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Fixed huge bug, and fixed movement
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Ohmnivore committed Nov 23, 2014
1 parent b042f92 commit 72b2207
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Showing 37 changed files with 533 additions and 164 deletions.
Binary file modified Client/export/windows/cpp/bin/SkullRush.exe
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2 changes: 1 addition & 1 deletion Client/export/windows/cpp/bin/crashdumper/cpu.bat
@@ -1,2 +1,2 @@
@echo off
wmic cpu get name /Value
wmic cpu get name /Value <nul
4 changes: 2 additions & 2 deletions Client/export/windows/cpp/bin/crashdumper/gpu.bat
@@ -1,4 +1,4 @@
@echo off
wmic PATH Win32_VideoController get name /Value
wmic PATH Win32_VideoController get name /Value <nul
echo ,
wmic PATH Win32_VideoController get driverversion /Value
wmic PATH Win32_VideoController get driverversion /Value <nul
2 changes: 1 addition & 1 deletion Client/export/windows/cpp/bin/crashdumper/memory.bat
@@ -1,2 +1,2 @@
@echo off
wmic OS get TotalVisibleMemorySize /Value
wmic OS get TotalVisibleMemorySize /Value <nul
2 changes: 1 addition & 1 deletion Client/export/windows/cpp/bin/manifest
@@ -1 +1 @@
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2 changes: 2 additions & 0 deletions Client/source/PlayState.hx
Expand Up @@ -201,6 +201,8 @@ class PlayState extends FlxState
}

new FlxTimer(5, delayedThread);

FlxG.camera.fade(0xff000000, 8, true);
}

public function beginSpectate(Teams:Array<Team>, TimeLeft:Float):Void
Expand Down
111 changes: 110 additions & 1 deletion Client/source/Player.hx
@@ -1,7 +1,10 @@
package ;
import flixel.FlxG;
import flixel.tweens.FlxTween;
import flixel.util.FlxSpriteUtil;
import ext.FlxWeaponExt;
import flixel.util.FlxTimer;
import haxe.Serializer;

/**
* ...
Expand All @@ -14,6 +17,8 @@ class Player extends PlayerBase
super(Id, Name, X, Y);
trace("newplayer");
setGun(1);

acceleration.y = PlayerBase.gravity;
}

override public function fire():Void
Expand Down Expand Up @@ -44,13 +49,19 @@ class Player extends PlayerBase
current_weap = GunID;

Reg.state.wepHUD.selectIcon(current_weap);

gun.x = x + width/2 - gun.width / 2;
gun.y = y + height/2 - gun.height / 2 + 2;
}
}
}

override public function draw():Void
{
super.draw();

//FlxG.camera.scroll.x -= Reg.state.player.gun_offset.x * 2;
//FlxG.camera.scroll.y -= Reg.state.player.gun_offset.y * 2;
}

override public function update():Void
Expand All @@ -62,13 +73,111 @@ class Player extends PlayerBase
alive = false;

if (visible)
{
hide();

if (ID == Reg.state.player.ID)
{
FlxG.camera.flash();
}
}
}

else
{
if (!visible)
if (!alive)
{
show();

alive = true;

FlxSpriteUtil.fadeIn(this, 3, true);
FlxSpriteUtil.fadeIn(gun, 3, true);
}
}
}

override public function c_unserialize(Arr:Array<Dynamic>):Void
{
_arr = Arr;

if (_arr.length == 14) //used to be 7
{
//velocity.x = ((_arr[1] - x) * 0.3 + _arr[7] * 0.5 + velocity.x * 0.2);
//velocity.y = ((_arr[2] - y) * 0.3 + _arr[8] * 0.4 + velocity.y * 0.3);

velocity.x = lerp(velocity.x, _arr[7], 0.4);
velocity.y = lerp(velocity.y, _arr[8], 0.4);

x = lerp(x, _arr[1], 0.8);
y = lerp(y, _arr[2], 0.8);

//x = _arr[1];
//y = _arr[2];

a = _arr[3];
isRight = _arr[4];
shoot = _arr[5];

if (_arr[6] < health)
{
FlxSpriteUtil.flicker(this);
FlxSpriteUtil.flicker(gun);

if (ID == Reg.state.player.ID)
{
FlxG.camera.shake();
}
}

health = _arr[6];
dash_left = _arr[9];
dash_right = _arr[10];
//if (current_weap != _arr[11])
//{
setGun(_arr[11], true);
//}

var ind:Int = _arr[13];

//if (guns_arr)
//{
var shot_gun:FlxWeaponExt = guns_arr[ind];
if (shot_gun != null)
{
var diff:Int = Std.int(_arr[12] / 2);
diff -= Std.int(shot_gun.fireRate / 2);
if (diff > 0)
{
if (!(shot_gun.fireRate > 0 && FlxG.game.ticks < shot_gun.nextFire))
{
fire();
}
else
{
shoot = false;
}
}
}
//}
}
}

override public function c_serialize():String
{
_arr.splice(0, _arr.length);

_arr.push(move_right);
_arr.push(move_left);
_arr.push(move_jump);
_arr.push(a);
_arr.push(isRight);
_arr.push(shoot);
_arr.push(dash_left);
_arr.push(dash_right);
_arr.push(dash_down);
_arr.push(current_weap);

return Serializer.run(_arr);
}
}
3 changes: 2 additions & 1 deletion Client/source/ui/Public.hx
Expand Up @@ -79,7 +79,8 @@ class Public extends FlxUIState
t.resize(FlxG.width - 60, 30);
t.setCenterLabelOffset(0, 15);
l.add(cast t);
l.refreshList();
//l.refreshList();
Reflect.callMethod(l, "refreshList", []);
}
}

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12 changes: 0 additions & 12 deletions FEELTODO.md
Expand Up @@ -2,23 +2,11 @@ To improve:
* Sounds
* Add lots of bass to sound
* More obvious/exagerated animations
* Lower enemy hp
* Higher rate of fire
* More enemies
* Bigger bullets
* Muzzle flash
* Faster bullets
* Less accuracy (probably not)
* Hit animation
* Enemy knockback
* Permanence (gibs that stay forever)
* Screen shake (when firing)
* Player knockback upon firing
* Sleep on hit?
* Gun follow delay
* Gun kicks backward upon firing
* Gun shells permanence
* More destructive and spectacular weapons
* Random explosions
* Faster enemies
* Bigger explosions
Binary file added LOGO.png
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2 changes: 2 additions & 0 deletions README.md
Expand Up @@ -46,6 +46,7 @@ At the moment the client source code is a mess. I'll clean it up one day.
* Bots -> maybe, just maybe
* Gadgets
* Secondary weapon fire
* Fix double jump
* Interactive triggers & events:
* Button trigger

Expand All @@ -57,6 +58,7 @@ At the moment the client source code is a mess. I'll clean it up one day.

## Bugs:
* Fix annoying LAN server discovery bug
* Fix duplicate weapon firing


## Assets:
Expand Down
File renamed without changes
Binary file added SCREENSHOT1_v2.png
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1 change: 0 additions & 1 deletion Server/assets/maps/TwinCapture.oel
Expand Up @@ -343,6 +343,5 @@
<JumpPad id="17" x="1616" y="736" angle="0" />
<JumpPad id="18" x="1504" y="624" angle="180" />
<JumpPad id="19" x="640" y="624" angle="180" />
<TriggerArea id="20" x="416" y="400" width="144" height="64" parent="SysMeteor" cooldown="60" doToggle="False" teams="1111" />
</Entities>
</level>

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