Commit graph

150 commits

Author SHA1 Message Date
toaster
9e49f761b0 Prison Egg polish: Spawn three Followers on hit
- Selected from the mapheader's Audience list
    - Since most Prison Break maps don't have Audience lists set, you'll be seeing a lot of Flicky/Motobuddy/Chao for now
- Yes, these will disappear in deathpits like in Sky Chase
- Intentionally did not do this for the CD Special Stage UFO
2023-11-12 22:43:07 +00:00
AJ Martinez
e20218a9d6 Trick Charge VFX WIP 2023-11-12 03:38:17 -07:00
AJ Martinez
f36e699398 Instawhip reject vfx first pass 2023-10-13 17:09:25 -07:00
Lat
dc6bb1bfa9 solve conflicts and update to master 2023-10-07 11:15:47 +02:00
Sally Coolatta
643cf46b61 Ball switch 2023-09-26 08:37:10 -04:00
Lat
a710237fde Hardcode the remainder of the WPZ objects 2023-09-23 17:05:21 +02:00
Lat
df31c65ebb Hardcode these godforsaken turbines 2023-09-23 16:32:32 +02:00
Lat
12b80b392b hardcode ring vaccums 2023-09-23 11:26:56 +02:00
Lat
ca90d27e30 Hardcode DLZ Hover thingies + rocket fixes 2023-09-23 11:00:00 +02:00
Lat
a565d923c0 Hardcode these cursed seasaws 2023-09-22 18:14:38 +02:00
Lat
fb91a9a0f7 DLZ rocket hardcode 2023-09-21 15:42:10 +02:00
Lat
5a6ecd051a Fix conflict in cmakelist w/ master merge 2023-09-20 17:17:33 +02:00
Lat
42cbb93ca2 Hardcode Leaf Storm Eggman balls 2023-09-20 16:33:07 +02:00
Lat
ea8e871176 LSZ bungee: first pass 2023-09-20 14:42:39 +02:00
Lat
908bbba4ec Rideroid: second pass 2023-09-18 18:14:00 +02:00
Lat
aef958d7ed Rideroid: first pass 2023-09-18 16:54:16 +02:00
James R.
543fd03b11 Add Obj_EmeraldCanHUDTrack to handle MT_EMERALD being used for Hyudoro orbiting 2023-09-18 04:21:10 -07:00
James R.
5c1332f977 Add R_CustomShadowZ, Obj_FakeShadowZ, Obj_HyudoroShadowZ; let Hyudoro shadow float while patrolling 2023-09-17 21:56:19 -07:00
James R.
b86ade712a MT_EMERALD: prepartion to let orbiting physics be used in a general-purpose manner
- Add Obj_SetEmeraldAwardee
  - Separate object receiving emerald from object being
    orbited
  - Obj_BeginEmeraldOrbit sets both, if the awardee isn't
    explicitly set
- Don't HUD track emeralds without emerald flag set
2023-09-17 21:56:17 -07:00
James R.
fac5abf69e MT_SHADOW: move code to objects/shadow.cpp; copy whiteshadow from followed object 2023-09-17 21:56:17 -07:00
James R
e83923a365 Checkpoints: add object configuration, collision, animations
This commit handles everything except actually respawning
the player at a checkpoint.

- Checkpoints are formed by two checkpoint things (2030):
  - thingarg0 - The ID for the checkpoint. Must be the
                same for these two things, and these two
                things only. ID cannot be 0.
  - angle - The direction the player is intended to face
            after respawning. Must be the same for both
            things.

- Each checkpoint thing is a starpost with a stick and an
  orb at the end.
- By default, the sticks are lowered to horizontal and
  face toward the opposite starpost.
- Rainbow tether sparkles form a field between the two
  starposts.
- When a player crosses between these two starposts, each
  spins in the direction that the player crossed. The
  sparkles also fly out in that direction.
- Over time the sticks pivot upward.
- When the starposts are done spinning, the sticks will be
  pointing straight upward.
- Orb at the end of the stick begins flashing when the
  starpost is done spinnning.

- Players may cross multiple checkpoints.
- When this happens, any previously activated checkpoint
  will have its stick lowered back to horizontal, and its
  orb will stop flashing.
2023-09-16 21:46:22 +01:00
Lach
ac9b96e98b Add spawn rate arg to Sneaker Panel Spawners; allow sneaker panels to scale themselves redundantly 2023-08-27 14:01:23 +10:00
James R
4857d48633 Add "twinkle" lens flare to emeralds
- Battle: plays once the orbiting collection animation
  finishes and the player's emerald flags are updated
  - Centered on the player

- Sealed Star: plays as soon as the orbiting animation
  begins
  - Centered on the emerald
2023-08-19 03:40:17 -07:00
James R
dd7f6b17dd Add fuse behavior to emerald orbit, Battle collect animation
- Battle emeralds orbit into the player's body upon
  collection
- Emerald shrinks down to a speck
- Orbiting speed increases over time
- Player's emerald flags altered at the end of the
  animation
2023-08-19 03:28:41 -07:00
James R
4bdc05824c Add Obj_BeginEmeraldOrbit, seamless transition into orbit 2023-08-19 03:24:22 -07:00
James R
72a58cee3c Orbinaut and Gachabom water run if player was water running when it was thrown 2023-08-16 01:00:08 -07:00
Lach
53b48d057c Rename Lost Colony symbols to Ark Arrows and add 10 new symbol types 2023-08-15 22:47:04 +10:00
James R
af26848cf9 Spawn literal MT_EMERALD for UFO Catcher, remove MT_SPECIAL_UFO tracking
Side effects:

- HUD tracking icon now uses emerald's color in Sealed
  Stars.
- UFO emerald doesn't disappear when collected. This is
  WIP because the emerald is intended to orbit the player.
2023-08-12 21:41:21 -07:00
James R
1c2a2155c0 Deduplicate a bunch of emerald related code
- Add K_BattleOvertimeKiller
  - Kills an object if it is outside of the Overtime
    Barrier in Battle

- Add Obj_SpawnEmeraldSparks
  - Use this function for MT_EMERALD, MT_MONITOR and
    MT_SPECIAL_UFO

- Move thinking code for MT_EMERALD and MT_MONITOR to
  objects/monitor.c and objects/emerald.c
2023-08-12 19:34:26 -07:00
AJ Martinez
832baac4eb Ring Box time 2->3s 2023-08-10 21:22:58 -07:00
VelocitOni
3b1edb903c Super Flicky trackables
Super Flickies have HUD tracking, have map tracking, and are 3x big when chasing instead of 2x
2023-07-30 00:48:59 -04:00
Lach
fd8ba4236d Hardcode MT_SNEAKERPANELSPAWNER & adjust FF_GLOBALANIM behaviour 2023-07-29 17:51:25 +10:00
Lach
2d7ae88586 Hardcode MT_BOOSTPAD as MT_SNEAKERPANEL 2023-07-21 19:19:28 +10:00
Lach
bb5070afb0 Merge remote-tracking branch 'origin/master' into dashrings 2023-07-20 19:04:42 +10:00
Lach
a21e509a94 Hardcode MT_DASHRING & MT_RAINBOWDASHRING 2023-07-19 21:47:41 +10:00
toaster
e6619df2d4 Servant Hand: Refactor to use its own thinker
Since it's already ticking for the sake of a fuse, make it handle its own movement/scaling as well.

Spawning is still handled by the player thinker (and can be blocked by hitlag), but this permits it to disappear when a player dies/disconnects the server.
2023-07-18 15:45:49 +01:00
Lach
64511e82c2 Merge remote-tracking branch 'origin/master' into symbol-signs 2023-07-11 20:55:44 +10:00
AJ Martinez
f8131cbd4e Direct players to battle UFOs via Obj_PointPlayersToXY 2023-06-30 19:58:02 -07:00
Oni
0c94ce41eb Merge branch 'battle-ufo' into 'splitscreen-timer'
Battle: Power-up UFO

See merge request KartKrew/Kart!1308
2023-06-30 06:08:37 +00:00
SteelT
bf394f1f38 UFO beam spawning behavior
- Spawned from underneath the UFO and is thrusted downwards
- Is spawned as splats instead of papersprites
- Colorized to sapphire
- Despawns on any ground contact
2023-06-29 22:21:28 -07:00
James R
f5d68783fc Battle UFO spawning behavior
- MT_BATTLEUFO_SPAWNER args[0] is the ID
- Spawn a random UFO from the list spawner at the start of
  Battle
- UFO spawns 200 units above the spawner
- After destroyig a UFO, wait 25 seconds before spawning
  the next UFO (next ID in the list)
2023-06-29 19:49:35 -07:00
SteelT
a24e9bb19f Add basic Battle UFO object functionality 2023-06-29 19:49:17 -07:00
James R
6e80957e4f Super Flicky: fix erroneous timer past flicky exit 2023-06-29 19:41:11 -07:00
James R
c01a29c42a Add Power-Up Aura
- Spawns on player when they use their first power-up
- Lasts as long as player has any power-up
- A hexagon of animated, additive, fullbright papersprites
  surround and move with the player, takes player's angle
2023-06-29 19:37:22 -07:00
Oni
f393b9782b Merge branch 'super-flicky' into 'master'
Battle: Super Flicky power-up, give power-up command, general functions for interfacing power-ups (also Lua)

See merge request KartKrew/Kart!1301
2023-06-28 00:31:53 +00:00
James R
ed262f780b Add majority of Super Flicky object functionality
Thinkers and most collision.

- 4 Super Flickys deploy from above the owner player, in
  a radius.
- Radius shrinks as Flickys descend.
- Flickys orbit their owner until coming within range of
  another player.
- The entire group of Flickys attack another player at
  once, with some delay between each.
- Flickys accelerate toward their target, constantly
  building speed.
- When a Flicky is both within a short radius of its
  target and the angle of momentum is narrowed toward the
  target, the Flicky will sharply accelerate to impale the
  target.
- When a Flicky is both outside of a long radius of its
  target and the angle of momentum is facing away from the
  target, the Flicky's momentum will be drastically cut in
  order to make it easier for the Flicky to turn around.
- After one of the Flickys in the group hits its target,
  all but one of the group is free to hunt a different
  target.
- A new target is chosen from a radius around the current
  target.
- Flickys can only target players who are not respawning
  and who have not already been attacked by another
  Flicky.
- Super Flickys can be blocked by a Guard. The Super
  Flicky shall have all its momentum reflected (strong
  knockback).
- Super Flickys can be insta-whipped. This shall have the
  same effect as a Guard, with the additional effect of
  knocking the 'Super' out of the Super Flicky.
- Non-Super Flickys are knocked back with gravity. After
  bouncing off the ground once, it regains flight and will
  continue to chase its target. However, it cannot damage
  the target. After 5 seconds, the Flicky regains Super
  state.
- The Flicky power-up is on a timer. After the timer
  expires, Flickys lose Super state and ascend back into
  the air (reverse of their initial descent).
- If the Super Flicky is not orbiting its target when it
  ascends, it retains all horizontal momentum during the
  ascent, 'flying off into the distance'.
2023-06-27 00:53:24 -07:00
AJ Martinez
c71bb7092e Merge remote-tracking branch 'origin/master' into ringbox 2023-06-26 19:19:21 -07:00
AJ Martinez
0a6bac0dcc Ringbox: HUD, transform time define, ring-box-only, scaling rewards 2023-06-26 17:36:41 -07:00
Lach
6dc7e96e95 Add Lost Colony symbol object 2023-06-19 23:12:55 +10:00
James R
aa82d8da77 Instawhip Recharge VFX
- 3 splats spawn before the instawhip cooldown runs out
- Splats angle steeply outward in a triangle formation
- VFX is animated, animation runs out right when instawhip
  cooldown completely runs out
2023-06-18 01:57:03 -07:00