{{0,8},{classInfoWindow->size.x,16}},"Warrior",2,true,true);
classInfoWindow->AddComponent("Class Name",label);
CharacterRotatingDisplay*classDisplay=new CharacterRotatingDisplay(CLASS_INFO,{classInfoWindow->center()-vf2d{classInfoWindow->size.x/4,0},{72,120}},GFX["knight_full_render1.png"].Decal());
CharacterRotatingDisplay*classDisplay=new CharacterRotatingDisplay(CLASS_INFO,{{0,0},{72,120}},GFX["knight_full_render1.png"].Decal());
classInfoWindow->AddComponent("Rotating Character Display",classDisplay);
MenuLabel*baseStatsLabel=new MenuLabel(CLASS_INFO,{{2*classInfoWindow->size.x/3,classInfoWindow->pos.y+20},{classInfoWindow->size.x/3,16}},"Base Stats",1,true,true);
classInfoWindow->AddComponent("Base Stats Text",baseStatsLabel);
}

@ -27,12 +27,11 @@ protected:
}
virtual inline void DrawDecal(Crawler*game,vf2d parentPos,bool focused)override{
//MenuComponent::DrawDecal(game,parentPos,focused);
std::cout<<sin(timer)<<std::endl;
game->DrawWarpedDecal(icon,std::array<vf2d,4>{
rect.pos-icon->sprite->Size()/2+vf2d{abs(sin(timer)),sin(float(timer+PI))}*vf2d{rotatingFactor,perspectiveFactor},
rect.pos+vf2d{0,rect.size.y}-icon->sprite->Size()/2+vf2d{abs(sin(timer)),sin(timer)}*vf2d{rotatingFactor,perspectiveFactor},
rect.pos+rect.size-icon->sprite->Size()/2+vf2d{-abs(sin(float(timer+PI))),sin(float(timer+PI))}*vf2d{rotatingFactor,perspectiveFactor},
rect.pos+vf2d{rect.size.x,0}-icon->sprite->Size()/2+vf2d{-abs(sin(float(timer+PI))),sin(timer)}*vf2d{rotatingFactor,perspectiveFactor},
parentPos+rect.middle()+vf2d{abs(sin(timer)),sin(float(timer+PI))}*vf2d{rotatingFactor,perspectiveFactor},
parentPos+rect.middle()+vf2d{0,rect.size.y}+vf2d{abs(sin(timer)),sin(timer)}*vf2d{rotatingFactor,perspectiveFactor},
parentPos+rect.middle()+rect.size+vf2d{-abs(sin(float(timer+PI))),sin(float(timer+PI))}*vf2d{rotatingFactor,perspectiveFactor},
parentPos+rect.middle()+vf2d{rect.size.x,0}+vf2d{-abs(sin(float(timer+PI))),sin(timer)}*vf2d{rotatingFactor,perspectiveFactor},
});
}
};

@ -239,13 +239,13 @@ void Menu::Draw(Crawler*game){
game->Clear(BLANK);
for(auto&component:displayComponents){
if(component->renderInMain){
component->_Draw(game,pos,this==Menu::stack.back());
component->_Draw(game,{0,0},this==Menu::stack.back());
}
}
for(auto&key:buttons){
for(auto&button:key.second){
if(button->renderInMain){
button->_Draw(game,pos,this==Menu::stack.back());
button->_Draw(game,{0,0},this==Menu::stack.back());
}
}
}
@ -255,13 +255,13 @@ void Menu::Draw(Crawler*game){
game->DrawDecal(pos,r.Decal());
for(auto&component:displayComponents){
if(component->renderInMain){
component->_DrawDecal(game,pos,this==Menu::stack.back());
component->_DrawDecal(game,{0,0},this==Menu::stack.back());
}
}
for(auto&key:buttons){
for(auto&button:key.second){
if(button->renderInMain){
button->_DrawDecal(game,pos,this==Menu::stack.back());
button->_DrawDecal(game,{0,0},this==Menu::stack.back());
}
}
}
@ -588,5 +588,5 @@ void Menu::AddInventoryListener(MenuComponent*component,ITCategory category){
}
vf2d Menu::center(){
return pos+size/2;
return size/2;
}

@ -24,7 +24,7 @@ protected:
}
virtual void inline Draw(Crawler*game,vf2d parentPos,bool focused)override{
std::string wrappedText=util::WrapText(game,label,rect.size.x,true,{float(scale),float(scale)});
vf2d drawPos=-parentPos+rect.middle()-game->GetTextSizeProp(wrappedText)*float(scale)/2; //Assume centered.
vf2d drawPos=parentPos+rect.middle()-vf2d{game->GetTextSizeProp(wrappedText)}*float(scale)/2; //Assume centered.
if(!centered){
drawPos=rect.pos+parentPos;
}

@ -2,7 +2,7 @@
#define VERSION_MAJOR 0
#define VERSION_MINOR 2
#define VERSION_PATCH 0
#define VERSION_BUILD 2196
#define VERSION_BUILD 2225
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -1,11 +1,8 @@
Player
{
BaseHealth = 100
BaseMana = 100
MoveSpd = 100
BaseAtk = 10
# Amount of spd to increase/decrease vertically as you climb staircases
StaircaseClimbSpd = 45

@ -2,6 +2,14 @@ Ranger
{
ClassName = Ranger
BaseHealth = 90
BaseAtk = 13
# Amount of health gained per level.
HealthGrowthRate = 3
# Amount of attack gained per level.
AtkGrowthRate = 0.8
Auto Attack
{
DamageMult = 1

@ -2,6 +2,14 @@ Thief
{
ClassName = Thief
BaseHealth = 100
BaseAtk = 10
# Amount of health gained per level.
HealthGrowthRate = 5
# Amount of attack gained per level.
AtkGrowthRate = 0.2
Right Click Ability
{
Name = ???

@ -2,6 +2,14 @@ Trapper
{
ClassName = Trapper
BaseHealth = 100
BaseAtk = 10
# Amount of health gained per level.
HealthGrowthRate = 5
# Amount of attack gained per level.
AtkGrowthRate = 0.2
Right Click Ability
{
Name = ???

@ -2,6 +2,14 @@ Warrior
{
ClassName = Warrior
BaseHealth = 100
BaseAtk = 10
# Amount of health gained per level.
HealthGrowthRate = 5
# Amount of attack gained per level.
AtkGrowthRate = 0.2
Auto Attack
{
DamageMult = 1

@ -2,6 +2,14 @@ Witch
{
ClassName = Witch
BaseHealth = 100
BaseAtk = 10
# Amount of health gained per level.
HealthGrowthRate = 5
# Amount of attack gained per level.
AtkGrowthRate = 0.2
Right Click Ability
{
Name = ???

@ -2,6 +2,14 @@ Wizard
{
ClassName = Wizard
BaseHealth = 80
BaseAtk = 15
# Amount of health gained per level.
HealthGrowthRate = 1
# Amount of attack gained per level.
AtkGrowthRate = 0.5
Auto Attack
{
DamageMult = 1

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