54216795f6
Enabled bullet flag for missiles and changed to sensors to disable collision
2020-09-12 14:48:39 -07:00
efc6a5c0e4
Created MissileHandler to dispose of missile entities past their range
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Created MissileHandler to dispose of missile entities past their range
MissileLoader now resets direction to 0 when missile is loaded
2020-09-12 14:21:48 -07:00
b01f5180b2
Changed monster placement algorithm to distribute grouped monsters across an area
2020-09-11 13:26:59 -07:00
0dccc53c44
Monster label now shows first non-empty hitpoints monster
2020-09-11 13:24:01 -07:00
8eb29c9cfb
Monster label will hide itself if the target monster is dead
2020-09-11 13:20:46 -07:00
8be6bee27a
Increased default mele range to 3 units
2020-09-11 13:20:00 -07:00
143634858d
Fixed encoding for negative fixed point numbers
2020-09-11 13:08:35 -07:00
6cc41eb633
Assigned missiles a physics body (see #113 )
2020-09-10 23:46:27 -07:00
63bfa85173
Resolved the actual crash this time
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It would appear that a valid targetId is given that has a position, except that the position is null? This will be looked into later.
2020-09-10 23:31:17 -07:00
0590ddc166
Fixed crash caused resulting by a previous fix which incorrectly unset target entity
2020-09-10 23:28:02 -07:00
30f4190ead
Added support for MonsterLabelManager to draw monster health
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Added support for MonsterLabelManager to draw monster health
Added percent and modal params to PaletteIndexedColorDrawable to allow use as a progress bar
2020-09-10 23:27:22 -07:00
c906a20817
Added sound effect for hit impact
2020-09-10 22:50:47 -07:00
39f3d5aaca
Added attack range check for left click
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Added attack range check for left click
Added null check for dangling target
2020-09-10 22:41:02 -07:00
c64042bafe
Created DamageHandler and implemented hit sounds
2020-09-10 19:16:08 -07:00
4e0e2c142a
Created DamageEvent and dispatching
2020-09-10 19:11:28 -07:00
7b227fe2ed
Committing DeathEvent
2020-09-10 19:09:14 -07:00
61985ed440
Checks if target is still valid (some trailing event target ids?)
2020-09-10 18:40:27 -07:00
28d6eddcb6
Another workaround for #113
2020-09-10 18:39:59 -07:00
83c0e87a9a
Unset killer target if target was victim
2020-09-10 18:32:05 -07:00
52edd64327
Fixed spelling error DC.Direction#toReadDir -> #toRealDir
2020-09-10 18:31:42 -07:00
0087e832c2
Implemented monster deaths
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Added AI death state and AI#kill() virtual method
DeathHandler handles state transition and entity disposal
2020-09-10 18:22:44 -07:00
bfcee599bf
Increased damage and added death event with subscriber to play death sequence
2020-09-10 17:31:41 -07:00
f3c9ff82aa
Fixed an issue where consecutive stat gets were corrupting previous values
2020-09-10 16:59:22 -07:00
d77a109be2
Added support for getting a stat from Attributes into a provided tuple
2020-09-10 16:58:44 -07:00
8acfe5bc1f
Created temp function to add support for negative float encoding until properly implemented
2020-09-10 16:46:19 -07:00
a86b338dfa
Only draw hitpoints if greater than 0
2020-09-10 16:45:39 -07:00
ff24b9f516
Created Attributes#getCopy(short) to return a (temp) copy of the specified stat
2020-09-10 16:45:00 -07:00
00f75d014c
Added support for setting stat to sibling stat value
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Changed order of hp,mp,stamina adjustments so they match again
2020-09-10 16:21:55 -07:00
a9f4e35016
Disabled hitpoints background (was making hitpoints foreground hard to see)
2020-09-10 14:06:22 -07:00
484e5b867f
Actioneer now changes hitpoints of target for attack spell
2020-09-10 14:03:22 -07:00
7d507f0501
Refactored from StatRef to float
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Refactored from StatRef to float
Added label with hitpoints and maxhp values
2020-09-10 14:03:00 -07:00
f2d16a8c50
Created Stat#decode(short,int) to perform val shift
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Changed val shift operatios to use Stat#encode and #decode
2020-09-10 14:01:09 -07:00
0ba173404c
Added support for stat subtraction
2020-09-10 13:54:47 -07:00
d11303fb61
Added health bar above entities with health in debug render mode
2020-09-10 13:29:23 -07:00
eca9ba9908
Created Attributes#contains(short)
2020-09-10 13:28:49 -07:00
6592ef0291
Added bounds check on Attributes list to prevent an IOOBE
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I considered allowing null returns and handling gracefully, however I prefer seeing that error message for the time being, as this should be addressed
2020-09-10 13:11:50 -07:00
15d2b13bff
Changed visibility of some StatList methods to public
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Exposed #numLists(), #maxLists(), #contains(int) and #get(int)
2020-09-10 13:09:22 -07:00
e7d868106d
Successfully replaced com.riiablo.item.Attributes with com.riiablo.attributes.Attributes
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Completed coupling systems to use new attributes package
Hopefully I didn't miss anything, because this sucked
2020-09-10 02:20:43 -07:00
1a84778164
Temporary workaround for #113
2020-09-10 02:13:33 -07:00
5935314a44
Fixed bug where bit shit was as an int and not a long
2020-09-10 01:35:24 -07:00
7f5149baa7
Committing test parent class
2020-09-09 23:55:27 -07:00
92d0728e07
Replaced com.riiablo.attributes with com.riiablo.attrs
2020-09-09 18:52:41 -07:00
531aa9323c
Committing next iteration of attributes package
2020-09-09 18:41:22 -07:00
2f58fbd5cc
Moved Fixed to com.riiablo.math
2020-09-09 17:55:49 -07:00
92dbec8581
Set gdx-ai to 1.8.2
2020-09-09 13:42:47 -07:00
9efc2bb5c3
Fixed issue where encoding was passed an incorrect parameter
2020-09-09 03:18:03 -07:00
94c30110de
Implemented basic stat mod tracking support
2020-09-08 13:13:55 -07:00
13fc89b9f8
StatListReader will apply ValShift to read stats that aren't cs
2020-09-08 13:02:20 -07:00
f45168a133
Improved Fixed utils
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Made class final
Changed from bit shift to lookup table
2020-09-08 13:01:51 -07:00
73e1be417a
op stats now add with agg stats
2020-09-08 13:00:54 -07:00