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@ -2017,7 +2017,7 @@ goes on a very long time, I hope you can understand this is only for testing pur |
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void SetupPartyMemberStats() { |
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for (int i=0;i<7;i++) { |
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PARTY_MEMBER_STATS[i]=new Entity(120,120,30,30,8,{0,0,0,0},4,{MOVELIST[BattleMoveName::TESTMOVE1]}); |
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PARTY_MEMBER_STATS[i]=new Entity(120,120,30,30,8,{0,0,0,0},8,{MOVELIST[BattleMoveName::TESTMOVE1]}); |
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} |
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PARTY_MEMBER_STATS[PLAYER]->moveSet={ |
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MOVELIST[BattleMoveName::HAILSTORM_A], |
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@ -3323,33 +3323,54 @@ 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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void PopulateMovementGrid(vd2d pos,int range) { |
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vi2d gridCenter = (vi2d)pos/32*32; |
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MOVEMENT_GRID.clear(); |
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for (int x=-range+1;x<range;x++) { |
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for (int y=-range+1;y<range;y++) { |
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int dist = abs(x)+abs(y); |
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if (dist<range) { |
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vi2d offset = {x,y}; |
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MOVEMENT_GRID[{x,y}]=gridCenter-cameraPos+offset*32; |
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void CheckGrid(int x,int y,vd2d pos,int lifetime) { |
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if (!MOVEMENT_GRID.count({x,y})) { |
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if (pos.x<0||pos.x>=WIDTH||pos.y<0||pos.y>=HEIGHT-64) { |
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return; |
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} |
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for (int xx=0;xx<32;xx++) { |
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for (int yy=0;yy<32;yy++) { |
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vi2d offset={xx,yy}; |
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if (Collision(pos+offset)) { |
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return; |
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} |
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} |
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} |
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} |
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for (std::map<std::pair<int,int>,vd2d>::const_iterator it = MOVEMENT_GRID.cbegin();it!=MOVEMENT_GRID.cend();++it) { |
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vi2d offset = {it->first.first,it->first.second}; |
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bool nonSolid=false; //Ran into a non-solid instance, which means we can't mark the tile, but we can continue moving through.
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for (int i=0;i<PARTY_MEMBER_COUNT;i++) { |
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if (CURRENT_TURN!=-i-1&&MOVEMENT_GRID[it->first]==(vi2d)(BATTLE_ENCOUNTER->pos-PARTY_MEMBER_OBJ[i]->GetPosWithOrigin())/32*32) { |
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MOVEMENT_GRID[it->first]=NO_NEIGHBOR; |
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if (CURRENT_TURN!=-i-1&&pos==(vi2d)(PARTY_MEMBER_OBJ[i]->GetPosWithOrigin()-cameraPos)/32*32) { |
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nonSolid=true; |
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break; |
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} |
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} |
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for (int i=0;i<BATTLE_ENCOUNTER->objs.size();i++) { |
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if (MOVEMENT_GRID[it->first]==(vi2d)(BATTLE_ENCOUNTER->objs[i]->obj->GetPosWithOrigin()-cameraPos)/32*32) { |
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MOVEMENT_GRID[it->first]=NO_NEIGHBOR; |
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break; |
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if (!nonSolid) { |
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for (int i=0;i<BATTLE_ENCOUNTER->objs.size();i++) { |
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if (pos==(vi2d)(BATTLE_ENCOUNTER->objs[i]->obj->GetPosWithOrigin()-cameraPos)/32*32) { |
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nonSolid=true; |
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} |
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} |
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} |
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if (!nonSolid) { |
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MOVEMENT_GRID[{x,y}]=pos; |
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} |
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if (lifetime>0) { |
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vi2d offsetLeft = {-32,0}; |
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CheckGrid(x-1,y,pos+offsetLeft,lifetime-1); |
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vi2d offsetRight = {32,0}; |
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CheckGrid(x+1,y,pos+offsetRight,lifetime-1); |
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vi2d offsetUp = {0,-32}; |
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CheckGrid(x,y-1,pos+offsetUp,lifetime-1); |
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vi2d offsetDown = {0,32}; |
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CheckGrid(x,y+1,pos+offsetDown,lifetime-1); |
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} |
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} |
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} |
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void PopulateMovementGrid(vd2d pos,int range) { |
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vi2d gridCenter = (vi2d)pos/32*32; |
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MOVEMENT_GRID.clear(); |
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CheckGrid(0,0,gridCenter-cameraPos,range); |
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for (std::map<std::pair<int,int>,vd2d>::const_iterator it = MOVEMENT_GRID.cbegin();it!=MOVEMENT_GRID.cend();++it) { |
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int gridX = it->first.first; |
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int gridY = it->first.second; |
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@ -3391,6 +3412,12 @@ 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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return memberID; |
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} |
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bool Collision(vd2d pos) { |
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SetDrawTarget(layer::COLLISION); |
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Pixel collisionData = GAME->GetDrawTarget()->GetPixel((int)pos.x,(int)pos.y); |
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return collisionData!=MAGENTA; |
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} |
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}; |
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