fp: Add attack upgrade to merchant
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17947c7b69
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@ -2032,15 +2032,16 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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continue;
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}
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defender->hp = defender->hp >= FP_DEFAULT_DAMAGE ? defender->hp - FP_DEFAULT_DAMAGE : 0;
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defender->hp = defender->hp >= attacker->base_attack ? defender->hp - attacker->base_attack : 0;
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if (defender->hp <= 0) {
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defender->is_dying = true;
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if (!defender->is_dying) {
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FP_GameEntity *coin_receiver = FP_Game_GetEntity(game, attacker->projectile_owner);
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if (FP_Game_IsNilEntity(coin_receiver))
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coin_receiver = attacker;
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coin_receiver->coins += 1;
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}
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defender->is_dying = true;
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}
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// NOTE: Kickback ======================================================================
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#if 0
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@ -2610,8 +2611,9 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
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if (mapping.merchant == game->play.merchant_terry) {
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// TODO(doyle): Attack damage? Or increase attack range?
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player->base_attack += DQN_CAST(uint32_t)(FP_DEFAULT_DAMAGE * .3f);
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} else if (mapping.merchant == game->play.merchant_graveyard) {
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player->stamina_cap += DQN_CAST(uint16_t)(FP_TERRY_DASH_STAMINA_COST * .5f);
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player->stamina_cap += DQN_CAST(uint32_t)(FP_TERRY_DASH_STAMINA_COST * .5f);
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} else if (mapping.merchant == game->play.merchant_gym) {
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player->hp_cap += FP_DEFAULT_DAMAGE;
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player->hp = player->hp_cap;
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@ -226,13 +226,14 @@ static FP_GameEntity *FP_Game_MakeEntityPointerFV(FP_Game *game, DQN_FMT_STRING_
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result->action.sprite_alpha = 1.f;
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result->stamina_cap = 93;
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result->hp_cap = DQN_CAST(uint16_t)(FP_DEFAULT_DAMAGE * .8f);
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result->hp_cap = DQN_CAST(uint32_t)(FP_DEFAULT_DAMAGE * .8f);
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result->hp = result->hp_cap;
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result->inventory.airports_base_price = 100;
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result->inventory.churchs_base_price = 50;
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result->inventory.kennels_base_price = 50;
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result->inventory.clubs_base_price = 50;
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result->base_attack = FP_DEFAULT_DAMAGE;
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result->inventory.stamina_base_price = 10;
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result->inventory.health_base_price = 10;
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@ -224,10 +224,11 @@ struct FP_GameEntity
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Dqn_usize coins;
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FP_GameInventory inventory;
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Dqn_f32 hp;
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uint16_t hp_cap;
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Dqn_f32 stamina;
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uint16_t stamina_cap;
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uint32_t hp;
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uint32_t hp_cap;
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uint32_t stamina;
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uint32_t stamina_cap;
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uint32_t base_attack;
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bool converted_faction;
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FP_GameEntityFaction faction;
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