Add disabling of return to camp button when already at the camp or the camp has yet to be unlocked. Release Build 7644.
This commit is contained in:
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53b5c1f967
commit
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@ -1176,7 +1176,7 @@ void AiL::RenderWorld(float fElapsedTime){
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m.strategyDraw(this,m,MONSTER_DATA[m.GetName()].GetAIStrategy());
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m.strategyDraw(this,m,MONSTER_DATA[m.GetName()].GetAIStrategy());
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it=monstersBeforeLower.erase(it);
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it=monstersBeforeLower.erase(it);
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if(it==monstersBeforeLower.end())break;
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if(it==monstersBeforeLower.end())break;
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--it;
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if(it!=monstersBeforeLower.begin())--it;
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continue;
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continue;
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}
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}
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break;
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break;
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@ -1187,7 +1187,7 @@ void AiL::RenderWorld(float fElapsedTime){
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b.Draw();
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b.Draw();
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it=bulletsLower.erase(it);
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it=bulletsLower.erase(it);
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if(it==bulletsLower.end())break;
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if(it==bulletsLower.end())break;
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--it;
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if(it!=bulletsLower.begin())--it;
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continue;
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continue;
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}
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}
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break;
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break;
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@ -1198,7 +1198,7 @@ void AiL::RenderWorld(float fElapsedTime){
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e.Draw();
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e.Draw();
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it=backgroundEffectsLower.erase(it);
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it=backgroundEffectsLower.erase(it);
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if(it==backgroundEffectsLower.end())break;
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if(it==backgroundEffectsLower.end())break;
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--it;
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if(it!=backgroundEffectsLower.begin())--it;
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continue;
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continue;
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}
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}
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break;
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break;
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@ -1209,7 +1209,7 @@ void AiL::RenderWorld(float fElapsedTime){
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drop.Draw();
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drop.Draw();
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it=dropsBeforeLower.erase(it);
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it=dropsBeforeLower.erase(it);
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if(it==dropsBeforeLower.end())break;
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if(it==dropsBeforeLower.end())break;
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--it;
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if(it!=dropsBeforeLower.begin())--it;
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continue;
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continue;
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}
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}
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break;
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break;
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@ -1229,7 +1229,7 @@ void AiL::RenderWorld(float fElapsedTime){
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m.strategyDraw(this,m,MONSTER_DATA[m.GetName()].GetAIStrategy());
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m.strategyDraw(this,m,MONSTER_DATA[m.GetName()].GetAIStrategy());
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it=monstersAfterLower.erase(it);
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it=monstersAfterLower.erase(it);
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if(it==monstersAfterLower.end())break;
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if(it==monstersAfterLower.end())break;
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--it;
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if(it!=monstersAfterLower.begin())--it;
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continue;
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continue;
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}
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}
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break;
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break;
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@ -1240,7 +1240,7 @@ void AiL::RenderWorld(float fElapsedTime){
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drop.Draw();
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drop.Draw();
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it=dropsAfterLower.erase(it);
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it=dropsAfterLower.erase(it);
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if(it==dropsAfterLower.end())break;
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if(it==dropsAfterLower.end())break;
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--it;
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if(it!=dropsAfterLower.begin())--it;
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continue;
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continue;
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}
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}
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break;
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break;
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@ -1251,7 +1251,7 @@ void AiL::RenderWorld(float fElapsedTime){
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e.Draw();
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e.Draw();
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it=foregroundEffectsLower.erase(it);
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it=foregroundEffectsLower.erase(it);
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if(it==foregroundEffectsLower.end())break;
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if(it==foregroundEffectsLower.end())break;
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--it;
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if(it!=foregroundEffectsLower.begin())--it;
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continue;
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continue;
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}
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}
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break;
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break;
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@ -1423,7 +1423,7 @@ void AiL::RenderWorld(float fElapsedTime){
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m.strategyDraw(this,m,MONSTER_DATA[m.GetName()].GetAIStrategy());
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m.strategyDraw(this,m,MONSTER_DATA[m.GetName()].GetAIStrategy());
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it=monstersBeforeUpper.erase(it);
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it=monstersBeforeUpper.erase(it);
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if(it==monstersBeforeUpper.end())break;
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if(it==monstersBeforeUpper.end())break;
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--it;
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if(it!=monstersBeforeUpper.begin())--it;
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continue;
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continue;
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}
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}
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break;
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break;
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@ -1434,7 +1434,7 @@ void AiL::RenderWorld(float fElapsedTime){
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b.Draw();
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b.Draw();
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it=bulletsUpper.erase(it);
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it=bulletsUpper.erase(it);
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if(it==bulletsUpper.end())break;
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if(it==bulletsUpper.end())break;
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--it;
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if(it!=bulletsUpper.begin())--it;
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continue;
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continue;
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}
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}
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break;
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break;
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@ -1445,7 +1445,7 @@ void AiL::RenderWorld(float fElapsedTime){
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e.Draw();
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e.Draw();
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it=backgroundEffectsUpper.erase(it);
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it=backgroundEffectsUpper.erase(it);
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if(it==backgroundEffectsUpper.end())break;
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if(it==backgroundEffectsUpper.end())break;
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--it;
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if(it!=backgroundEffectsUpper.begin())--it;
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continue;
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continue;
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}
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}
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break;
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break;
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@ -1456,7 +1456,7 @@ void AiL::RenderWorld(float fElapsedTime){
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drop.Draw();
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drop.Draw();
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it=dropsBeforeUpper.erase(it);
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it=dropsBeforeUpper.erase(it);
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if(it==dropsBeforeUpper.end())break;
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if(it==dropsBeforeUpper.end())break;
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--it;
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if(it!=dropsBeforeUpper.begin())--it;
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continue;
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continue;
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}
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}
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break;
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break;
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@ -1476,7 +1476,7 @@ void AiL::RenderWorld(float fElapsedTime){
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m.strategyDraw(this,m,MONSTER_DATA[m.GetName()].GetAIStrategy());
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m.strategyDraw(this,m,MONSTER_DATA[m.GetName()].GetAIStrategy());
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it=monstersAfterUpper.erase(it);
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it=monstersAfterUpper.erase(it);
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if(it==monstersAfterUpper.end())break;
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if(it==monstersAfterUpper.end())break;
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--it;
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if(it!=monstersAfterUpper.begin())--it;
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continue;
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continue;
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}
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}
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break;
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break;
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@ -1487,7 +1487,7 @@ void AiL::RenderWorld(float fElapsedTime){
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drop.Draw();
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drop.Draw();
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it=dropsAfterUpper.erase(it);
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it=dropsAfterUpper.erase(it);
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if(it==dropsAfterUpper.end())break;
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if(it==dropsAfterUpper.end())break;
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--it;
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if(it!=dropsAfterUpper.begin())--it;
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continue;
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continue;
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}
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}
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break;
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break;
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@ -1498,7 +1498,7 @@ void AiL::RenderWorld(float fElapsedTime){
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e.Draw();
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e.Draw();
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it=foregroundEffectsUpper.erase(it);
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it=foregroundEffectsUpper.erase(it);
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if(it==foregroundEffectsUpper.end())break;
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if(it==foregroundEffectsUpper.end())break;
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--it;
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if(it!=foregroundEffectsUpper.begin())--it;
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continue;
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continue;
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}
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}
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break;
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break;
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@ -43,6 +43,8 @@ All rights reserved.
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#include "VisualNovel.h"
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#include "VisualNovel.h"
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#include "State_OverworldMap.h"
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#include "State_OverworldMap.h"
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#include "GameEvent.h"
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#include "GameEvent.h"
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#include "MenuComponent.h"
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#include "Unlock.h"
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INCLUDE_MONSTER_LIST
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INCLUDE_MONSTER_LIST
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INCLUDE_game
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INCLUDE_game
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@ -73,7 +75,11 @@ void State_GameRun::OnStateChange(GameState*prevState){
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game->LoadLevel(State_OverworldMap::GetCurrentConnectionPoint().map);
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game->LoadLevel(State_OverworldMap::GetCurrentConnectionPoint().map);
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}
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}
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void State_GameRun::OnLevelLoad(){}
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void State_GameRun::OnLevelLoad(){
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Component<MenuComponent>(MenuType::PAUSE,"Return to Camp Button")->SetGrayedOut(
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!Unlock::IsUnlocked("HUB")||game->GetCurrentMapName()=="HUB"
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);
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}
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void State_GameRun::OnUserUpdate(AiL*game){
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void State_GameRun::OnUserUpdate(AiL*game){
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game->bossDisplayTimer=std::max(0.f,game->bossDisplayTimer-game->GetElapsedTime());
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game->bossDisplayTimer=std::max(0.f,game->bossDisplayTimer-game->GetElapsedTime());
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if(game->encounterStarted&&game->totalBossEncounterMobs>0){
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if(game->encounterStarted&&game->totalBossEncounterMobs>0){
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@ -92,15 +92,6 @@ void State_OverworldMap::OnUserUpdate(AiL*game){
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game->UpdateCamera(game->GetElapsedTime());
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game->UpdateCamera(game->GetElapsedTime());
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game->GetPlayer()->Update(game->GetElapsedTime());
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game->GetPlayer()->Update(game->GetElapsedTime());
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if(game->GetKey(PGUP).bHeld){
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mosaicAmt+=game->GetElapsedTime()*10;
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game->SetMosaicEffect(uint8_t(mosaicAmt));
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}
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if(game->GetKey(PGDN).bHeld){
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mosaicAmt-=game->GetElapsedTime()*10;
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game->SetMosaicEffect(uint8_t(mosaicAmt));
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}
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if(game->GetPlayer()->GetPos()!=playerTargetPos){
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if(game->GetPlayer()->GetPos()!=playerTargetPos){
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if(geom2d::line<float>(game->GetPlayer()->GetPos(),playerTargetPos).length()<2){
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if(geom2d::line<float>(game->GetPlayer()->GetPos(),playerTargetPos).length()<2){
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game->GetPlayer()->SetPos(playerTargetPos);
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game->GetPlayer()->SetPos(playerTargetPos);
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@ -3,8 +3,6 @@ March 6th -> Discord/Friend Playtesting
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March 30th -> Public Demo Release
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March 30th -> Public Demo Release
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- Foreground tile depth correction for tiles w/hitboxes
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- Add Death screen (Zoom in on fatal blow, slow time down... Display some game over text... Allow retry or return to world map.)
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- Add Death screen (Zoom in on fatal blow, slow time down... Display some game over text... Allow retry or return to world map.)
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- Track items used during a stage, on death, restore the loadout item quantities used.
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- Track items used during a stage, on death, restore the loadout item quantities used.
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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_MAJOR 0
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#define VERSION_MINOR 3
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#define VERSION_MINOR 3
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#define VERSION_PATCH 0
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#define VERSION_PATCH 0
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#define VERSION_BUILD 7635
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#define VERSION_BUILD 7644
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#define stringify(a) stringify_(a)
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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#define stringify_(a) #a
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@ -580,7 +580,11 @@ namespace olc::utils::geom2d
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// Given a real distance, get point along line
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// Given a real distance, get point along line
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inline constexpr olc::v_2d<T> rpoint(const T& distance) const
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inline constexpr olc::v_2d<T> rpoint(const T& distance) const
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{
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{
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return start + vector().norm() * distance;
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if(distance<=0){
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return start;
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}else{
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return start + vector().norm() * distance;
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}
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}
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}
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// Given a unit distance, get point along line
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// Given a unit distance, get point along line
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