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diff --git a/media/hud_shots.png b/media/hud_shots.png
index e0b2f5f..ed75fa6 100644
Binary files a/media/hud_shots.png and b/media/hud_shots.png differ
diff --git a/media/items_equip.png b/media/items_equip.png
index e795f0e..1427630 100644
Binary files a/media/items_equip.png and b/media/items_equip.png differ
diff --git a/src/Constants.h b/src/Constants.h
index 509c2de..ebac73c 100644
--- a/src/Constants.h
+++ b/src/Constants.h
@@ -1,250 +1,251 @@
/** This file is part of Witch Blast.
*
* FreeTumble is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* FreeTumble is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with FreeTumble. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef CONSTANTS_H_INCLUDED
#define CONSTANTS_H_INCLUDED
// uncomment to show bounding box in the app
// #define SHOW_BOUNDING_BOX
#include <string>
const std::string APP_NAME = "Witch Blast";
const std::string APP_VERSION = "0.0.7";
// Client size
const int SCREEN_WIDTH = 970;
const int SCREEN_HEIGHT = 720;
// Tile set
const int TILE_WIDTH = 64;
const int TILE_HEIGHT = 64;
// Tile map offset
const int OFFSET_X = 5;
const int OFFSET_Y = 5;
const int MAP_WIDTH = 15;
const int MAP_HEIGHT = 9;
const int FLOOR_WIDTH = 13;
const int FLOOR_HEIGHT = 7;
const int ITEM_WIDTH = 32;
const int ITEM_HEIGHT = 32;
const int BOLT_WIDTH = 24;
const int BOLT_HEIGHT = 24;
const int BB_LEFT = 22;
const int BB_RIGHT = 22;
const int BB_TOP = 4;
const int BB_BOTTOM = 31;
const float FADE_IN_DELAY = 1.0f;
const float FADE_OUT_DELAY = 1.0f;
enum item_images {
IMAGE_PLAYER_BASE,
IMAGE_PLAYER_EQUIP,
IMAGE_PLAYER_COLLAR,
IMAGE_BOLT,
IMAGE_TILES,
IMAGE_RAT,
IMAGE_MINIMAP,
IMAGE_DOOR,
IMAGE_ITEMS,
IMAGE_ITEMS_EQUIP,
IMAGE_CHEST,
IMAGE_BAT,
IMAGE_FLOWER,
IMAGE_SLIME,
IMAGE_KING_RAT,
IMAGE_BLOOD,
IMAGE_CORPSES,
IMAGE_CORPSES_BIG,
IMAGE_STAR,
IMAGE_STAR_2,
IMAGE_INTERFACE,
IMAGE_HUD_SHOTS,
IMAGE_PNJ,
IMAGE_FAIRY
};
enum sound_resources {
SOUND_STEP,
SOUND_BLAST_STANDARD,
SOUND_BLAST_FLOWER,
SOUND_DOOR_CLOSING,
SOUND_DOOR_OPENING,
SOUND_CHEST_OPENING,
SOUND_IMPACT,
SOUND_BONUS,
SOUND_DRINK,
SOUND_PLAYER_HIT,
SOUND_PLAYER_DIE,
SOUND_ENNEMY_DYING,
SOUND_COIN_PICK_UP,
SOUND_PAY,
SOUND_WALL_IMPACT,
SOUND_BIG_WALL_IMPACT,
SOUND_KING_RAT_1,
SOUND_KING_RAT_2,
SOUND_KING_RAT_DIE,
SOUND_SLIME_JUMP,
SOUND_SLIME_IMAPCT,
SOUND_SLIME_IMAPCT_WEAK,
SOUND_ICE_CHARGE
};
enum corpses_ressources{
FRAME_CORPSE_RAT,
FRAME_CORPSE_BAT,
FRAME_CORPSE_FLOWER,
FRAME_CORPSE_GREEN_RAT,
FRAME_CORPSE_SLIME,
FRAME_CORPSE_KING_RAT
};
// Player game play
const float INITIAL_PLAYER_SPEED = 180.0f;
const int INITIAL_PLAYER_HP = 20;
const float INITIAL_PLAYER_FIRE_DELAY = 0.7f;
const float ACQUIRE_DELAY = 2.8f;
const float UNLOCK_DELAY = 1.0f;
const float INITIAL_BOLT_LIFE = 0.4f;
const int INITIAL_BOLT_DAMAGES = 8;
const float INITIAL_BOLT_VELOCITY = 700.0f;
const float FAIRY_SPEED = 180.0f;
const float FAIRY_FIRE_DELAY = 0.8f;
const float FAIRY_BOLT_LIFE = 0.4f;
const int FAIRY_BOLT_DAMAGES = 8;
const float FAIRY_BOLT_VELOCITY = 700.0f;
enum chest_type_enum {
CHEST_BASIC,
CHEST_FAIRY
};
// Artefact Info
const float ARTEFACT_RECT_WIDTH = 600.0f;
const float ARTEFACT_RECT_HEIGHT = 100.0f;
const float ARTEFACT_POS_Y = 450.0f;
const float ARTEFACT_BORDER = 8.0f;
const float ARTEFACT_ZOOM_TIME = 0.5f;
// shot types
enum enumShotType {
ShotTypeStandard,
ShotTypeIce,
- ShotTypeIllusion
+ ShotTypeIllusion,
+ ShotTypeStone
};
// status
const float STATUS_FROZEN_DELAY = 5.0f; // how long the freeze occurs
const float STATUS_FROZEN_BOLT_DELAY = 2.5f; // how long the freeze occurs
const float STATUS_FROZEN_MULT = 0.33f; // speed multiplier (= 3 times slower)
// entity type
const int ENTITY_PLAYER = 1;
const int ENTITY_FAMILIAR = 2;
const int ENTITY_DOOR = 3;
const int ENTITY_ARTIFACT_DESCRIPTION = 9;
const int ENTITY_BLOOD = 11;
const int ENTITY_CORPSE = 12;
const int ENTITY_EFFECT = 13;
const int ENTITY_BOLT = 15;
const int ENTITY_ENNEMY_BOLT = 16;
const int ENTITY_PNJ = 17;
const int ENTITY_CHEST = 18;
const int ENTITY_ITEM = 19;
const int ENTITY_ENNEMY = 21;
const int ENTITY_ENNEMY_INVOCATED = 22;
const int ENTITY_ENNEMY_BOSS = 23;
// monster type
enum monster_type_enum
{
MONSTER_RAT,
MONSTER_BAT,
MONSTER_EVIL_FLOWER,
MONSTER_SLIME,
MONSTER_KING_RAT
};
const float DOOR_OPEN_TIME = 1.0f;
const float DOOR_CLOSE_TIME = 1.0f;
// Rat
const float RAT_SPEED = 160.0f;
const int RAT_HP = 24;
const int RAT_DAMAGES = 5;
const int RAT_BB_LEFT = 14;
const int RAT_BB_WIDTH_DIFF = 28;
const int RAT_BB_TOP = 22;
const int RAT_BB_HEIGHT_DIFF = 22;
// Green Rat
const float GREEN_RAT_SPEED = 170.0f;
const int GREEN_RAT_HP = 16;
const int GREEN_RAT_DAMAGES = 5;
const float GREEN_RAT_FADE = 1.0f;
// Bat
const float BAT_SPEED = 250.0f;
const int BAT_HP = 8;
const int BAT_DAMAGES = 5;
const int BAT_BB_LEFT = 5;
const int BAT_BB_WIDTH_DIFF = 10;
const int BAT_BB_TOP = 2;
const int BAT_BB_HEIGHT_DIFF = 32;
// Evl Flower
const int EVIL_FLOWER_HP = 16;
const int EVIL_FLOWER_MELEE_DAMAGES = 8;
const int EVIL_FLOWER_MISSILE_DAMAGES = 5;
const int EVIL_FLOWER_BB_LEFT = 14;
const int EVIL_FLOWER_BB_WIDTH_DIFF = 28;
const int EVIL_FLOWER_BB_TOP = 22;
const int EVIL_FLOWER_BB_HEIGHT_DIFF = 22;
const float EVIL_FLOWER_FIRE_DELAY = 2.7f;
const float EVIL_FLOWER_FIRE_VELOCITY = 220.0f;
// Slime
const int SLIME_HP = 16;
const int SLIME_DAMAGES = 5;
const int SLIME_BB_LEFT = 13;
const int SLIME_BB_WIDTH_DIFF = 26;
const int SLIME_BB_TOP = 38;
const int SLIME_BB_HEIGHT_DIFF = 40;
// KingRat
const float KING_RAT_SPEED = 200.0f;
const float KING_RAT_RUNNING_SPEED = 600.0f;
const float KING_RAT_BERSERK_SPEED = 250.0f;
const int KING_RAT_HP = 600;
const int KING_RAT_DAMAGES = 8;
// EFFECTS
const float HURTING_DELAY = 0.4f;
#endif // CONSTANTS_H_INCLUDED
diff --git a/src/Items.h b/src/Items.h
index c009f4b..d167702 100644
--- a/src/Items.h
+++ b/src/Items.h
@@ -1,153 +1,159 @@
#ifndef ITEMS_H
#define ITEMS_H
#include "Constants.h"
/** Alignment enum
* Alignment of the player and equipment.
*/
enum enumAlignment
{
AlignmentNone, /**< No alignment */
AlignmentLight, /**< Light (order) */
AlignmentDark /**< Dark (chaos) */
};
const int SPECIAL_SHOT_SLOTS_STANDARD = 2;
const int SPECIAL_SHOT_SLOTS_ADVANCED = 2;
const int SPECIAL_SHOT_SLOTS = 1 + SPECIAL_SHOT_SLOTS_STANDARD + SPECIAL_SHOT_SLOTS_ADVANCED;
/** Item type enum
* All the items and equipments.
*/
enum enumItemType
{
ItemCopperCoin,
ItemSilverCoin,
ItemGoldCoin,
itemHealth,
ItemMagicianHat, // first equip item
ItemLeatherBoots,
ItemBookDualShots,
ItemRageAmulet,
ItemBossKey,
ItemVibrationGloves,
ItemMahoganyStaff,
ItemFairy,
ItemLeatherBelt,
ItemBloodSnake,
ItemGemIce,
- ItemGemIllusion
+ ItemGemIllusion,
+ ItemGemStone
};
const int FirstEquipItem = (int) ItemMagicianHat; /*!< Used as an offset when creating items */
/*!
* \brief Item structure
*
* Contains all the data for an item.
*/
struct itemStuct
{
enumItemType type; /**< The item ID */
std::string name; /**< The item name */
std::string description; /**< The item description */
int price; /**< The item price (for shops) */
bool equip; /**< True if the item is an equipment */
bool canBeSold; /**< True if the item is can be sold */
int level; /**< Minimal level where the item can be found */
enumAlignment alignment; /**< Item alignment */
int requirement; /**< Pre-requisite item */
enumShotType specialShot; /**< Special shot */
};
-const int NUMBER_ITEMS = 16; /*!< Total number of items */
+const int NUMBER_ITEMS = 17; /*!< Total number of items */
/** Array with all the items and data */
const itemStuct items[NUMBER_ITEMS] =
{
{
ItemCopperCoin, "Copper coin", "A copper coin (value 1)",
1, false, false, 1, AlignmentNone, -1, ShotTypeStandard
},
{
ItemSilverCoin, "Silver coin", "A silver coin (value 5)",
5, false, false, 1, AlignmentNone, -1, ShotTypeStandard
},
{
ItemGoldCoin, "Gold coin", "A gold coin (value 20)",
20, false, false, 1, AlignmentNone, -1, ShotTypeStandard
},
{
itemHealth, "Health potion", "A health potion",
8, false, true, 1, AlignmentNone, -1, ShotTypeStandard
},
{
ItemMagicianHat, "Enchanter Hat", "Increases fire rate",
20, true, true, 1, AlignmentNone, -1, ShotTypeStandard
},
{
ItemLeatherBoots, "Leather Boots", "Increases Boots",
20, true, true, 1, AlignmentNone, -1, ShotTypeStandard
},
{
ItemBookDualShots, "Spell : Dual Bolts", "Shoots two bolts",
20, true, true, 1, AlignmentNone, -1, ShotTypeStandard
},
{
ItemRageAmulet, "Rage Amulet", "Increases fire range",
20, true, true, 1, AlignmentNone, -1, ShotTypeStandard
},
{
ItemBossKey, "Boss Key", "Open the Boss gate",
200, true, false, 1, AlignmentNone, -1, ShotTypeStandard
},
{
ItemVibrationGloves, "Vibration Gloves", "Increases bolt's speed and damages",
20, true, true, 1, AlignmentNone, -1, ShotTypeStandard
},
{
ItemMahoganyStaff, "Mahogany Staff", "Increases bolt's speed and damages",
20, true, true, 1, AlignmentNone, -1, ShotTypeStandard
},
{
ItemFairy, "Fairy", "Help you in the dungeon",
20, true, false, 1, AlignmentNone, -1, ShotTypeStandard
},
{
ItemLeatherBelt, "Leather Belt", "Increases fire rate",
20, true, true, 1, AlignmentNone, -1, ShotTypeStandard
},
{
ItemBloodSnake, "Blood Snake", "Increases damages",
25, true, true, 1, AlignmentNone, -1, ShotTypeStandard
},
{
- ItemGemIce, "Ice Gem", "Ice attack",
+ ItemGemIce, "Ice Gem", "Ice attack (freeze)",
25, true, true, 1, AlignmentNone, -1, ShotTypeIce
},
{
- ItemGemIllusion, "Illusion Gem", "Illusion attack",
- 25, true, true, 1, AlignmentNone, -1, ShotTypeIllusion
+ ItemGemIllusion, "Illusion Gem", "Illusion attack (ignore walls)",
+ 25, true, true, 4, AlignmentDark, -1, ShotTypeIllusion
+ },
+ {
+ ItemGemStone, "Stone Gem", "Stone attack (repulse)",
+ 25, true, true, 1, AlignmentNone, -1, ShotTypeStone
}
};
-const int NUMBER_EQUIP_ITEMS = 12; /*!< Number of equip items */
+const int NUMBER_EQUIP_ITEMS = 13; /*!< Number of equip items */
/** Item equipment type enum
* All the equipments.
*/
enum item_equip_enum {
EQUIP_ENCHANTER_HAT,
EQUIP_LEATHER_BOOTS,
EQUIP_BOOK_DUAL,
EQUIP_CONCENTRATION_AMULET,
EQUIP_BOSS_KEY,
EQUIP_VIBRATION_GLOVES,
EQUIP_MAHOGANY_STAFF,
EQUIP_FAIRY,
EQUIP_LEATHER_BELT,
EQUIP_BLOOD_SNAKE,
EQUIP_GEM_ICE,
- EQUIP_GEM_ILLUSION
+ EQUIP_GEM_ILLUSION,
+ EQUIP_GEM_STONE
};
#endif

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