Updated dragon sprite & changed villain into an egg.

This commit is contained in:
Sander Schobers 2019-12-31 11:21:31 +01:00
parent 70ce0da074
commit 30999c944a
10 changed files with 33 additions and 33 deletions

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@ -149,9 +149,9 @@ func (g *game) loadSprites(names ...string) error {
func (g *game) loadAssets() error { func (g *game) loadAssets() error {
log.Println("Loading textures...") log.Println("Loading textures...")
err := g.loadTextures(map[string]string{ err := g.loadTextures(map[string]string{
"entity_brick.png": "brick", "entity_brick.png": "brick",
"entity_dragon.png": "dragon", "entity_dragon.png": "dragon",
"entity_villain.png": "villain", "entity_egg.png": "egg",
"tile_lava_brick.png": "lava_brick", "tile_lava_brick.png": "lava_brick",
"tile_magma.png": "magma", "tile_magma.png": "magma",
@ -179,7 +179,7 @@ func (g *game) loadAssets() error {
log.Printf("Loaded %d fonts.\n", g.ui.Fonts().Len()) log.Printf("Loaded %d fonts.\n", g.ui.Fonts().Len())
log.Println("Loading sprites") log.Println("Loading sprites")
err = g.loadSprites("brick", "dragon", "lava_brick", "magma", "particles", "ui", "villain") err = g.loadSprites("brick", "dragon", "egg", "lava_brick", "magma", "particles", "ui")
if err != nil { if err != nil {
return err return err
} }

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@ -15,7 +15,7 @@ const (
entityTypeInvalid entityType = entityType(0) entityTypeInvalid entityType = entityType(0)
entityTypeNone = '_' entityTypeNone = '_'
entityTypeCharacter = '@' entityTypeCharacter = '@'
entityTypeVillain = 'X' entityTypeEgg = 'X'
entityTypeBrick = 'B' entityTypeBrick = 'B'
) )
@ -23,7 +23,7 @@ func (e entityType) IsValid() bool {
switch e { switch e {
case entityTypeNone: case entityTypeNone:
case entityTypeCharacter: case entityTypeCharacter:
case entityTypeVillain: case entityTypeEgg:
case entityTypeBrick: case entityTypeBrick:
default: default:
return false return false

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@ -230,8 +230,8 @@ func (l *playLevel) Render(ctx *alui.Context, bounds geom.RectangleF32) {
l.drawSprite("brick", "brick", e.scr) l.drawSprite("brick", "brick", e.scr)
case entityTypeCharacter: case entityTypeCharacter:
l.drawSprite("dragon", "dragon", e.scr) l.drawSprite("dragon", "dragon", e.scr)
case entityTypeVillain: case entityTypeEgg:
l.drawSprite("villain", "villain", e.scr) l.drawSprite("egg", "egg", e.scr)
} }
} }

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@ -12,13 +12,13 @@ import (
type playLevelState struct { type playLevelState struct {
ctx *Context ctx *Context
pack levelPack pack levelPack
level level level level
player *entity player *entity
villain *entity egg *entity
bricks entityList bricks entityList
sunken entityList sunken entityList
splash map[geom.Point]*splashAnimation splash map[geom.Point]*splashAnimation
steps int steps int
complete bool complete bool
@ -31,7 +31,7 @@ type playLevelState struct {
func (s *playLevelState) Entities() entityList { func (s *playLevelState) Entities() entityList {
var entities entityList var entities entityList
return entities.Add(s.player).Add(s.villain).AddList(s.bricks) return entities.Add(s.player).Add(s.egg).AddList(s.bricks)
} }
func (s *playLevelState) Particles(at geom.Point) []particle { func (s *playLevelState) Particles(at geom.Point) []particle {
@ -72,8 +72,8 @@ func (s *playLevelState) Init(ctx *Context, pack, level string, onComplete func(
s.bricks = append(s.bricks, newEntity(e, s.level.idxToPos(i))) s.bricks = append(s.bricks, newEntity(e, s.level.idxToPos(i)))
case entityTypeCharacter: case entityTypeCharacter:
s.player = newEntity(e, s.level.idxToPos(i)) s.player = newEntity(e, s.level.idxToPos(i))
case entityTypeVillain: case entityTypeEgg:
s.villain = newEntity(e, s.level.idxToPos(i)) s.egg = newEntity(e, s.level.idxToPos(i))
} }
} }
s.keysDown = keyPressedState{} s.keysDown = keyPressedState{}
@ -111,7 +111,7 @@ func (s *playLevelState) TryPlayerMove(dir geom.Point, key allg5.Key) {
log.Printf("Moving player to %s", to) log.Printf("Moving player to %s", to)
s.ani.StartFn(s.ctx.Tick, newMoveAnimation(s.player, to), func() { s.ani.StartFn(s.ctx.Tick, newMoveAnimation(s.player, to), func() {
log.Printf("Player movement finished") log.Printf("Player movement finished")
if s.player.pos == s.villain.pos { if s.player.pos == s.egg.pos {
s.complete = true s.complete = true
if onComplete := s.onComplete; onComplete != nil { if onComplete := s.onComplete; onComplete != nil {
onComplete() onComplete()

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@ -3,9 +3,9 @@ texture: dragon
part: part:
name: dragon name: dragon
sub_texture: 0,0,200,400 sub_texture: 0,0,1140,1980
anchor: 100,350 anchor: 570,1920
scale: 2 scale: 5
:part :part
:sprite :sprite

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@ -0,0 +1,11 @@
sprite:
texture: egg
part:
name: egg
sub_texture: 0,0,1140,1980
anchor: 570,1860
scale: 6
:part
:sprite

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@ -1,11 +0,0 @@
sprite:
texture: villain
part:
name: villain
sub_texture: 0,0,200,400
anchor: 100,350
scale: 2
:part
:sprite