Open DanielOaks opened 3 years ago
something like this comes to mind, keep it simple etc. no need to worry about any fancy zone delineation, all we need are the sprites for each spell and the actual wheel background sprite.
Initial groundwork added in c5c6bb17bd5d5d51d8158d0ce6af11ce7c07f161 (middle mouse button or push left stick), we need some placeholder icons and a wheel icon controller thing now.
More initial work done in 40b3e34b4c608f24e5fe69480c082e388e46aa51 - mouse input is still a bit janky though and it's pretty common for it to freak out when ending mouse movement (one axis goes to 0 while the other takes another frame or two to do so, etc).
5ae2920739ef8710c89f86b6895163084a0c7928 fixed some of the mouse input issues. I think this is capable enough for now, mouse and controller both work reasonably well. We can't actually 'switch between spells' in the practical sense, but we add new spells by adding SpellWheelSpellIcon
s and the SpellWheelManager
updates the CurrentSpell
string in TSMagic
, which is good enough for me for now.
922134d1153e591e101e4ba5b4b134b1fcd7b7bd implements some janky blink teleporting. similar to #5 it doesn't interact with the barn or coops behind the barn - maybe need to put those onto a new layer and make the TP lineofsightblocking layer mask interact with those too? also need to clean up the camera, there's a lot of a dodgy jump when it happens. also it can let the player blink to out-of-bounds areas.
Maybe something like the 'weapon wheel' that's used by other games like dishonoured, etc would be a good interface for this? Middle mouse button, move direction on the circle on-screen to select new spell, etc.