Boots item

main
Cameron Murphy Reikes 2 years ago
parent c0ebdc758f
commit 617b4d413d

@ -22,6 +22,10 @@
{
filepath: "_Roll.png",
}
@image boots:
{
filepath: "boots.png",
}
@image new_knight_idle:
{
filepath: "copyrighted/knight_idle.png",

Binary file not shown.

After

Width:  |  Height:  |  Size: 665 B

@ -359,8 +359,8 @@
"rotation":0,
"visible":true,
"width":32,
"x":529.333333333333,
"y":566.333333333333
"x":510.333333333333,
"y":604.333333333333
},
{
"class":"",
@ -399,12 +399,12 @@
"class":"ITEM",
"height":32,
"id":6,
"name":"Tripod",
"name":"Boots",
"rotation":0,
"visible":true,
"width":32,
"x":600,
"y":324
"x":1109,
"y":847
},
{
"class":"",
@ -471,6 +471,17 @@
"width":32,
"x":2229.33333333333,
"y":1462.66666666667
},
{
"class":"ITEM",
"height":32,
"id":13,
"name":"Tripod",
"rotation":0,
"visible":true,
"width":32,
"x":599,
"y":322
}],
"opacity":1,
"type":"objectgroup",
@ -479,7 +490,7 @@
"y":0
}],
"nextlayerid":5,
"nextobjectid":13,
"nextobjectid":14,
"orientation":"orthogonal",
"renderorder":"right-down",
"tiledversion":"1.9.2",

@ -72,6 +72,13 @@ actions:
discard_message: "The player is no longer holding the white square.",
}
@item Boots:
{
global_prompt_message: "The player is holding the boots of speed. He is a force to be recogned with in this state, he has great speed while holding the boots.",
possess_message: "The player is now holding the boots of speed",
discard_message: "The player is no longer holding the boots of speed",
}
@item Tripod:
{
global_prompt_message: "The player is holding a tripod used for holding things up. It's got an odd construction, but Block really likes it for some reason.",

@ -2847,14 +2847,11 @@ void frame(void)
speed = PLAYER_SPEED;
if(player->is_rolling) speed = PLAYER_ROLL_SPEED;
if(player->boots_modifier < 0)
if(gete(player->holding_item) && gete(player->holding_item)->item_kind == ITEM_Boots)
{
speed *= 1.0f / (1.0f + -(float)player->boots_modifier * 0.1f);
}
if(player->boots_modifier > 0)
{
speed *= 1.0f + ((float)player->boots_modifier * 0.1f);
speed *= 2.0f;
}
if(LenV2(movement) == 0.0)
{
player->state = CHARACTER_IDLE;
@ -3094,6 +3091,10 @@ void frame(void)
{
draw_quad((DrawParams){true, drawn, IMG(image_tripod), WHITE});
}
else if(it->item_kind == ITEM_Boots)
{
draw_quad((DrawParams){true, drawn, IMG(image_boots), WHITE});
}
else if(it->item_kind == ITEM_WhiteSquare)
{
colorquad(true, drawn, WHITE);

@ -131,7 +131,6 @@ typedef struct Entity
bool is_character;
EntityRef holding_item;
Vec2 to_throw_direction;
int boots_modifier;
CharacterState state;
EntityRef talking_to; // Maybe should be generational index, but I dunno. No death yet
bool is_rolling; // can only roll in idle or walk states

@ -5,13 +5,16 @@ DONE - Maybe factor actions! into the game to replace ** stuff. In beginning of
DONE - Help you fight and fight you actions
DONE- Handle wanting another request, dirty perception, when already waiting on a request
DONE - Do not use webhooks (shitty, bad idea propagated by bad docs) query stripe for if the payment went through on request if not fulfilled yet
- New characters/items from fate
DONE - New art in
DON'T NEED - Old man in beginning is invincible
- Make new openai key (it was leaked)
- Add cancel button
- Style buttons
- Make map better
- Make map better, add new characters/items from fate
- Animate text characters coming in
- Instead of roll animation, 5 sprite long trail of past moves for juice
- Sword combat for sword npcs
- Third button for dialog/item stuff, not roll button. E on desktop. Touchscreen button only visible when appropriate to let player know what it's for
DONE - Fade dialog with distance
DONE - Make vignette in front
- Ignore keyrepeat events

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