Teleport animation implemented.

pull/28/head
sigonasr2, Sig, Sigo 2 years ago
parent d658bb9973
commit fac52ec521
  1. 6
      Crawler/Class.cpp
  2. 11
      Crawler/Crawler.cpp
  3. 8
      Crawler/Player.cpp
  4. 3
      Crawler/Player.h
  5. 1
      Crawler/State.h

@ -310,7 +310,11 @@ bool Wizard::RightClickAbility(){
teleportPoint=p.GetPos()+pointTowardsMouse*dist;
}
if(dist>0){
p.SetPos(teleportPoint);
p.SetState(State::TELEPORT);
p.teleportAnimationTimer=0.35;
p.teleportTarget=teleportPoint;
p.teleportStartPosition=p.GetPos();
p.iframe_time=0.35;
return true;
} else {
return false;

@ -731,7 +731,16 @@ void Crawler::RenderWorld(float fElapsedTime){
for(Monster&m:monstersBefore){
m.Draw();
}
view.DrawPartialRotatedDecal(player.GetPos()+vf2d{0,-player.GetZ()},player.GetFrame().GetSourceImage()->Decal(),player.GetSpinAngle(),{12,12},player.GetFrame().GetSourceRect().pos,player.GetFrame().GetSourceRect().size,vf2d(player.GetSizeMult(),player.GetSizeMult()),player.GetBuffs(BuffType::ATTACK_UP).size()>0?Pixel{255,uint8_t(255*abs(sin(1.4*player.GetBuffs(BuffType::ATTACK_UP)[0].duration))),uint8_t(255*abs(sin(1.4*player.GetBuffs(BuffType::ATTACK_UP)[0].duration)))}:WHITE);
vf2d playerScale=vf2d(player.GetSizeMult(),player.GetSizeMult());
vf2d playerPosition=player.GetPos();
#define RENDER_PLAYER view.DrawPartialRotatedDecal(playerPosition+vf2d{0,-player.GetZ()},player.GetFrame().GetSourceImage()->Decal(),player.GetSpinAngle(),{12,12},player.GetFrame().GetSourceRect().pos,player.GetFrame().GetSourceRect().size,playerScale,player.GetBuffs(BuffType::ATTACK_UP).size()>0?Pixel{255,uint8_t(255*abs(sin(1.4*player.GetBuffs(BuffType::ATTACK_UP)[0].duration))),uint8_t(255*abs(sin(1.4*player.GetBuffs(BuffType::ATTACK_UP)[0].duration)))}:WHITE);
if(player.teleportAnimationTimer>0){
playerScale.x=120*abs(pow(player.teleportAnimationTimer-0.175,3));
playerPosition=player.teleportStartPosition.lerp(player.teleportTarget,(0.35-player.teleportAnimationTimer)/0.35);
RENDER_PLAYER
} else {
RENDER_PLAYER
}
if(player.GetState()==State::BLOCK){
view.DrawDecal(player.GetPos()-vf2d{12,12},GFX_BLOCK_BUBBLE.Decal());
}

@ -231,6 +231,14 @@ void Player::Update(float fElapsedTime){
}
animation.UpdateState(internal_animState,fElapsedTime);
}break;
case TELEPORT:{
teleportAnimationTimer=std::max(0.f,teleportAnimationTimer-fElapsedTime);
if(teleportAnimationTimer<=0){
SetPos(teleportTarget);
SetState(NORMAL);
}
animation.UpdateState(internal_animState,fElapsedTime);
}break;
default:{
//Update animations normally.
animation.UpdateState(internal_animState,fElapsedTime);

@ -38,6 +38,9 @@ struct Player{
float swordSwingTimer=0;
float iframe_time=0;
float manaTickTimer=0;
float teleportAnimationTimer=0;
vf2d teleportTarget={};
vf2d teleportStartPosition={};
std::pair<std::string,float> notEnoughManaDisplay={"",0};
State state=State::NORMAL;
Animate2D::Animation<AnimationState>animation;

@ -8,4 +8,5 @@ enum State{
MOVE_TOWARDS,
MOVE_AWAY,
BLOCK,
TELEPORT,
};
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