-
-
Notifications
You must be signed in to change notification settings - Fork 494
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Update flamed enemies with an overlay like ice #3133
base: master
Are you sure you want to change the base?
Conversation
All the fire sprites have now been updated and should be all ready for review. |
i noticed icy enemies dont burst into flames. will they be updated to do so, or will they all just get a updated version of their melting animations? |
https://github.com/user-attachments/assets/1debf75e-41b9-4c98-8eeb-2818121e40d4
the swimming fish + varitants, chasing fish + variants, skullyhops, pumpkin and bumpkin, leafshot + corrupted variant, owl, wooden jumpy, zeekling, corrupted igel, and jumping fish all do not have the offset issue seemingly. |
I was considering a seperate overlay type annimation for them that's essentially the one the have when melted mid-air. So yes, the will get their own update later. |
TODO:
|
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Nice work
@@ -302,8 +328,24 @@ BadGuy::update(float dt_sec) | |||
|
|||
case STATE_BURNING: { | |||
m_is_active_flag = false; | |||
// char the enemy |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Well that's a pretty sophisticated verb. 🧐
if (m_state == STATE_BURNING) { | ||
// draw the flame sprite | ||
m_firesprite->draw(context.color(), draw_pos, m_layer); | ||
m_firesprite->set_action(get_overlay_size(), 1); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Is it possible to do this outside of the draw function? set_action compares strings and does stuff that isn't adequate in a draw function.
if (m_state != STATE_BURNING || m_firesprite->get_current_frame() < 5) | ||
m_sprite->draw(context.color(), draw_pos, m_layer - (m_frozen ? 1 : 0), m_flip); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Please indent the body of this if statement
if (m_state != STATE_BURNING || m_firesprite->get_current_frame() < 5) | |
m_sprite->draw(context.color(), draw_pos, m_layer - (m_frozen ? 1 : 0), m_flip); | |
if (m_state != STATE_BURNING || m_firesprite->get_current_frame() < 5) | |
m_sprite->draw(context.color(), draw_pos, m_layer - (m_frozen ? 1 : 0), m_flip); |
This updates the flame sprites to match the current graphics style, as well as to make the flamed enemy sprites similar to the iced enemy sprites. This reduces the amount of files in the game. There is even a firey glow to the enemies, as well as a little charr effect when they get flamed. The graphics included in this PR are by @Rusty-Box.