Include solar flare and firestorm weather powers for player

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
master
sigonasr2 2 years ago
parent 9dd28d3593
commit cba7f4cee3
  1. 65
      SeasonsOfLoneliness.cpp
  2. BIN
      Seasons_of_Loneliness
  3. BIN
      assets/firestorm.png
  4. 2
      assets/maps/map1
  5. 110
      assets/maps/map3
  6. BIN
      assets/solarflare.png
  7. 2
      ideas

@ -307,6 +307,7 @@ class WEATHER_POWER{
bool growSeeds=false; //If set to true, will trigger a growth of all seeds.
bool burnTrees=false; //If set to true, will trigger a burning of trees.
float treeBurnChance=1; //% chance of trees getting burned by this attack.
float treeSeedChance=0; //% chance of trees producing seeds from this attack.
WEATHER_POWER(std::string name,std::string desc,Animation*icon,Animation*effect,int dmg,int dmgRoll,int range,Pixel bgcol,Pixel textcol,int effectTime,ParticleEffect*parteff) {
this->description=desc;
this->name=name;
@ -472,6 +473,8 @@ public:
Animation*EMPTY_BED_ANIMATION=new Animation();
Animation*POWER_FLASHFLOOD_ANIMATION=new Animation();
Animation*POWER_SUNNYDAY_ANIMATION=new Animation();
Animation*POWER_FIRESTORM_ANIMATION=new Animation();
Animation*POWER_SOLARFLARE_ANIMATION=new Animation();
ParticleEffect*HAILSTORM_EFF = new ParticleEffect({0,0},{WIDTH,HEIGHT},{0,0},{WIDTH,HEIGHT},{1,1},{4,4},{-2,0.5},{-0.5,2},Pixel(143, 242, 255,255),Pixel(255,255,255,255),300,Pixel(220, 226, 227,0));
ParticleEffect*HURRICANE_EFF = new ParticleEffect({0,0},{WIDTH,HEIGHT},{0,0},{WIDTH,HEIGHT},{1,1},{2,2},{-4,1},{-1,4},Pixel(225, 248, 252,64),Pixel(255,255,255,128),300,Pixel(220, 226, 227,0));
ParticleEffect*METEOR_RAIN_EFF = new ParticleEffect({0,0},{WIDTH,HEIGHT},{0,0},{WIDTH,HEIGHT},{3,3},{6,6},{-1,0.2},{-0.2,1},Pixel(46, 31, 31,255),Pixel(43, 31, 46,255),50,Pixel(30, 10, 36,0));
@ -495,6 +498,7 @@ public:
ParticleEffect*GUST_EFF = new ParticleEffect({0,0},{64,64},{0,0},{64,64},{1,2},{3,20},{-6,1},{6,6},Pixel(168, 155, 146,196),Pixel(196, 194, 192,220),20,Pixel(255, 0, 0,0));
ParticleEffect*FLASH_FLOOD_EFF = new ParticleEffect({0,0},{WIDTH,HEIGHT},{0,0},{WIDTH,HEIGHT},{1,1},{2,2},{-4,1},{-1,4},Pixel(8, 54, 204,64),Pixel(255,255,255,128),500,Pixel(220, 226, 227,0));
ParticleEffect*SUNNYDAY_EFF = new ParticleEffect({0,0},{WIDTH,HEIGHT},{0,0},{WIDTH,HEIGHT},{1,1},{4,4},{0,-2},{0,-6},Pixel(209, 207, 113,130),Pixel(255, 255, 255,210),50,Pixel(70, 158, 62,0));
ParticleEffect*SOLARFLARE_EFF = new ParticleEffect({0,0},{128,128},{0,0},{128,128},{2,HEIGHT/2},{4,HEIGHT},{0,4},{0,25},Pixel(217, 36, 0,130),Pixel(217, 94, 0,255),40,Pixel(166, 51, 28,64));
WEATHER_POWER*HAILSTORM = new WEATHER_POWER("Hailstorm","Causes a flurry of hard cold rocks to be unleashed in target area. 60+1d30",POWER_HAILSTORM_ANIMATION,POWER_HAILSTORM_ANIMATION,60,30,160,Pixel(72, 160, 212,255),Pixel(93, 161, 163,255),120,HAILSTORM_EFF);
WEATHER_POWER*HURRICANE = new WEATHER_POWER("Hurricane","Causes heavy winds, scattering seeds, heavy rain. 20+1d10",POWER_HURRICANE_ANIMATION,POWER_HURRICANE_ANIMATION,20,10,200,Pixel(99, 148, 132,255),Pixel(121, 132, 140,255),120,HURRICANE_EFF);
WEATHER_POWER*METEOR_RAIN = new WEATHER_POWER("Meteor Rain","Causes fiery space rocks to fall on target area. 50+1d50",POWER_METEOR_SHOWER_ANIMATION,POWER_METEOR_SHOWER_ANIMATION,50,50,96,Pixel(96, 86, 153,255),Pixel(170, 103, 201,255),120,METEOR_STORM_EFF);
@ -517,11 +521,13 @@ public:
WEATHER_POWER*TORNADO = new WEATHER_POWER("Tornado","",POWER_HURRICANE_ANIMATION,POWER_HURRICANE_ANIMATION,30,10,150,Pixel(99, 148, 132,255),Pixel(121, 132, 140,255),120,TORNADO_EFF);
WEATHER_POWER*GUST = new WEATHER_POWER("Gust","",POWER_HURRICANE_ANIMATION,POWER_HURRICANE_ANIMATION,15,10,150,Pixel(99, 148, 132,255),Pixel(121, 132, 140,255),120,GUST_EFF);
WEATHER_POWER*FLASH_FLOOD = new WEATHER_POWER("Flash Flood","Causes massive seed growth and heavy damage. 30+1d20",POWER_FLASHFLOOD_ANIMATION,POWER_FLASHFLOOD_ANIMATION,30,20,200,Pixel(27, 41, 87,255),Pixel(138, 161, 237,255),120,FLASH_FLOOD_EFF);
WEATHER_POWER*SUNNY_DAY = new WEATHER_POWER("Sunny Day","Fertilize soil, multiplying seed growth and causing trees to drop seeds. 10+1d10",POWER_SUNNYDAY_ANIMATION,POWER_SUNNYDAY_ANIMATION,10,10,200,Pixel(27, 41, 87,255),Pixel(138, 161, 237,255),120,SUNNYDAY_EFF);
WEATHER_POWER*SUNNY_DAY = new WEATHER_POWER("Sunny Day","Fertilize soil, multiplying seed growth and causing trees to drop seeds. 10+1d10",POWER_SUNNYDAY_ANIMATION,POWER_SUNNYDAY_ANIMATION,10,10,200,Pixel(179, 164, 71,255),Pixel(222, 198, 44,255),120,SUNNYDAY_EFF);
WEATHER_POWER*FIRESTORM = new WEATHER_POWER("Fire Storm","Cause devastating fires, destroying everything in sight. 65+1d40",POWER_FIRESTORM_ANIMATION,POWER_FIRESTORM_ANIMATION,65,40,145,Pixel(176, 95, 44,255),Pixel(237, 100, 14,255),120,FIRESTORM_EFF);
WEATHER_POWER*SOLAR_FLARE = new WEATHER_POWER("Solar Flare","A concentrated sunbeam of death. Burns down all trees. 175+1d40",POWER_SOLARFLARE_ANIMATION,POWER_SOLARFLARE_ANIMATION,10,10,200,Pixel(176, 53, 37,255),Pixel(217, 98, 0,255),120,SOLARFLARE_EFF);
bool IN_BATTLE_ENCOUNTER = false;
int BATTLE_ENTRY_TIMER = 0;
int EFFECT_TIMER = 0;
#define WEATHER_POWER_COUNT 8 //Number of powers that are in the game. Update storage array accordingly.
#define WEATHER_POWER_COUNT 12 //Number of powers that are in the game. Update storage array accordingly.
WEATHER_POWER*WEATHER_POWERS[WEATHER_POWER_COUNT] = {
HAILSTORM,
PETAL_STORM,
@ -529,6 +535,10 @@ public:
METEOR_RAIN,
METEOR_STORM,
SNOWSTORM,
FLASH_FLOOD,
SUNNY_DAY,
FIRESTORM,
SOLAR_FLARE,
CONSUME_SNACK,
CONSUME_MEAL};
battle::BATTLESTATE BATTLE_STATE=battle::NONE;
@ -575,7 +585,7 @@ public:
*CONSUME_SNACK_DECAL,*CONSUME_MEAL_DECAL,*COMPUTER_DECAL,*BROKEN_ROVER_DECAL,
*NADO_DECAL,*SILICON_ROCK_DECAL,*PETAL_STORM_DECAL,*ROVER_DECAL,*X_X_DECAL,
*LATER_THAT_NIGHT_DECAL,*SLEEP_DECAL,*SEED_DECAL,*TREE_DECAL,*X_X_UNCHARGED_DECAL,
*SANDWORM_DECAL,*SNAKE_DECAL,*MOTH_DECAL,*FLASH_FLOOD_DECAL;
*SANDWORM_DECAL,*SNAKE_DECAL,*MOTH_DECAL,*FLASH_FLOOD_DECAL,*SUNNY_DAY_DECAL,*FIRESTORM_DECAL,*SOLARFLARE_DECAL;
std::map<std::string,ObjectLoadInfo*> BASE_OBJECTS;
std::vector<Encounter> ENCOUNTERS;
Encounter ENCOUNTER_SPIDEY_1;
@ -676,6 +686,8 @@ public:
SNAKE_DECAL=new Decal(new Sprite("assets/snake.png"));
FLASH_FLOOD_DECAL=new Decal(new Sprite("assets/flashflood_icon.png"));
SUNNY_DAY_DECAL=new Decal(new Sprite("assets/sunny_day.png"));
FIRESTORM_DECAL=new Decal(new Sprite("assets/firestorm.png"));
SOLARFLARE_DECAL=new Decal(new Sprite("assets/solarflare.png"));
current_playerAnim->spr=PLAYER_DECAL;
playerAnim->spr=PLAYER_DECAL;
@ -782,6 +794,16 @@ public:
POWER_SUNNYDAY_ANIMATION->frames.push_back({i*32,0});
}
POWER_SUNNYDAY_ANIMATION->skip_frames=nodeAnimationSkipFrames;
POWER_FIRESTORM_ANIMATION->spr=FIRESTORM_DECAL;
for (int i=0;i<3;i++) {
POWER_FIRESTORM_ANIMATION->frames.push_back({i*32,0});
}
POWER_FIRESTORM_ANIMATION->skip_frames=nodeAnimationSkipFrames;
POWER_SOLARFLARE_ANIMATION->spr=SOLARFLARE_DECAL;
for (int i=0;i<3;i++) {
POWER_SOLARFLARE_ANIMATION->frames.push_back({i*32,0});
}
POWER_SOLARFLARE_ANIMATION->skip_frames=nodeAnimationSkipFrames;
HAILSTORM->playerOwnCount=3;
HURRICANE->playerOwnCount=1;
@ -793,6 +815,14 @@ public:
METEOR_STORM->burnTrees=true;
METEOR_RAIN->burnTrees=true;
METEOR_RAIN->treeBurnChance=0.5;
SUNNY_DAY->seedProduction=1;
SUNNY_DAY->seedScatter=1.5;
SUNNY_DAY->treeSeedChance=0.75;
FLASH_FLOOD->seedProduction=6;
SOLAR_FLARE->treeBurnChance=1;
SOLAR_FLARE->burnTrees=true;
FIRESTORM->treeBurnChance=1;
FIRESTORM->burnTrees=true;
MOVESET_SPIDEY.push_back(SANDSTORM);
MOVESET_SPIDEY.push_back(SEED_STORM);
@ -857,6 +887,10 @@ public:
BASE_OBJECTS["METEORSTORM_NODE"]=new ObjectLoadInfo(POWER_METEOR_STORM_DECAL,POWER_METEOR_STORM_ANIMATION);
BASE_OBJECTS["SNOWSTORM_NODE"]=new ObjectLoadInfo(POWER_SNOWSTORM_DECAL,POWER_SNOWSTORM_ANIMATION);
BASE_OBJECTS["PETALSTORM_NODE"]=new ObjectLoadInfo(PETAL_STORM_DECAL,PETAL_STORM_ANIMATION);
BASE_OBJECTS["SUNNYDAY_NODE"]=new ObjectLoadInfo(SUNNY_DAY_DECAL,POWER_SUNNYDAY_ANIMATION);
BASE_OBJECTS["FLASHFLOOD_NODE"]=new ObjectLoadInfo(FLASH_FLOOD_DECAL,POWER_FLASHFLOOD_ANIMATION);
BASE_OBJECTS["FIRESTORM_NODE"]=new ObjectLoadInfo(FIRESTORM_DECAL,POWER_FIRESTORM_ANIMATION);
BASE_OBJECTS["SOLARFLARE_NODE"]=new ObjectLoadInfo(SOLARFLARE_DECAL,POWER_SOLARFLARE_ANIMATION);
BASE_OBJECTS["COMPUTER"]=new ObjectLoadInfo(COMPUTER_DECAL);
BASE_OBJECTS["BROKEN_ROVER"]=new ObjectLoadInfo(BROKEN_ROVER_DECAL);
BASE_OBJECTS["NADO"]=new ObjectLoadInfo(NADO_DECAL,NADO_ANIMATION,Pixel(153, 137, 75,230));
@ -1459,6 +1493,26 @@ public:
performCropUpdate(8);
displayPowerInfo(PETAL_STORM);
} else
if (obj->name.compare("SUNNYDAY_NODE")==0&&collidesWithPlayer(obj)) {
int amountGained=rand()%4+2;
SUNNY_DAY->playerOwnCount+=amountGained;
std::cout<<"Increased SUNNYDAY power inventory count by "<<amountGained<<".\n";
COLLECTED_ITEMS.push_back({(int)obj->x,(int)obj->y});
OBJECTS.erase(OBJECTS.begin()+i--);
delete obj;
performCropUpdate(8);
displayPowerInfo(SUNNY_DAY);
} else
if (obj->name.compare("FLASHFLOOD_NODE")==0&&collidesWithPlayer(obj)) {
int amountGained=rand()%4+2;
FLASH_FLOOD->playerOwnCount+=amountGained;
std::cout<<"Increased FLASHFLOOD power inventory count by "<<amountGained<<".\n";
COLLECTED_ITEMS.push_back({(int)obj->x,(int)obj->y});
OBJECTS.erase(OBJECTS.begin()+i--);
delete obj;
performCropUpdate(8);
displayPowerInfo(FLASH_FLOOD);
} else
if (obj->name.compare("SILICON_PIECE")==0&&collidesWithPlayer(obj)) {
GAME_STATE=COLLECTED_SILICON;
DisplayMessageBox(14);
@ -1663,6 +1717,11 @@ public:
} else
if (EFFECT_TIMER==ref->effectTime/2){
addSeeds(ref->seedProduction);
for (int i=0;i<TREES.size();i++) {
if (ref->treeSeedChance>range(0,1)) {
addSeeds(1);
}
}
int newSeedCount=SEEDS.size()*ref->seedScatter;
while (SEEDS.size()<newSeedCount) {
addSeeds(1);

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@ -85,6 +85,8 @@
202;33;METEORSTORM_NODE
167;44;SNOWSTORM_NODE
20;10;HURRICANE_NODE
39;38;SOLARFLARE_NODE
38;38;FIRESTORM_NODE
33;35;BROKEN_ROVER
116;8;NADO
120;9;NADO

@ -0,0 +1,110 @@
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38;35;DOME
83;53;HAILSTORM_NODE
135;14;HAILSTORM_NODE
14;69;METEORSHOWER_NODE
202;33;METEORSTORM_NODE
167;44;SNOWSTORM_NODE
20;10;HURRICANE_NODE
39;38;SUNNYDAY_NODE
38;38;FLASHFLOOD_NODE
47;57;SNOWSTORM_NODE
9;48;PETALSTORM_NODE
48;74;FLASHFLOOD_NODE
29;54;METEORSHOWER_NODE
6;74;SUNNYDAY_NODE
84;64;HURRICANE_NODE
23;35;HAILSTORM_NODE
33;35;BROKEN_ROVER
82;54;METEORSTORM_NODE
138;36;SOLARFLARE_NODE
96;23;FIRESTORM_NODE
120;8;FIRESTORM_NODE
45;17;SNOWSTORM_NODE
116;8;NADO
120;9;NADO
123;7;NADO
122;10;NADO
116;11;NADO
120;11;NADO
122;13;NADO
121;9;SILICON_PIECE

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@ -123,4 +123,4 @@ Go the whole game nameless (Do not farm food)
Flash Flood (Massive set of Seeds)
Solar Flare (Extremely powerful beam of death.)
Heat Wave (Sets things on fire and causes good damage.)
Fire Storm (Sets things on fire and causes good damage.)
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