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feat: directional bullet animation #1681
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One rather big problem: there is no fallback when the tile is not available and the tile is unavailable in current version of the UDP tileset. The best way to solve this would be to fork boophis' tileset repo, add a tile there, compile the new tileset, then PR the compiled tileset - here or as a separate PR. Then PR the new tiles to tileset repo as well - having BN-only content won't break things, since it doesn't overwrite anything. A minimal solution would be to provide fallbacks in all tilesets and tile config examples and manual addition of the new tiles to already-compile UDP. Still, the addition should be PR'd to the tileset repo as well, otherwise an attempt to update the tileset will remove the diagonals and have them show the "no tile found" tile. |
true, or how do you think about providing a hardcoded fallback for diagonal bullets first? |
Hardcoded fallback would require good documentation for modders/tileset makers to know how to override it. Core examples would be better. |
Is this still relevant?
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yeah i'd love to see this get merged, will try continuing it tomorrow |
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the PR's ready. old bullet sprite is used as fallback if it cannot find angled ones from tileset.
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nevermind, i was using symlinked gfx directory and hadn't updated the tileset there. |
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this is getting ugly...
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Fallback behavior works as expected. |
Co-authored-by: Olanti <olanti-p@yandex.ru>
Summary
SUMMARY: Features "Directional bullet animation"
Purpose of change
Describe the solution
"animation_bullet_normal_0deg"
and"animation_bullet_normal_45deg"
to handle directional bullets."animation_bullet_normal"
will be used as fallback if these new keys aren't found.Describe alternatives you've considered
int rota
incata_tiles.h
into enums?Testing
spawned m16 and fired at zeds. was able to render directional bullets with new tilesets and legacy bullet with old tileset.