-
-
Notifications
You must be signed in to change notification settings - Fork 517
Update flamed enemies with an overlay like ice (rebased) #3242
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
base: master
Are you sure you want to change the base?
Conversation
imma test this |
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.
Code lgtm
src/badguy/badguy.cpp
Outdated
@@ -173,9 +188,21 @@ BadGuy::draw(DrawingContext& context) | |||
} | |||
else | |||
{ | |||
if (m_frozen && is_portable()) | |||
if (m_frozen && is_portable()) { |
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.
if (m_frozen && is_portable()) { | |
if (m_frozen && is_portable()) | |
{ |
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.
fixed
src/badguy/badguy.cpp
Outdated
if (m_state == STATE_BURNING) { | ||
// draw the flame sprite | ||
m_firesprite->draw(context.color(), draw_pos, m_layer); | ||
} | ||
else { | ||
/*m_firesprite->set_frame(0); | ||
m_firesprite->pause_animation();*/ | ||
} |
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.
if (m_state == STATE_BURNING) { | |
// draw the flame sprite | |
m_firesprite->draw(context.color(), draw_pos, m_layer); | |
} | |
else { | |
/*m_firesprite->set_frame(0); | |
m_firesprite->pause_animation();*/ | |
} | |
if (m_state == STATE_BURNING) | |
{ | |
m_firesprite->draw(context.color(), draw_pos, m_layer); | |
} |
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.
fixed
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.
still has the same issue as last time, that being..
https://github.com/user-attachments/assets/1debf75e-41b9-4c98-8eeb-2818121e40d4
there also seems to be an issue with some enemy sprites randomly offseting. some enemies ive found to do this are
mr tree and stumpy + corrupted variants
igel
vicious icy and walking leaf + corrupted variants
snail + corrupted variant
corrupted jumpy
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.
also, the forest chasing fish will turn into the icy island chasing fish while burning.
also shouldnt we get a water slash overlay for snow enemies? as i doubt theres gonna be unique melting animations drawn for them all. |
I fixed the weird offsets, hopefully. Melting animations would be nice to have but let's leave it for a different PR. Maybe a water splash animation would do the job. |
would test but all the builds are failing |
a successor of #3133