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update skeleton sprite
add seasonal lighting fix missing name tag on player 4 fix thundercloud callback on non-local players
1 parent 4dda459 commit 3cc9197

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8 files changed

+41
-9
lines changed

8 files changed

+41
-9
lines changed

did/assets/images/pumpkin.png

2.95 KB
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did/assets/images/skeleton.png

8.33 KB
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did/assets/sprites/pumpkin.spt

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Original file line numberDiff line numberDiff line change
@@ -0,0 +1,23 @@
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sprite_sheet pumpkin
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{
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src = "assets/images/pumpkin.png"
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blendmode = alpha
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sprite lantern
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{
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bounds = 0,0,32,32
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animation flicker
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{
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frame = 0,0,32,32
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frame = 32,0,32,32
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frame = 64,0,32,32
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frame = 0,32,32,32
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frame = 32,32,32,32
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frame = 64,32,32,32
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loop = true
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framerate = 24
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}
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}
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}

did/buildnumber.hpp

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Original file line numberDiff line numberDiff line change
@@ -1,3 +1,3 @@
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#pragma once
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#define BUILDNUMBER 4958
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#define BUILDNUMBER_STR "4958"
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#define BUILDNUMBER 4959
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#define BUILDNUMBER_STR "4959"

did/readme.md

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@@ -57,8 +57,9 @@ When in a lobby as either a host or a guest, make sure to check the 'Ready' butt
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###### Console Commands
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While the game is running there are a few console commands available. Open the console by pressing F1 and enter the following:
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set_storm 0,1,2 - sets weather to nice, rain or storm (host only)
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bots_enabled 0, 1 - enable server side bots (host only)
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set_storm <0,1,2> - sets weather to nice, rain or storm (host only)
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bots_enabled <0,1> - enable server side bots (host only)
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seed - shows the current map seed
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spawn <item> - spawns the given item at the player’s position (host only)
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decoy_item
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decoy
@@ -68,6 +69,5 @@ While the game is running there are a few console commands available. Open the c
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skull_item
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skull_shield
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mine_item
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seed - shows the current map seed
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Note some of the above commands are only available to the current game host. For a list of available commands at run time type `help`.

did/src/GameActorFactory.cpp

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Original file line numberDiff line numberDiff line change
@@ -328,6 +328,7 @@ void GameState::spawnActor(Actor actor, sf::Vector2f position, std::int32_t time
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entity.addComponent<xy::AudioEmitter>() = m_audioScape.getEmitter("walk");
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entity.addComponent<BroadcastComponent>();
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hasWeapon = true;
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addNameTag(entity);
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addShadow(entity);
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addSpawnPuff(entity);
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break;

did/src/GameState.cpp

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@@ -67,6 +67,7 @@ Copyright 2019 Matt Marchant
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#include "Packet.hpp"
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#include <xyginext/core/App.hpp>
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#include <xyginext/core/SysTime.hpp>
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#include <xyginext/ecs/components/Transform.hpp>
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#include <xyginext/ecs/components/Camera.hpp>
@@ -905,7 +906,14 @@ void GameState::loadResources()
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spriteSheet.getAnimationIndex("dig", "poopsnail")
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};
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spriteSheet.loadFromFile("assets/sprites/lantern.spt", m_textureResource);
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if (xy::SysTime::now().months() == 10)
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{
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spriteSheet.loadFromFile("assets/sprites/pumpkin.spt", m_textureResource);
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}
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else
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{
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spriteSheet.loadFromFile("assets/sprites/lantern.spt", m_textureResource);
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}
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m_sprites[SpriteID::Lantern] = spriteSheet.getSprite("lantern");
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auto id = spriteSheet.getAnimationIndex("flicker", "lantern");
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m_animationMaps[SpriteID::Lantern] = { id };
@@ -1908,7 +1916,7 @@ void GameState::spawnCurseIcon(xy::Entity parent, std::uint16_t id)
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}
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break;
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case CurseIconData::Active:
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if (data.parent.getComponent<Player>().sync.state == Player::Dead)
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if (data.parent.getComponent<xy::Transform>().getScale().x < 0.5f)
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{
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m_gameScene.destroyEntity(e);
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}

readme.md

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@@ -62,4 +62,4 @@ The frontend project and OSGC plugin template source files are licensed under th
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Many Thanks
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-----------
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OSGC is a collaborative project, which couldn't exist without the contribution of others either directly or indirectly via sites like [Open Game Art](https://opengameart.org), [Freesound](https://freesound.org) or [Looperman](https://looperman.com), or through the awesome gamedev communities on the internet. I try to credit every resource I can, usually through the use of `credits.txt` files in a particular project's directory, though some may slip through the net! If you feel I have a missed a credit somewhere then please leave an issue on the Github tracker or even submit a pull request. A particular mention should go to (@sadface_RL)[https://twitter.com/Sadface_RL] for his excellent pixel art tutorials, [@ryanmusicco](https://twitter.com/RyanMusicCo) for his wonderful compositions and the lovely chaps and chapesses over at #sfml for their feedback and support. Do go check them out!
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OSGC is a collaborative project, which couldn't exist without the contribution of others either directly or indirectly via sites like [Open Game Art](https://opengameart.org), [Freesound](https://freesound.org) or [Looperman](https://looperman.com), or through the awesome gamedev communities on the internet. I try to credit every resource I can, usually through the use of `credits.txt` files in a particular project's directory, though some may slip through the net! If you feel I have a missed a credit somewhere then please leave an issue on the Github tracker or even submit a pull request. A particular mention should go to [@sadface_RL](https://twitter.com/Sadface_RL) for his excellent pixel art tutorials, [@ryanmusicco](https://twitter.com/RyanMusicCo) for his wonderful compositions and the lovely chaps and chapesses over at #sfml for their feedback and support. Do go check them out!

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