Better dagger throw hits and new skill graphics.

This commit is contained in:
Linus Probert 2018-03-11 21:06:46 +01:00
parent c360aa75ee
commit ca83fa38fe
4 changed files with 18 additions and 11 deletions

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assets/Extras/Skills.png Normal file

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@ -86,8 +86,12 @@ projectile_update(Projectile *p, Player *player, RoomMatrix *rm, float deltatime
if (space->monster) { if (space->monster) {
Uint32 dmg = stats_fight(&player->stats, &space->monster->stats); Uint32 dmg = stats_fight(&player->stats, &space->monster->stats);
if (dmg > 0) {
gui_log("Your dagger pierced %s for %u damage", space->monster->lclabel, dmg);
mixer_play_effect(SWORD_HIT);
player->hits += 1;
}
monster_hit(space->monster, dmg); monster_hit(space->monster, dmg);
mixer_play_effect(SWORD_HIT);
} }
p->alive = false; p->alive = false;
} }

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@ -111,11 +111,11 @@ skill_use_flurry(Skill *skill, SkillData *data)
static Skill * static Skill *
create_flurry(void) create_flurry(void)
{ {
Texture *t = texturecache_add("Items/MedWep.png"); Texture *t = texturecache_add("Extras/Skills.png");
Sprite *s = sprite_create(); Sprite *s = sprite_create();
sprite_set_texture(s, t, 0); sprite_set_texture(s, t, 0);
s->dim = DEFAULT_DIMENSION; s->dim = GAME_DIMENSION;
s->clip = CLIP16(0, 0); s->clip = CLIP32(0, 0);
s->fixed = true; s->fixed = true;
Skill *skill = create_default("Flurry", s); Skill *skill = create_default("Flurry", s);
skill->use = skill_use_flurry; skill->use = skill_use_flurry;
@ -147,11 +147,11 @@ skill_throw_dagger(Skill *skill, SkillData *data)
static Skill * static Skill *
create_throw_dagger(void) create_throw_dagger(void)
{ {
Texture *t = texturecache_add("Extras/Dagger.png"); Texture *t = texturecache_add("Extras/Skills.png");
Sprite *s = sprite_create(); Sprite *s = sprite_create();
sprite_set_texture(s, t, 0); sprite_set_texture(s, t, 0);
s->dim = DEFAULT_DIMENSION; s->dim = GAME_DIMENSION;
s->clip = CLIP16(0, 0); s->clip = CLIP32(64, 0);
s->fixed = true; s->fixed = true;
Skill *skill = create_default("Throw dagger", s); Skill *skill = create_default("Throw dagger", s);
skill->instantUse = false; skill->instantUse = false;
@ -257,11 +257,11 @@ skill_charge(Skill *skill, SkillData *data)
static Skill * static Skill *
create_charge(void) create_charge(void)
{ {
Texture *t = texturecache_add("Commissions/Warrior.png"); Texture *t = texturecache_add("Extras/Skills.png");
Sprite *s = sprite_create(); Sprite *s = sprite_create();
sprite_set_texture(s, t, 0); sprite_set_texture(s, t, 0);
s->dim = DEFAULT_DIMENSION; s->dim = GAME_DIMENSION;
s->clip = CLIP16(48, 32); s->clip = CLIP32(32, 0);
s->fixed = true; s->fixed = true;
Skill *skill = create_default("Charge", s); Skill *skill = create_default("Charge", s);
skill->use = skill_charge; skill->use = skill_charge;

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@ -149,7 +149,10 @@ render_skills(Player *player, Camera *cam)
continue; continue;
Skill *skill = player->skills[i]; Skill *skill = player->skills[i];
skill->icon->pos = (Position) { 8 + i * 32, 8 }; if (skill->icon->dim.width >16)
skill->icon->pos = (Position) { i * 32, 0 };
else
skill->icon->pos = (Position) { 8 + i * 32, 8 };
sprite_render(skill->icon, cam); sprite_render(skill->icon, cam);
if (player->skills[i]->active) { if (player->skills[i]->active) {