|
|
|
@ -2,12 +2,6 @@ |
|
|
|
|
#include "item.h" |
|
|
|
|
#include "layers.h" |
|
|
|
|
#include <string> |
|
|
|
|
#define OLC_PGE_APPLICATION |
|
|
|
|
#include "pixelGameEngine.h" |
|
|
|
|
#define OLC_PGEX_SPLASHSCREEN |
|
|
|
|
#include "splash.h" |
|
|
|
|
#define OLC_SOUNDWAVE |
|
|
|
|
#include "defines.h" |
|
|
|
|
#include "soundwaveEngine.h" |
|
|
|
|
#include "tiles.h" |
|
|
|
|
#include "references.h" |
|
|
|
@ -19,14 +13,25 @@ |
|
|
|
|
#include "particle.h" |
|
|
|
|
#include "effect.h" |
|
|
|
|
#include "battleproperty.h" |
|
|
|
|
#include "map.h" |
|
|
|
|
#include "SeasonI.h" |
|
|
|
|
//#include "test/test.h"
|
|
|
|
|
|
|
|
|
|
#include "test/test.h" |
|
|
|
|
|
|
|
|
|
#ifndef TEST_SUITE |
|
|
|
|
#define OLC_PGE_APPLICATION |
|
|
|
|
#include "pixelGameEngine.h" |
|
|
|
|
#define OLC_PGEX_SPLASHSCREEN |
|
|
|
|
#include "splash.h" |
|
|
|
|
#define OLC_SOUNDWAVE |
|
|
|
|
#include "defines.h" |
|
|
|
|
#endif |
|
|
|
|
|
|
|
|
|
using namespace olc; |
|
|
|
|
|
|
|
|
|
std::vector<Object*> OBJECTS; |
|
|
|
|
const vd2d NO_NEIGHBOR = {-999,-999}; |
|
|
|
|
PixelGameEngine*GAME; |
|
|
|
|
SeasonI*GAME; |
|
|
|
|
|
|
|
|
|
vd2d cameraPos={0,0}; |
|
|
|
|
|
|
|
|
@ -209,6 +214,7 @@ FireFountainEffect*FIREFOUNTAIN_EFFECT=nullptr; |
|
|
|
|
|
|
|
|
|
Effect*CURRENT_EFFECT=nullptr; |
|
|
|
|
|
|
|
|
|
#ifndef TEST_SUITE |
|
|
|
|
bool SeasonI::OnUserCreate(){ |
|
|
|
|
srand(time(NULL)); |
|
|
|
|
GAME=this; |
|
|
|
@ -318,6 +324,7 @@ This is a test message that lets us trigger straight from a cutscene! Cool!)"), |
|
|
|
|
|
|
|
|
|
return true; |
|
|
|
|
} |
|
|
|
|
#endif |
|
|
|
|
|
|
|
|
|
void SeasonI::SetupMoveList() { |
|
|
|
|
MOVELIST[BattleMoveName::TESTMOVE1]=new Battle::Move{"Test Move 1","An attack",baseDmg:30,randomDmg:5,range:1,channelTime:0,friendly:false}; |
|
|
|
@ -1094,6 +1101,7 @@ void SeasonI::LoadEncounter(Map*map,vd2d pos,int chance,int id,bool successful) |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
#ifndef TEST_SUITE |
|
|
|
|
bool SeasonI::OnUserUpdate(float fElapsedTime) |
|
|
|
|
{ |
|
|
|
|
elapsedTime+=fElapsedTime; |
|
|
|
@ -1121,6 +1129,8 @@ bool SeasonI::OnUserUpdate(float fElapsedTime) |
|
|
|
|
drawGame(); |
|
|
|
|
return true; |
|
|
|
|
} |
|
|
|
|
#endif |
|
|
|
|
|
|
|
|
|
void SeasonI::updateGame(){ |
|
|
|
|
frameCount++; |
|
|
|
|
for (auto obj:OBJECTS) { |
|
|
|
|