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@ -745,16 +745,16 @@ goes on a very long time, I hope you can understand this is only for testing pur |
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bool moved=false; |
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bool moved=false; |
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vd2d movementComponents = {0,0}; |
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vd2d movementComponents = {0,0}; |
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if (UpHeld()) { |
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if (UpHeld()) { |
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movementComponents.y-=NAN; |
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movementComponents.y-=1; |
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} |
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} |
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if (DownHeld()) { |
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if (DownHeld()) { |
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movementComponents.y+=NAN; |
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movementComponents.y+=1; |
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} |
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} |
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if (LeftHeld()) { |
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if (LeftHeld()) { |
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movementComponents.x-=NAN; |
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movementComponents.x-=1; |
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} |
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} |
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if (RightHeld()) { |
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if (RightHeld()) { |
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movementComponents.x+=NAN; |
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movementComponents.x+=1; |
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} |
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} |
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if (movementComponents.mag()>0) { |
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if (movementComponents.mag()>0) { |
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if (PARTY_MEMBER_OBJ[0]->SmoothMove(movementComponents)) { |
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if (PARTY_MEMBER_OBJ[0]->SmoothMove(movementComponents)) { |
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@ -1560,6 +1560,13 @@ goes on a very long time, I hope you can understand this is only for testing pur |
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} |
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} |
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} |
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} |
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cameraPos+=screenShakeOffset; |
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cameraPos+=screenShakeOffset; |
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std::vector<Entity*> attackedAllies; |
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if (CURRENT_TURN>=0&&BATTLE_STATE==BattleState::WAIT_ANIMATION&&BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedTarget<0) { |
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attackedAllies=GetEntitiesInRange(BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedTarget,BATTLE_ENCOUNTER->objs[CURRENT_TURN]->channelPos,BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove); |
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} |
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for (int i=0;i<PARTY_MEMBER_COUNT;i++) { |
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for (int i=0;i<PARTY_MEMBER_COUNT;i++) { |
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Entity*member=PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]; |
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Entity*member=PARTY_MEMBER_STATS[PARTY_MEMBER_ID[i]]; |
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Object*obj=PARTY_MEMBER_OBJ[i]; |
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Object*obj=PARTY_MEMBER_OBJ[i]; |
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@ -1568,7 +1575,14 @@ goes on a very long time, I hope you can understand this is only for testing pur |
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if (CURRENT_TURN==-i-1) { |
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if (CURRENT_TURN==-i-1) { |
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box.y-=20; |
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box.y-=20; |
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} |
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} |
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if (CURRENT_TURN>=0&&BATTLE_STATE==BattleState::WAIT_ANIMATION&&BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedTarget==-i-1) { |
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bool underAttack=false; |
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for (int j=0;j<attackedAllies.size();j++) { |
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if (attackedAllies[j]->obj==PARTY_MEMBER_OBJ[i]) { |
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underAttack=true; |
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break; |
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} |
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}
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if (CURRENT_TURN>=0&&BATTLE_STATE==BattleState::WAIT_ANIMATION&&underAttack) { |
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drawCheckerboardBox(box,{59,59},Pixel(180,159,194),Pixel(200,179,214),{6,6},RED,DARK_RED); |
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drawCheckerboardBox(box,{59,59},Pixel(180,159,194),Pixel(200,179,214),{6,6},RED,DARK_RED); |
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} else { |
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} else { |
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drawCheckerboardBox(box,{59,59},Pixel(180,159,194),Pixel(200,179,214),{6,6}); |
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drawCheckerboardBox(box,{59,59},Pixel(180,159,194),Pixel(200,179,214),{6,6}); |
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@ -2035,7 +2049,7 @@ goes on a very long time, I hope you can understand this is only for testing pur |
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void SetupMoveList() { |
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void SetupMoveList() { |
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MOVELIST[BattleMoveName::TESTMOVE1]=new Battle::Move("Test Move 1","An attack",30,5,ㅍ 0,1,0,false,{0,0,0,0}); |
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MOVELIST[BattleMoveName::TESTMOVE1]=new Battle::Move("Test Move 1","An attack",30,5,ㅍ 0,1,0,false,{0,0,0,0}); |
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MOVELIST[BattleMoveName::TESTMOVE2]=new Battle::Move("Test Move 2","An attack",40,10,ㅍ 0,1,0,false,{0,0,0,0}); |
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MOVELIST[BattleMoveName::TESTMOVE2]=new Battle::Move("Test Move 2","An attack",40,10,ㅍ 0,1,0,false,{0,0,0,0}); |
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MOVELIST[BattleMoveName::TESTMOVE3]=new Battle::Move("Test Move 3","An attack",25,5,ㅍ 0,1,0,false,{0,0,20,0}); |
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MOVELIST[BattleMoveName::TESTMOVE3]=new Battle::Move("Test Move 3","An attack",25,5,ㅍ 0,3,0,false,{0,0,20,0}); |
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MOVELIST[BattleMoveName::BASH]=new Battle::Move("Bash","Regular attack.",5,5,ㅍ 0,1,0,false,{0,0,0,0}); |
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MOVELIST[BattleMoveName::BASH]=new Battle::Move("Bash","Regular attack.",5,5,ㅍ 0,1,0,false,{0,0,0,0}); |
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MOVELIST[BattleMoveName::HAILSTORM_A]=new Battle::Move("Hailstorm","Causes heavy ice rocks to crash",ALPHA,40,20,ㅍ 4,4,0,false,{0,0,20,0}); |
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MOVELIST[BattleMoveName::HAILSTORM_A]=new Battle::Move("Hailstorm","Causes heavy ice rocks to crash",ALPHA,40,20,ㅍ 4,4,0,false,{0,0,20,0}); |
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MOVELIST[BattleMoveName::HAILSTORM_B]=new Battle::Move("Hailstorm","Causes heavy ice rocks to crash",BETA,80,20,ㅍ 12,4,0,false,{0,0,20,0}); |
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MOVELIST[BattleMoveName::HAILSTORM_B]=new Battle::Move("Hailstorm","Causes heavy ice rocks to crash",BETA,80,20,ㅍ 12,4,0,false,{0,0,20,0}); |
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