Increased difficulty a lot.

Added jumping animations for monsters.
This commit is contained in:
Sander Schobers 2021-08-09 18:24:41 +02:00
parent 90b79c7e49
commit 64ff5ac78e
3 changed files with 28 additions and 16 deletions

View File

@ -1,10 +1,12 @@
- [ ] Increase difficulty.
- [X] Increase difficulty.
- [ ] Add music & sounds.
- [ ] Keep score/difficulty level (resume & restart).
- [ ] Explain controls on info page.
- [ ] Fix usage of go/embed (and remove rice again).
- [ ] Add monster animations (jumping on tile & towards new tile).
- [X] Add monster animations (~~jumping on tile &~~ towards new tile).
- [ ] Scale icons (heart & star on right side) when playing.
- [ ] Change layout when playing in portrait mode.
- [X] Fix wobble animation.
- [ ] Add more unit tests?
- [ ] Add more unit tests?
- [ ] Fix z-fighting of monsters.
- [ ] Add exploding animation of monsters.

View File

@ -94,7 +94,7 @@ func (r *levelController) Handle(ctx ui.Context, e ui.Event) bool {
r.MovingMonsters.Update()
var jumped []geom.Point
for pos, animation := range r.MovingMonsters.Values {
if animation.Frame < 15 {
if animation.Frame < 40 { // after 40 frames the player hit is checked
continue
}
target := r.Level.MonsterTargets[pos]
@ -104,7 +104,7 @@ func (r *levelController) Handle(ctx ui.Context, e ui.Event) bool {
r.Level.DecrementLive()
continue
}
if animation.Frame < 20 {
if animation.Frame < 50 { // after 50 frames the animation has finished
continue
}
r.Level.MoveMonster(target, pos)
@ -149,8 +149,8 @@ func (r *levelController) Play(level *tins2021.Level) {
"star": tins2021.NewAnimations(50*time.Millisecond, defaultAnimationFrames, true, true),
"heart": tins2021.NewAnimations(80*time.Millisecond, defaultAnimationFrames, true, true),
}
r.IdleMonsters = tins2021.NewAnimations(500*time.Millisecond, 100, false, false)
r.MovingMonsters = tins2021.NewAnimations(50*time.Millisecond, 20, false, false)
r.IdleMonsters = tins2021.NewAnimations(200*time.Millisecond, 100, false, false)
r.MovingMonsters = tins2021.NewAnimations(16*time.Millisecond, 50, false, false)
for monster := range level.Monsters {
r.IdleMonsters.Frame(monster)
}
@ -206,9 +206,9 @@ func (r levelController) Render(ctx ui.Context) {
distances := r.Level.Tiles.Distances(r.Level.Player)
positionOfTile := func(position geom.Point, tile *tins2021.Tile) (topLeft, centerOfPlatform geom.PointF32) {
positionOfTile := func(position geom.Point) (topLeft, centerOfPlatform geom.PointF32) {
topLeft = toScreen(position)
if tile.Inversed {
if r.Level.Tiles[position].Inversed {
return topLeft, topLeft.Add2D(.5*float32(cubeWidth), .6*float32(cubeHeight))
}
return topLeft, topLeft.Add2D(.5*float32(cubeWidth), .2*float32(cubeHeight))
@ -221,7 +221,7 @@ func (r levelController) Render(ctx ui.Context) {
if tile == nil {
continue
}
screenPos, platformPos := positionOfTile(pos, tile)
screenPos, platformPos := positionOfTile(pos)
tileTexture := cubes.Normal.Texture
if tile.Inversed {
tileTexture = cubes.Inversed.Texture
@ -253,9 +253,19 @@ func (r levelController) Render(ctx ui.Context) {
if tile == nil {
continue
}
_, platformPos := positionOfTile(pos, tile)
name := r.app.MonsterTextureNames[monsterType.Type()]
monsterTextures[monsterType.Type()].Draw(renderer, platformPos.Add(propOffset), r.Animations[name].Frame(pos))
texture := monsterTextures[monsterType.Type()]
_, platformPos := positionOfTile(pos)
if target, ok := r.Level.MonsterTargets[pos]; ok {
_, targetPlatformPos := positionOfTile(target)
dt := float32(r.MovingMonsters.Frame(pos)) / 50.
delta := targetPlatformPos.Sub(platformPos)
curve := geom.PtF32(0, .6*geom.Sin32(dt*geom.Pi)*textureWidth)
interpolatedPos := platformPos.Add(delta.Mul(dt)).Sub(curve)
texture.Draw(renderer, interpolatedPos.Add(propOffset), r.Animations[name].Frame(pos))
} else {
texture.Draw(renderer, platformPos.Add(propOffset), r.Animations[name].Frame(pos))
}
}
textColor := ctx.Style().Palette.Text

View File

@ -170,7 +170,7 @@ func (l *Level) Randomize(difficulty int, stars int) {
l.Tiles[pos].Star = true
stars--
}
hearts := 1 + (100-difficulty)/50 // [3..1] (only difficulty has 3 hearts)
hearts := rand.Intn(2 + (100-difficulty)/50) // [3..1] (only difficulty 0 has 3 hearts)
for hearts > 0 {
pos := pick(difficulty)
if l.Tiles[pos].Occupied() {
@ -179,9 +179,9 @@ func (l *Level) Randomize(difficulty int, stars int) {
l.Tiles[pos].Heart = true
hearts--
}
monsters := 2 + (8 * difficulty / 100)
minRandomMonster := (100-difficulty)*80/100 + 10 // [90..10]
minChaserMonster := (100-difficulty)*50/100 + 50 // [100..50]
monsters := 5 + (25 * difficulty / 100)
minRandomMonster := (100-difficulty)*60/100 + 10 // [70..10]
minChaserMonster := (100-difficulty)*70/100 + 25 // [95..25]
for monsters > 0 {
pos := pick(100 - difficulty)
curr := l.Monsters[pos]