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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 22:23:43 +00:00

minor balancing to powerups and shooting speed

This commit is contained in:
Nimac0 2024-01-30 15:40:53 +01:00
parent b814fa3298
commit c79ba00b20
4 changed files with 7 additions and 7 deletions

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@ -7,7 +7,7 @@ using Team = std::size_t;
constexpr std::size_t MAX_COMPONENTS = 32; constexpr std::size_t MAX_COMPONENTS = 32;
constexpr std::size_t MAX_GROUPS = 32; constexpr std::size_t MAX_GROUPS = 32;
constexpr std::size_t MAX_STATS = 32; constexpr std::size_t MAX_STATS = 8;
constexpr std::size_t MAX_TEAMS = 8; constexpr std::size_t MAX_TEAMS = 8;
constexpr int SCREEN_SIZE_HEIGHT = 640; constexpr int SCREEN_SIZE_HEIGHT = 640;
@ -20,7 +20,7 @@ constexpr int TILE_SIZE = 32;
constexpr int MAP_SIZE_X = 25; constexpr int MAP_SIZE_X = 25;
constexpr int MAP_SIZE_Y = 20; constexpr int MAP_SIZE_Y = 20;
constexpr int SPAWN_ATTEMPTS = 30; constexpr int SPAWN_ATTEMPTS = 20;
constexpr int BUFF_DURATION = 6000; constexpr int BUFF_DURATION = 6000;

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@ -23,7 +23,7 @@ public:
//for attack cooldown in between shots //for attack cooldown in between shots
uint32_t lastFireTime; uint32_t lastFireTime;
uint32_t fireCooldown = 800; //in ms can be adjusted to change possible attack-speed uint32_t fireCooldown = 1000; //in ms can be adjusted to change possible attack-speed
KeyboardController() = default; KeyboardController() = default;
KeyboardController(SDL_Scancode up, SDL_Scancode down, SDL_Scancode left, SDL_Scancode right, SDL_Scancode fire, Vector2D fireVelocity); KeyboardController(SDL_Scancode up, SDL_Scancode down, SDL_Scancode left, SDL_Scancode right, SDL_Scancode fire, Vector2D fireVelocity);

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@ -119,7 +119,7 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
player1.setTeam(TeamLabel::BLUE); player1.setTeam(TeamLabel::BLUE);
player1.addComponent<TransformComponent>(80,80,2); //posx, posy, scale player1.addComponent<TransformComponent>(80,80,2); //posx, posy, scale
player1.addComponent<SpriteComponent>("assets/chicken_knight_spritesheet.png", true); //adds sprite (32x32px), path needed player1.addComponent<SpriteComponent>("assets/chicken_knight_spritesheet.png", true); //adds sprite (32x32px), path needed
player1.addComponent<KeyboardController>(SDL_SCANCODE_W, SDL_SCANCODE_S, SDL_SCANCODE_A, SDL_SCANCODE_D, SDL_SCANCODE_E, Vector2D(1, 0));//custom keycontrols can be added player1.addComponent<KeyboardController>(SDL_SCANCODE_W, SDL_SCANCODE_S, SDL_SCANCODE_A, SDL_SCANCODE_D, SDL_SCANCODE_E, Vector2D(2, 0));//custom keycontrols can be added
player1.addComponent<ColliderComponent>("player", 0.8f); //adds tag (for further use, reference tag) player1.addComponent<ColliderComponent>("player", 0.8f); //adds tag (for further use, reference tag)
player1.addComponent<HealthComponent>(5, Direction::LEFT); player1.addComponent<HealthComponent>(5, Direction::LEFT);
player1.addComponent<StatEffectsComponent>(); player1.addComponent<StatEffectsComponent>();
@ -129,7 +129,7 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
player2.setTeam(TeamLabel::RED); player2.setTeam(TeamLabel::RED);
player2.addComponent<TransformComponent>(600, 500, 2); player2.addComponent<TransformComponent>(600, 500, 2);
player2.addComponent<SpriteComponent>("assets/chicken_spritesheet.png", true); player2.addComponent<SpriteComponent>("assets/chicken_spritesheet.png", true);
player2.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RCTRL, Vector2D(-1, 0)); player2.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RCTRL, Vector2D(-2, 0));
player2.addComponent<ColliderComponent>("enemy", 0.8f); player2.addComponent<ColliderComponent>("enemy", 0.8f);
player2.addComponent<HealthComponent>(5, Direction::RIGHT); player2.addComponent<HealthComponent>(5, Direction::RIGHT);
player2.addComponent<StatEffectsComponent>(); player2.addComponent<StatEffectsComponent>();

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@ -59,12 +59,12 @@ void KeyboardController::update()
if (fireVelocity.x > 0) { if (fireVelocity.x > 0) {
sprite->setDirection(Direction::RIGHT); sprite->setDirection(Direction::RIGHT);
Game::assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity, Game::assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity,
false, 1, 180, 1, "assets/egg.png", this->entity->getTeam()); false, 1, 180, 2, "assets/egg.png", this->entity->getTeam());
} }
else { else {
sprite->setDirection(Direction::LEFT); sprite->setDirection(Direction::LEFT);
Game::assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity, Game::assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity,
true, 1, 180, 1, "assets/egg.png", this->entity->getTeam()); true, 1, 180, 2, "assets/egg.png", this->entity->getTeam());
} }
lastFireTime = currentTicks; lastFireTime = currentTicks;