Merge branch 'master' of github.com:AnonymusRaccoon/ForecastingVillage

This commit is contained in:
Anonymus Raccoon
2020-05-01 16:10:04 +02:00
15 changed files with 108 additions and 6 deletions
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+6 -1
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@@ -17,6 +17,11 @@
<sprite name="slot_4" src="assets/sprites/inventory/shield_upgrade.png" />
<sprite name="bee" src="assets/sprites/bee.png" />
<sprite name="mushroom_ennemy" src="assets/sprites/mushroom_ennemy.png" />
<sprite name="turnipor" src="assets/sprites/Turnipor.png" />
<sprite name="shrump" src="assets/sprites/Shrump.png" />
<sprite name="evil_seed" src="assets/sprites/Evil_seed.png" />
<sprite name="flower_ennemy" src="assets/sprites/Flower_ennemy.png" />
</data>
<gc_entities>
<gc_entity>
@@ -48,7 +53,7 @@
<gc_entity id="50">
<transform_component>
<Size x="100" y="100" />
<Size x="400" y="400" />
</transform_component>
<map_linker x="0" y="0" />
<player_component />
+17
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@@ -0,0 +1,17 @@
<gc_entities>
<gc_entity>
<transform_component>
<Position x="0" y="0" />
<Size x="180" y="200" />
</transform_component>
<renderer src="evil_seed">
<Rect height="auto" width="auto" top="0" left="0" />
</renderer>
<fixed_to_cam x="75%" y="20%" />
<combat_holder name="evil seed" />
<attack_component>
<attack name="Hypnosis"/>
</attack_component>
<health_component max_health="20"/>
</gc_entity>
</gc_entities>
+17
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@@ -0,0 +1,17 @@
<gc_entities>
<gc_entity>
<transform_component>
<Position x="0" y="0" />
<Size x="180" y="200" />
</transform_component>
<renderer src="flower_ennemy">
<Rect height="auto" width="auto" top="0" left="0" />
</renderer>
<fixed_to_cam x="75%" y="20%" />
<combat_holder name="flower" />
<attack_component>
<attack name="Water gun"/>
</attack_component>
<health_component max_health="5"/>
</gc_entity>
</gc_entities>
+17
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@@ -0,0 +1,17 @@
<gc_entities>
<gc_entity>
<transform_component>
<Position x="0" y="0" />
<Size x="180" y="200" />
</transform_component>
<renderer src="mushroom_ennemy">
<Rect height="auto" width="auto" top="0" left="0" />
</renderer>
<fixed_to_cam x="75%" y="20%" />
<combat_holder name="mushroom" />
<attack_component>
<attack name="Spore attack"/>
</attack_component>
<health_component max_health="13"/>
</gc_entity>
</gc_entities>
+17
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@@ -0,0 +1,17 @@
<gc_entities>
<gc_entity>
<transform_component>
<Position x="0" y="0" />
<Size x="200" y="200" />
</transform_component>
<renderer src="shrump">
<Rect height="auto" width="auto" top="0" left="0" />
</renderer>
<fixed_to_cam x="75%" y="20%" />
<combat_holder name="shrump" />
<attack_component>
<attack name="Spinning roots"/>
</attack_component>
<health_component max_health="7"/>
</gc_entity>
</gc_entities>
+17
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@@ -0,0 +1,17 @@
<gc_entities>
<gc_entity>
<transform_component>
<Position x="0" y="0" />
<Size x="180" y="200" />
</transform_component>
<renderer src="turnipor">
<Rect height="auto" width="auto" top="0" left="0" />
</renderer>
<fixed_to_cam x="75%" y="20%" />
<combat_holder name="turnipor" />
<attack_component>
<attack name="Sharp leaves"/>
</attack_component>
<health_component max_health="10"/>
</gc_entity>
</gc_entities>
+7 -2
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@@ -147,7 +147,12 @@
<sprite name="mia" src="assets/sprites/npc/mia.png" />
<enemies>
<enemy name="bee" src="prefabs/enemies/bee.gcprefab" />
<enemy name="bee" src="prefabs/enemies/bee.gcprefab" spawn_rate="17%" />
<enemy name="mushroom" src="prefabs/enemies/mushroom.gcprefab" spawn_rate="17%" />
<enemy name="turnipor" src="prefabs/enemies/turnipor.gcprefab" spawn_rate="17%"/>
<enemy name="shrump" src="prefabs/enemies/shrump.gcprefab" spawn_rate="17%"/>
<enemy name="evil seed" src="prefabs/enemies/evil_seed.gcprefab" spawn_rate="17%"/>
<enemy name="flower" src="prefabs/enemies/flower.gcprefab" spawn_rate="17%"/>
</enemies>
</data>
@@ -214,7 +219,7 @@
<gc_entity>
<transform_component>
<Position x="0" y="0" />
<Size x="48" y="96" />
<Size x="70" y="90" />
</transform_component>
<renderer src="mia">
<Rect height="32" width="24" top="64" left="24" />
+6 -1
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@@ -78,7 +78,12 @@ const struct gc_data attacks[] = {
{"attack", "Water jet", &water_jet, NULL},
{"attack", "Shield", &shield, NULL},
{"attack", "Aerial attack", &enemy_attack, NULL},
{NULL, NULL, NULL, NULL}
{"attack", "Spore attack", &enemy_attack, NULL},
{"attack", "Sharp leaves", &enemy_attack, NULL},
{"attack", "Spinning roots", &enemy_attack, NULL},
{"attack", "Hypnosis", &enemy_attack, NULL},
{"attack", "Water gun", &enemy_attack, NULL},
{NULL, NULL, NULL, NULL}
};
void load_data(gc_scene *scene, const gc_data *datas)
+4 -2
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@@ -26,13 +26,15 @@ void combat_start(gc_engine *engine, char *enemy_name)
gc_list *li = engine->scene->get_data(engine->scene, "enemies", NULL);
gc_scene *scene = scene_create(engine, "prefabs/combat.gcprefab");
struct enemy *enemy = NULL;
gc_entity *player = engine->scene->get_entity(engine->scene, 50);
gc_entity *player_combat = scene->get_entity(scene, 50);
gc_entity *player;
gc_entity *player_combat;
if (!scene) {
my_printf("The combat scene couldn't be found.\n");
return;
}
player = engine->scene->get_entity(engine->scene, 50);
player_combat = scene->get_entity(scene, 50);
this->state = ATTACK;
this->game_scene = engine->scene;
set_combat_player(engine, player, player_combat);