Setup rolling counter stuff

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
master
sigonasr2 2 years ago
parent b80eb56837
commit a02db5c33f
  1. BIN
      C++ProjectTemplate
  2. 3
      SeasonI.code-workspace
  3. BIN
      assets/rollingcounter.png
  4. 65
      main.cpp

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@ -5,6 +5,9 @@
}, },
{ {
"path": "../Seasons-Of-Loneliness" "path": "../Seasons-Of-Loneliness"
},
{
"path": "../EarthboundBattleSim"
} }
], ],
"settings": { "settings": {

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After

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@ -19,6 +19,11 @@
#define TILEMAP_EDITOR_DRAW_MULT 0.4375 #define TILEMAP_EDITOR_DRAW_MULT 0.4375
#define TILEMAP_EDITOR_TILESIZE (32*TILEMAP_EDITOR_DRAW_MULT) #define TILEMAP_EDITOR_TILESIZE (32*TILEMAP_EDITOR_DRAW_MULT)
#define PARTY_TRAIL_LENGTH 48 #define PARTY_TRAIL_LENGTH 48
#define CAMERA_WAIT_TIME 60
#define ㅎ
#define ㅍ
#define 아
#define AddAsyncCutsceneAction(AsyncClass) \ #define AddAsyncCutsceneAction(AsyncClass) \
if (!((AsyncClass*)CurrentCutscene->GetAction())->InQueue()) { \ if (!((AsyncClass*)CurrentCutscene->GetAction())->InQueue()) { \
@ -261,6 +266,9 @@ class Entity{
int HP=0; int HP=0;
int targetHP=0; int targetHP=0;
int maxHP=0; int maxHP=0;
int PP=0;
int targetPP=0;
int maxPP=0;
std::array<int,4>resistances={0,0,0,0}; std::array<int,4>resistances={0,0,0,0};
int speed=0; int speed=0;
int baseAtk=0; int baseAtk=0;
@ -271,23 +279,17 @@ class Entity{
Object* obj; Object* obj;
std::vector<Battle::Move*> moveSet; std::vector<Battle::Move*> moveSet;
//Used for initializing players. //Used for initializing players.
Entity(int HP,int maxHP,int baseAtk,std::array<int,4>resistances,int speed,std::vector<Battle::Move*>moveSet,int damageReduction=0,bool smart=false,bool dumb=false) { Entity(int HP,int maxHP,int PP,int maxPP,int baseAtk,std::array<int,4>resistances,int speed,std::vector<Battle::Move*>moveSet,int damageReduction=0,bool smart=false,bool dumb=false) {
Entity(nullptr,HP,maxHP,baseAtk,resistances,speed,moveSet,damageReduction,smart,dumb); Entity(nullptr,HP,maxHP,PP,maxPP,baseAtk,resistances,speed,moveSet,damageReduction,smart,dumb);
} }
//Use this for initializing enemies as it lets you specify an object. //Use this for initializing enemies as it lets you specify an object.
Entity(Object*obj,int HP,int maxHP,int baseAtk,std::array<int,4>resistances,int speed,std::vector<Battle::Move*>moveSet,int damageReduction=0,bool smart=false,bool dumb=false) { Entity(Object*obj,int HP,int maxHP,int PP,int maxPP,int baseAtk,std::array<int,4>resistances,int speed,std::vector<Battle::Move*>moveSet,int damageReduction=0,bool smart=false,bool dumb=false)
this->obj=obj; :obj(obj),HP(HP),maxHP(maxHP),PP(PP),maxPP(maxPP),baseAtk(baseAtk),speed(speed),moveSet(moveSet),damageReduction(damageReduction),smart(smart),dumb(dumb){
this->HP=this->targetHP=HP;
this->maxHP=maxHP;
for (int i=0;i<4;i++) { for (int i=0;i<4;i++) {
this->resistances[i]=resistances[i]; this->resistances[i]=resistances[i];
} }
this->speed=speed; this->targetHP=HP;
this->moveSet=moveSet; this->targetPP=PP;
this->smart=smart;
this->dumb=dumb;
this->baseAtk=baseAtk;
this->damageReduction=damageReduction;
} }
}; };
@ -384,6 +386,9 @@ public:
Encounter*EDITING_ENCOUNTER=nullptr; Encounter*EDITING_ENCOUNTER=nullptr;
Encounter*BATTLE_ENCOUNTER=nullptr; Encounter*BATTLE_ENCOUNTER=nullptr;
int BATTLE_STATE=BattleState::MOVE_CAMERA; int BATTLE_STATE=BattleState::MOVE_CAMERA;
int CAMERA_WAIT_TIMER=0;
int player_rollhp_counter[4][3] = {{0,0,0},{0,0,0},{0,0,0},{0,0,0}};
int player_rollpp_counter[4][3] = {{0,0,0},{0,0,0},{0,0,0},{0,0,0}};
bool MOUSE_PRESSED_DOWN=false,MOUSE_DOWN=false,MOUSE_RELEASED=false; //TODO Implement Mouse things. bool MOUSE_PRESSED_DOWN=false,MOUSE_DOWN=false,MOUSE_RELEASED=false; //TODO Implement Mouse things.
@ -523,10 +528,24 @@ goes on a very long time, I hope you can understand this is only for testing pur
if (BATTLE_ENCOUNTER!=nullptr) { if (BATTLE_ENCOUNTER!=nullptr) {
switch (BATTLE_STATE) { switch (BATTLE_STATE) {
case BattleState::MOVE_CAMERA:{ case BattleState::MOVE_CAMERA:{
MoveCameraTowardsPoint(BATTLE_ENCOUNTER->pos,PriorityDirection::BOTH,BATTLE_CAMERA_MOVESPD); bool allDone=true;
if (!MoveCameraTowardsPoint(BATTLE_ENCOUNTER->pos,PriorityDirection::BOTH,BATTLE_CAMERA_MOVESPD)) {
allDone=false;
}
for (int i=0;i<PARTY_MEMBER_COUNT;i++) { for (int i=0;i<PARTY_MEMBER_COUNT;i++) {
MoveObjectTowardsPoint(PARTY_MEMBER_OBJ[i],BATTLE_ENCOUNTER->playerPos[i]+BATTLE_ENCOUNTER->pos,PriorityDirection::BOTH,BATTLE_CAMERA_MOVESPD); if (!MoveObjectTowardsPoint(PARTY_MEMBER_OBJ[i],BATTLE_ENCOUNTER->playerPos[i]+BATTLE_ENCOUNTER->pos,PriorityDirection::BOTH,BATTLE_CAMERA_MOVESPD)) {
allDone=false;
}
}
if (allDone) {
CAMERA_WAIT_TIMER++;
if (CAMERA_WAIT_TIMER>=CAMERA_WAIT_TIME) {
BATTLE_STATE=BattleState::WAIT;
} }
}
}
case BattleState::WAIT:{
}break; }break;
} }
} }
@ -1429,7 +1448,7 @@ goes on a very long time, I hope you can understand this is only for testing pur
void SetupPartyMemberStats() { void SetupPartyMemberStats() {
for (int i=0;i<7;i++) { for (int i=0;i<7;i++) {
PARTY_MEMBER_STATS[i]=new Entity(120,120,8,{0,0,0,0},4,{MOVELIST[BattleMoveName::TESTMOVE1]}); PARTY_MEMBER_STATS[i]=new Entity(120,120,30,30,8,{0,0,0,0},4,{MOVELIST[BattleMoveName::TESTMOVE1]});
} }
} }
@ -1620,21 +1639,21 @@ goes on a very long time, I hope you can understand this is only for testing pur
std::vector<Entity*>{ std::vector<Entity*>{
new Entity(new Object( new Entity(new Object(
NPC1_4,"Test Obj",{+20,+48},ANIMATIONS["player.png"]), NPC1_4,"Test Obj",{+20,+48},ANIMATIONS["player.png"]),
70,70,14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{ 70, 70, 10, 10, 14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{
MOVELIST[BattleMoveName::TESTMOVE1], MOVELIST[BattleMoveName::TESTMOVE1],
MOVELIST[BattleMoveName::TESTMOVE2], MOVELIST[BattleMoveName::TESTMOVE2],
MOVELIST[BattleMoveName::TESTMOVE3], MOVELIST[BattleMoveName::TESTMOVE3],
}), }),
new Entity(new Object( new Entity(new Object(
NPC1_4,"Test Obj 2",{+40,+64},ANIMATIONS["player.png"]), NPC1_4,"Test Obj 2",{+40,+64},ANIMATIONS["player.png"]),
70,70,14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{ 70, 70, 10, 10, 14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{
MOVELIST[BattleMoveName::TESTMOVE1], MOVELIST[BattleMoveName::TESTMOVE1],
MOVELIST[BattleMoveName::TESTMOVE2], MOVELIST[BattleMoveName::TESTMOVE2],
MOVELIST[BattleMoveName::TESTMOVE3], MOVELIST[BattleMoveName::TESTMOVE3],
}), }),
new Entity(new Object( new Entity(new Object(
NPC1_4,"Test Obj 3",{+60,+24},ANIMATIONS["player.png"]), NPC1_4,"Test Obj 3",{+60,+24},ANIMATIONS["player.png"]),
70,70,14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{ 70, 70, 10, 10, 14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{
MOVELIST[BattleMoveName::TESTMOVE1], MOVELIST[BattleMoveName::TESTMOVE1],
MOVELIST[BattleMoveName::TESTMOVE2], MOVELIST[BattleMoveName::TESTMOVE2],
MOVELIST[BattleMoveName::TESTMOVE3], MOVELIST[BattleMoveName::TESTMOVE3],
@ -1645,21 +1664,21 @@ goes on a very long time, I hope you can understand this is only for testing pur
std::vector<Entity*>{ std::vector<Entity*>{
new Entity(new Object( new Entity(new Object(
NPC1_4,"Test Obj",{20,48},ANIMATIONS["player.png"],{2,2},GREEN), NPC1_4,"Test Obj",{20,48},ANIMATIONS["player.png"],{2,2},GREEN),
70,70,14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{ 70, 70, 10, 10, 14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{
MOVELIST[BattleMoveName::TESTMOVE1], MOVELIST[BattleMoveName::TESTMOVE1],
MOVELIST[BattleMoveName::TESTMOVE2], MOVELIST[BattleMoveName::TESTMOVE2],
MOVELIST[BattleMoveName::TESTMOVE3], MOVELIST[BattleMoveName::TESTMOVE3],
}), }),
new Entity(new Object( new Entity(new Object(
NPC1_4,"Test Obj 2",{40,64},ANIMATIONS["player.png"],{2,2},GREEN), NPC1_4,"Test Obj 2",{40,64},ANIMATIONS["player.png"],{2,2},GREEN),
70,70,14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{ 70, 70, 10, 10, 14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{
MOVELIST[BattleMoveName::TESTMOVE1], MOVELIST[BattleMoveName::TESTMOVE1],
MOVELIST[BattleMoveName::TESTMOVE2], MOVELIST[BattleMoveName::TESTMOVE2],
MOVELIST[BattleMoveName::TESTMOVE3], MOVELIST[BattleMoveName::TESTMOVE3],
}), }),
new Entity(new Object( new Entity(new Object(
NPC1_4,"Test Obj 3",{60,24},ANIMATIONS["player.png"],{2,2},GREEN), NPC1_4,"Test Obj 3",{60,24},ANIMATIONS["player.png"],{2,2},GREEN),
70,70,14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{ 70, 70, 10, 10, 14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{
MOVELIST[BattleMoveName::TESTMOVE1], MOVELIST[BattleMoveName::TESTMOVE1],
MOVELIST[BattleMoveName::TESTMOVE2], MOVELIST[BattleMoveName::TESTMOVE2],
MOVELIST[BattleMoveName::TESTMOVE3], MOVELIST[BattleMoveName::TESTMOVE3],
@ -1670,7 +1689,7 @@ goes on a very long time, I hope you can understand this is only for testing pur
std::vector<Entity*>{ std::vector<Entity*>{
new Entity(new Object( new Entity(new Object(
NPC1_4,"Test Obj",{20,48},ANIMATIONS["player.png"],{1,1},MAGENTA), NPC1_4,"Test Obj",{20,48},ANIMATIONS["player.png"],{1,1},MAGENTA),
70,70,14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{ 70, 70, 10, 10, 14,std::array<int,4>{0,0,0,0},0,std::vector<Battle::Move*>{
MOVELIST[BattleMoveName::TESTMOVE1], MOVELIST[BattleMoveName::TESTMOVE1],
MOVELIST[BattleMoveName::TESTMOVE2], MOVELIST[BattleMoveName::TESTMOVE2],
MOVELIST[BattleMoveName::TESTMOVE3], MOVELIST[BattleMoveName::TESTMOVE3],
@ -1898,7 +1917,7 @@ goes on a very long time, I hope you can understand this is only for testing pur
for (int i=0;i<ENCOUNTER_LIST[id]->objs.size();i++) { for (int i=0;i<ENCOUNTER_LIST[id]->objs.size();i++) {
Entity*ent=ENCOUNTER_LIST[id]->objs[i]; Entity*ent=ENCOUNTER_LIST[id]->objs[i];
Object*newObj=new Object(ent->obj->id,ent->obj->name,ent->obj->GetPos(),ent->obj->spr,ent->obj->GetScale(),ent->obj->color,ent->obj->animationSpd,ent->obj->temp); Object*newObj=new Object(ent->obj->id,ent->obj->name,ent->obj->GetPos(),ent->obj->spr,ent->obj->GetScale(),ent->obj->color,ent->obj->animationSpd,ent->obj->temp);
ents.push_back(new Entity(newObj,ent->HP,ent->maxHP,ent->baseAtk,ent->resistances,ent->speed,ent->moveSet,ent->damageReduction,ent->smart,ent->dumb)); ents.push_back(new Entity(newObj,ent->HP,ent->maxHP,ent->PP,ent->maxPP,ent->baseAtk,ent->resistances,ent->speed,ent->moveSet,ent->damageReduction,ent->smart,ent->dumb));
} }
Encounter*data=new Encounter(id,pos,ENCOUNTER_LIST[id]->playerPos,ents,chance); Encounter*data=new Encounter(id,pos,ENCOUNTER_LIST[id]->playerPos,ents,chance);
data->chance=chance; data->chance=chance;

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