generated from sigonasr2/CPlusPlusProjectTemplate
setup move list function
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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20
main.cpp
20
main.cpp
@ -222,6 +222,11 @@ enum class Property{
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DEFENSE_UP,
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DEFENSE_UP,
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};
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};
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enum class BattleMoveName{
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TESTMOVE1,
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TESTMOVE2,
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TESTMOVE3,
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};
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namespace Battle{
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namespace Battle{
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class Move{
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class Move{
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@ -232,6 +237,7 @@ namespace Battle{
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int randomDmg; //Additional random roll damage to add onto the base damage.
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int randomDmg; //Additional random roll damage to add onto the base damage.
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bool pctDamage; //Uses % damage for the base damage instead of flat damage.
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bool pctDamage; //Uses % damage for the base damage instead of flat damage.
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std::vector<std::pair<Property,int>> properties; //The int is used to determine the chance of something occurring.
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std::vector<std::pair<Property,int>> properties; //The int is used to determine the chance of something occurring.
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//Properties order is WET, DRY, COLD, HEAT
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Move(std::string name,int baseDmg,int randomDmg,std::array<int,4>composition,bool pctDamage=false,std::vector<std::pair<Property,int>> properties={})
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Move(std::string name,int baseDmg,int randomDmg,std::array<int,4>composition,bool pctDamage=false,std::vector<std::pair<Property,int>> properties={})
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:name(name),randomDmg(randomDmg),baseDmg(baseDmg),composition(composition),pctDamage(pctDamage),properties(properties){}
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:name(name),randomDmg(randomDmg),baseDmg(baseDmg),composition(composition),pctDamage(pctDamage),properties(properties){}
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};
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};
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@ -335,6 +341,7 @@ public:
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ActionType CurrentAction=ActionType::NONE;
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ActionType CurrentAction=ActionType::NONE;
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double CUTSCENE_FADE_VALUE=0;
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double CUTSCENE_FADE_VALUE=0;
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std::vector<CutsceneAction*>CUTSCENE_QUEUE;
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std::vector<CutsceneAction*>CUTSCENE_QUEUE;
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std::map<BattleMoveName,Battle::Move*>MOVELIST;
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bool MOUSE_PRESSED_DOWN=false,MOUSE_DOWN=false,MOUSE_RELEASED=false; //TODO Implement Mouse things.
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bool MOUSE_PRESSED_DOWN=false,MOUSE_DOWN=false,MOUSE_RELEASED=false; //TODO Implement Mouse things.
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@ -361,6 +368,7 @@ public:
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EnableLayer(layer::COLLISION,false);
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EnableLayer(layer::COLLISION,false);
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SetupMoveList();
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SetupAnimations();
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SetupAnimations();
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SetupObjectInfo();
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SetupObjectInfo();
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@ -1158,6 +1166,11 @@ goes on a very long time, I hope you can understand this is only for testing pur
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return newObj;
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return newObj;
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}
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}
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void SetupMoveList() {
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MOVELIST[BattleMoveName::TESTMOVE1]=new Battle::Move("Test Move 1",30,5,{0,0,0,0});
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MOVELIST[BattleMoveName::TESTMOVE2]=new Battle::Move("Test Move 2",40,10,{0,0,0,0});
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MOVELIST[BattleMoveName::TESTMOVE3]=new Battle::Move("Test Move 3",25,5,{0,0,20,0});
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}
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void SetupAnimations() {
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void SetupAnimations() {
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CreateSprite("terrainmap.png");
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CreateSprite("terrainmap.png");
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@ -1539,10 +1552,9 @@ goes on a very long time, I hope you can understand this is only for testing pur
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new Object(
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new Object(
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NPC1_4,"Test Obj",{pos.x+20,pos.y+48},ANIMATIONS["player.png"]
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NPC1_4,"Test Obj",{pos.x+20,pos.y+48},ANIMATIONS["player.png"]
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),70,70,14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{
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),70,70,14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{
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new Battle::Move("Test Move 1",30,5,std::array<int,4>{0,0,0,0}),
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MOVELIST[BattleMoveName::TESTMOVE1],
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new Battle::Move("Test Move 2",30,5,std::array<int,4>{0,0,0,0}),
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MOVELIST[BattleMoveName::TESTMOVE2],
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new Battle::Move("Test Move 3",30,5,std::array<int,4>{0,0,0,0}),
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MOVELIST[BattleMoveName::TESTMOVE3],
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new Battle::Move("Test Move 4",30,5,std::array<int,4>{0,0,0,0}),
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}
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}
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)}
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)}
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,chance)
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,chance)
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