GhostTree new logic level insane, take a cup of java before reviewing this
see #3217
src/badguy/ghosttree_attack.cpp:340:14: style: Variable 'root' is assigned a value that is never used. [unreadVariable]
auto& root = Sector::get().add<GhostTreeRootMain>(Vector(p ? p->get_pos().x : m_pos.x, m_pos.y), this);
^
src/badguy/ghosttree_attack.cpp:409:14: style: Variable 'root' is assigned a value that is never used. [unreadVariable]
auto& root = Sector::get().add<GhostTreeRootGreen>(pos, this);
^
src/badguy/ghosttree_attack.cpp:437:14: style: Variable 'root' is assigned a value that is never used. [unreadVariable]
auto& root = Sector::get().add<GhostTreeRootBlue>(pos, this);
^
src/badguy/ghosttree_attack.cpp:467:14: style: Variable 'root' is assigned a value that is never used. [unreadVariable]
auto& root = Sector::get().add<GhostTreeRootPinch>(pos, this);
Can you show a video?
ghosttree.zip I fixed both, here you have a video.
Not bad. I'd like to see some intermediate frames for the animation.
Also, the mouth opening should be earlier, before the willowisps are moving towards the mouth.
Thanks for your feedback! Intermediate frames would be nice, indeed, but we're unlikely to get them in reasonable time. I was not provided any sucking animation, so that's why it looks this weird. As an alternative solution, the tree could suck the wisp through his eyes. Nevertheless, I would rather wait now for the rest of the team, whether they have any comments to the visuals.
imma test this
(re-post cause i put it under the wrong pr) seems mostly fine, my only real complains are that the attacks seem slow and are on a oddly high z layer, the hitbox for the orb is slightly too high, and i feel like the ghost tree should open his mount only when inhaling wisps- also i dont really undestand when it's face sorta comes off? it feels kinda random.
also just to mention it before someone else does, it feels really unpolished rn, but that doesnt matter because its very blatantly unfinished and its just important to get the basic behavior down first, and the visual polishing with stuff like particle animations can just be done later or in another pr. So yeah little johnny dont be commenting "why is the ghost tree so bad,,,... or whatever" lol
@Frostwithasideofsalt could you review with an explicit yes or no? 👀
I did it exactly according to the specification, what else should I have done? If I shall add more details or change anything, then please specify.
Well, I was thinking the roots could move more like the root sapling's roots: with some easing. Right now they look stiff. And there should also be a hill to warn the player about the root incoming, because, after all, the root should be on a layer below the ground. Everything else I actually think is either ok or not much can be done (in terms of gameplay).
Edit: Regarding the hill......... probably not currently possible. I can't find the necessary texture for this. Maybe a modified empty mole hill will do?
The stiffness of the original video is only there because it was made using supertux moving platforms which I guess can get kind of limited