Encounters now have player positions

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
master
sigonasr2 2 years ago
parent 96a2254bfa
commit 29284803f2
  1. BIN
      C++ProjectTemplate
  2. 6
      assets/maps/map0
  3. 105
      main.cpp

Binary file not shown.

@ -80,6 +80,6 @@ OBJECT256.000000;256.000000;2
OBJECT224.000000;256.000000;2
OBJECT192.000000;256.000000;2
OBJECT160.000000;256.000000;2
ENCOUNTER64;64;75;0
ENCOUNTER64;256;30;1
ENCOUNTER64;512;40;2
ENCOUNTER64;64;90;0
ENCOUNTER64;256;90;1
ENCOUNTER64;512;90;2

@ -277,8 +277,9 @@ class Encounter{
vd2d pos;
int chance; //Chance of the encounter existing.
std::vector<Entity*>objs;
Encounter(vd2d pos,std::vector<Entity*>objs,int chance=25)
:pos(pos),objs(objs),chance(chance){}
std::array<vd2d,4> playerPos;
Encounter(vd2d pos,std::array<vd2d,4> playerPos,std::vector<Entity*>objs,int chance=25)
:pos(pos),objs(objs),chance(chance),playerPos(playerPos){}
};
@ -357,6 +358,7 @@ public:
bool OnUserCreate() override
{
srand(time(NULL));
GAME=this;
for (int i=1;i<6;i++) {
CreateLayer();
@ -1035,7 +1037,15 @@ goes on a very long time, I hope you can understand this is only for testing pur
lastMarker=marker;
int pct=id;
split4>>id;
printf("Encounter %d (%d%) Loaded.\n",id,pct);
if (rand()%100<pct) {
LoadEncounter(map,{x,y},pct,id);
printf(" Encounter %d (%d\%) in world.\n",id,pct);
} else {
printf(" Encounter %d (%d\%) Failed Roll Check.\n",id,pct);
}
printf("Encounter %d (%d\%) Loaded.\n",id,pct);
}
} else {
std::vector<TILE*> tiles;
@ -1544,22 +1554,85 @@ goes on a very long time, I hope you can understand this is only for testing pur
}
void LoadEncounter(Map*map,vd2d pos,int chance,int id) {
Encounter*data;
switch (id) {
case encounter::ENCOUNTER_1:{
map->encounters.push_back(
new Encounter(pos,
std::vector<Entity*>{new Entity(
new Object(
NPC1_4,"Test Obj",{pos.x+20,pos.y+48},ANIMATIONS["player.png"]
),70,70,14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{
MOVELIST[BattleMoveName::TESTMOVE1],
MOVELIST[BattleMoveName::TESTMOVE2],
MOVELIST[BattleMoveName::TESTMOVE3],
}
)}
,chance)
);
data=new Encounter(pos,std::array<vd2d,4>{vd2d
{pos.x+10,pos.y+24},{pos.x+30,pos.y+24},{pos.x+50,pos.y+24},{pos.x+70,pos.y+24}},
std::vector<Entity*>{
new Entity(new Object(
NPC1_4,"Test Obj",{pos.x+20,pos.y+48},ANIMATIONS["player.png"]),
70,70,14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{
MOVELIST[BattleMoveName::TESTMOVE1],
MOVELIST[BattleMoveName::TESTMOVE2],
MOVELIST[BattleMoveName::TESTMOVE3],
}),
new Entity(new Object(
NPC1_4,"Test Obj 2",{pos.x+40,pos.y+64},ANIMATIONS["player.png"]),
70,70,14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{
MOVELIST[BattleMoveName::TESTMOVE1],
MOVELIST[BattleMoveName::TESTMOVE2],
MOVELIST[BattleMoveName::TESTMOVE3],
}),
new Entity(new Object(
NPC1_4,"Test Obj 3",{pos.x+60,pos.y+24},ANIMATIONS["player.png"]),
70,70,14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{
MOVELIST[BattleMoveName::TESTMOVE1],
MOVELIST[BattleMoveName::TESTMOVE2],
MOVELIST[BattleMoveName::TESTMOVE3],
}),
}
,chance);
}break;
case encounter::ENCOUNTER_2:{
data=new Encounter(pos,std::array<vd2d,4>{vd2d
{pos.x+10,pos.y+24},{pos.x+30,pos.y+24},{pos.x+50,pos.y+24},{pos.x+70,pos.y+24}},
std::vector<Entity*>{
new Entity(new Object(
NPC1_4,"Test Obj",{pos.x+20,pos.y+48},ANIMATIONS["player.png"],{2,2},GREEN),
70,70,14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{
MOVELIST[BattleMoveName::TESTMOVE1],
MOVELIST[BattleMoveName::TESTMOVE2],
MOVELIST[BattleMoveName::TESTMOVE3],
}),
new Entity(new Object(
NPC1_4,"Test Obj 2",{pos.x+40,pos.y+64},ANIMATIONS["player.png"],{2,2},GREEN),
70,70,14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{
MOVELIST[BattleMoveName::TESTMOVE1],
MOVELIST[BattleMoveName::TESTMOVE2],
MOVELIST[BattleMoveName::TESTMOVE3],
}),
new Entity(new Object(
NPC1_4,"Test Obj 3",{pos.x+60,pos.y+24},ANIMATIONS["player.png"],{2,2},GREEN),
70,70,14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{
MOVELIST[BattleMoveName::TESTMOVE1],
MOVELIST[BattleMoveName::TESTMOVE2],
MOVELIST[BattleMoveName::TESTMOVE3],
}),
}
,chance);
}break;
case encounter::ENCOUNTER_3:{
data=new Encounter(pos,std::array<vd2d,4>{vd2d
{pos.x+10,pos.y+24},{pos.x+30,pos.y+24},{pos.x+50,pos.y+24},{pos.x+70,pos.y+24}},
std::vector<Entity*>{
new Entity(new Object(
NPC1_4,"Test Obj",{pos.x+20,pos.y+48},ANIMATIONS["player.png"],{1,1},MAGENTA),
70,70,14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{
MOVELIST[BattleMoveName::TESTMOVE1],
MOVELIST[BattleMoveName::TESTMOVE2],
MOVELIST[BattleMoveName::TESTMOVE3],
}),
}
,chance);
}break;
default:{
printf("WARNING! Dead encounter found! THIS SHOULD NOT BE HAPPENING!");
}
}
map->encounters.push_back(data);
for (int i=0;i<data->objs.size();i++) {
AddObjectToWorld(data->objs[i]->obj);
}
}
};

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