fp: Add terry ghosting

This commit is contained in:
doyle 2023-10-07 15:29:56 +11:00
parent fd0612ac1c
commit 19f8649870
13 changed files with 57 additions and 9 deletions

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Data/Textures/atlas.png (Stored with Git LFS)

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Data/Textures/atlas.txt (Stored with Git LFS)

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Data/Textures/atlas/terry_ghost_1.png (Stored with Git LFS) Normal file

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Data/Textures/atlas/terry_ghost_2.png (Stored with Git LFS) Normal file

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Data/Textures/atlas/terry_ghost_3.png (Stored with Git LFS) Normal file

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Data/Textures/atlas/terry_ghost_4.png (Stored with Git LFS) Normal file

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Data/Textures/atlas/terry_ghost_5.png (Stored with Git LFS) Normal file

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Data/Textures/sprite_spec.txt (Stored with Git LFS)

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@ -599,10 +599,31 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
uint64_t duration_ms = 250;
FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
*acceleration_meters_per_s *= 35.f;
#if 0
FP_GameRenderSprite *cosmetic_sprite = Dqn_FArray_Make(&entity->extra_cosmetic_anims, Dqn_ZeroMem_Yes);
if (cosmetic_sprite) {
cosmetic_sprite->asset = TELY_Asset_MakeAnimatedSprite(sheet, g_anim_names.terry_ghost, TELY_AssetFlip_No);
cosmetic_sprite->started_at_clock_ms = game->clock_ms;
cosmetic_sprite->height.meters = entity->sprite_height.meters;
uint32_t max_rng_dist_x = DQN_CAST(uint32_t)(FP_Game_MetersToPixelsNx1(game, entity->sprite_height.meters) * 1.f);
uint32_t rng_x = Dqn_PCG32_Range(&game->rng, DQN_CAST(uint32_t)0, max_rng_dist_x);
cosmetic_sprite->offset.x = rng_x - (max_rng_dist_x * .5f);
uint32_t max_rng_dist_y = DQN_CAST(uint32_t)(FP_Game_MetersToPixelsNx1(game, entity->sprite_height.meters) * .25f);
uint32_t rng_y = Dqn_PCG32_Range(&game->rng, DQN_CAST(uint32_t)0, max_rng_dist_y);
cosmetic_sprite->offset.y = -DQN_CAST(Dqn_f32)rng_y;
}
#endif
}
if (action_has_finished)
entity->action.sprite_alpha = Dqn_PCG32_NextF32(&game->rng);
if (action_has_finished) {
FP_Game_EntityTransitionState(game, entity, FP_EntityTerryState_Run);
entity->action.sprite_alpha = 1.f;
}
} break;
}
@ -2062,7 +2083,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer)
dest_rect,
Dqn_V2_Zero /*rotate origin*/,
0.f /*rotate radians*/,
TELY_COLOUR_WHITE_V4);
TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, entity->action.sprite_alpha));
}
DQN_FOR_UINDEX(anim_index, entity->extra_cosmetic_anims.size) {

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@ -93,6 +93,7 @@ struct FP_GlobalAnimations
Dqn_String8 terry_attack_phone_side = DQN_STRING8("terry_attack_phone_side");
Dqn_String8 terry_attack_phone_down = DQN_STRING8("terry_attack_phone_down");
Dqn_String8 terry_attack_phone_message = DQN_STRING8("terry_attack_phone_message");
Dqn_String8 terry_ghost = DQN_STRING8("terry_ghost");
Dqn_String8 terry_walk_idle = DQN_STRING8("terry_walk_idle");
Dqn_String8 terry_walk_up = DQN_STRING8("terry_walk_up");
Dqn_String8 terry_walk_down = DQN_STRING8("terry_walk_down");

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@ -58,8 +58,17 @@ FP_EntityRenderData FP_Entity_GetRenderData(FP_Game *game, FP_EntityType type, u
}
} break;
case FP_EntityTerryState_Run: /*FALLTHRU*/
case FP_EntityTerryState_Dash: {
switch (direction) {
case FP_GameDirection_Up: result.anim_name = g_anim_names.terry_ghost; break;
case FP_GameDirection_Down: result.anim_name = g_anim_names.terry_ghost; break;
case FP_GameDirection_Left: result.anim_name = g_anim_names.terry_ghost; break;
case FP_GameDirection_Right: result.anim_name = g_anim_names.terry_ghost; result.flip = TELY_AssetFlip_X; break;
case FP_GameDirection_Count: DQN_INVALID_CODE_PATH; break;
}
} break;
case FP_EntityTerryState_Run: {
switch (direction) {
case FP_GameDirection_Up: result.anim_name = g_anim_names.terry_walk_up; break;
case FP_GameDirection_Down: result.anim_name = g_anim_names.terry_walk_down; break;

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@ -223,6 +223,7 @@ static FP_GameEntity *FP_Game_MakeEntityPointerFV(FP_Game *game, DQN_FMT_STRING_
result->parent = FP_Game_ActiveParentEntityPointer(game);
result->name = TELY_ChunkPool_AllocFmtFV(game->chunk_pool, fmt, args);
result->buildings_visited = FP_SentinelList_Init<FP_GameEntityHandle>(game->chunk_pool);
result->action.sprite_alpha = 1.f;
// NOTE: Attach entity as a child to the parent
FP_GameEntity *parent = result->parent;

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@ -120,6 +120,7 @@ struct FP_GameEntityAction
uint32_t state;
uint32_t next_state;
TELY_AssetAnimatedSprite sprite;
Dqn_f32 sprite_alpha;
uint64_t started_at_clock_ms;
uint64_t end_at_clock_ms;
};