Increased difficulty a lot.
Added jumping animations for monsters.
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parent
90b79c7e49
commit
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8
TODO.md
8
TODO.md
@ -1,10 +1,12 @@
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- [ ] Increase difficulty.
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- [X] Increase difficulty.
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- [ ] Add music & sounds.
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- [ ] Keep score/difficulty level (resume & restart).
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- [ ] Explain controls on info page.
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- [ ] Fix usage of go/embed (and remove rice again).
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- [ ] Add monster animations (jumping on tile & towards new tile).
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- [X] Add monster animations (~~jumping on tile &~~ towards new tile).
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- [ ] Scale icons (heart & star on right side) when playing.
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- [ ] Change layout when playing in portrait mode.
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- [X] Fix wobble animation.
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- [ ] Add more unit tests?
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- [ ] Add more unit tests?
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- [ ] Fix z-fighting of monsters.
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- [ ] Add exploding animation of monsters.
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@ -94,7 +94,7 @@ func (r *levelController) Handle(ctx ui.Context, e ui.Event) bool {
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r.MovingMonsters.Update()
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var jumped []geom.Point
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for pos, animation := range r.MovingMonsters.Values {
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if animation.Frame < 15 {
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if animation.Frame < 40 { // after 40 frames the player hit is checked
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continue
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}
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target := r.Level.MonsterTargets[pos]
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@ -104,7 +104,7 @@ func (r *levelController) Handle(ctx ui.Context, e ui.Event) bool {
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r.Level.DecrementLive()
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continue
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}
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if animation.Frame < 20 {
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if animation.Frame < 50 { // after 50 frames the animation has finished
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continue
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}
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r.Level.MoveMonster(target, pos)
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@ -149,8 +149,8 @@ func (r *levelController) Play(level *tins2021.Level) {
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"star": tins2021.NewAnimations(50*time.Millisecond, defaultAnimationFrames, true, true),
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"heart": tins2021.NewAnimations(80*time.Millisecond, defaultAnimationFrames, true, true),
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}
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r.IdleMonsters = tins2021.NewAnimations(500*time.Millisecond, 100, false, false)
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r.MovingMonsters = tins2021.NewAnimations(50*time.Millisecond, 20, false, false)
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r.IdleMonsters = tins2021.NewAnimations(200*time.Millisecond, 100, false, false)
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r.MovingMonsters = tins2021.NewAnimations(16*time.Millisecond, 50, false, false)
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for monster := range level.Monsters {
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r.IdleMonsters.Frame(monster)
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}
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@ -206,9 +206,9 @@ func (r levelController) Render(ctx ui.Context) {
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distances := r.Level.Tiles.Distances(r.Level.Player)
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positionOfTile := func(position geom.Point, tile *tins2021.Tile) (topLeft, centerOfPlatform geom.PointF32) {
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positionOfTile := func(position geom.Point) (topLeft, centerOfPlatform geom.PointF32) {
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topLeft = toScreen(position)
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if tile.Inversed {
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if r.Level.Tiles[position].Inversed {
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return topLeft, topLeft.Add2D(.5*float32(cubeWidth), .6*float32(cubeHeight))
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}
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return topLeft, topLeft.Add2D(.5*float32(cubeWidth), .2*float32(cubeHeight))
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@ -221,7 +221,7 @@ func (r levelController) Render(ctx ui.Context) {
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if tile == nil {
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continue
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}
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screenPos, platformPos := positionOfTile(pos, tile)
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screenPos, platformPos := positionOfTile(pos)
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tileTexture := cubes.Normal.Texture
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if tile.Inversed {
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tileTexture = cubes.Inversed.Texture
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@ -253,9 +253,19 @@ func (r levelController) Render(ctx ui.Context) {
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if tile == nil {
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continue
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}
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_, platformPos := positionOfTile(pos, tile)
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name := r.app.MonsterTextureNames[monsterType.Type()]
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monsterTextures[monsterType.Type()].Draw(renderer, platformPos.Add(propOffset), r.Animations[name].Frame(pos))
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texture := monsterTextures[monsterType.Type()]
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_, platformPos := positionOfTile(pos)
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if target, ok := r.Level.MonsterTargets[pos]; ok {
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_, targetPlatformPos := positionOfTile(target)
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dt := float32(r.MovingMonsters.Frame(pos)) / 50.
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delta := targetPlatformPos.Sub(platformPos)
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curve := geom.PtF32(0, .6*geom.Sin32(dt*geom.Pi)*textureWidth)
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interpolatedPos := platformPos.Add(delta.Mul(dt)).Sub(curve)
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texture.Draw(renderer, interpolatedPos.Add(propOffset), r.Animations[name].Frame(pos))
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} else {
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texture.Draw(renderer, platformPos.Add(propOffset), r.Animations[name].Frame(pos))
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}
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}
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textColor := ctx.Style().Palette.Text
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8
level.go
8
level.go
@ -170,7 +170,7 @@ func (l *Level) Randomize(difficulty int, stars int) {
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l.Tiles[pos].Star = true
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stars--
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}
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hearts := 1 + (100-difficulty)/50 // [3..1] (only difficulty has 3 hearts)
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hearts := rand.Intn(2 + (100-difficulty)/50) // [3..1] (only difficulty 0 has 3 hearts)
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for hearts > 0 {
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pos := pick(difficulty)
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if l.Tiles[pos].Occupied() {
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@ -179,9 +179,9 @@ func (l *Level) Randomize(difficulty int, stars int) {
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l.Tiles[pos].Heart = true
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hearts--
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}
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monsters := 2 + (8 * difficulty / 100)
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minRandomMonster := (100-difficulty)*80/100 + 10 // [90..10]
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minChaserMonster := (100-difficulty)*50/100 + 50 // [100..50]
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monsters := 5 + (25 * difficulty / 100)
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minRandomMonster := (100-difficulty)*60/100 + 10 // [70..10]
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minChaserMonster := (100-difficulty)*70/100 + 25 // [95..25]
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for monsters > 0 {
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pos := pick(100 - difficulty)
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curr := l.Monsters[pos]
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