fp: Add a hit confirmation visual marker
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@ -2244,7 +2244,9 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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continue;
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continue;
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}
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}
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defender->hp = defender->hp >= attacker->base_attack ? defender->hp - attacker->base_attack : 0;
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defender->hp = defender->hp >= attacker->base_attack ? defender->hp - attacker->base_attack : 0;
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defender->hit_on_frame = game->play.update_counter;
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if (defender->hp <= 0) {
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if (defender->hp <= 0) {
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if (!defender->is_dying) {
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if (!defender->is_dying) {
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FP_GameEntity *coin_receiver = FP_Game_GetEntity(game, attacker->projectile_owner);
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FP_GameEntity *coin_receiver = FP_Game_GetEntity(game, attacker->projectile_owner);
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@ -2433,13 +2435,26 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
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if (sprite.flip & TELY_AssetFlip_Y)
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if (sprite.flip & TELY_AssetFlip_Y)
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dest_rect.size.h *= -1.f; // NOTE: Flip the texture vertically
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dest_rect.size.h *= -1.f; // NOTE: Flip the texture vertically
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Dqn_V4 sprite_colour = TELY_COLOUR_WHITE_V4;
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if (entity->hit_on_frame) {
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DQN_ASSERT(game->play.update_counter >= entity->hit_on_frame);
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Dqn_usize frames_elapsed_since_hit = game->play.update_counter - entity->hit_on_frame;
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Dqn_usize const HIT_CONFIRM_DURATION = 8;
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if (frames_elapsed_since_hit < HIT_CONFIRM_DURATION) {
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sprite_colour = TELY_COLOUR_RED_V4;
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sprite_colour.g = ((1.f / HIT_CONFIRM_DURATION) * frames_elapsed_since_hit);
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sprite_colour.b = ((1.f / HIT_CONFIRM_DURATION) * frames_elapsed_since_hit);
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}
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}
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sprite_colour.a *= entity->action.sprite_alpha;
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TELY_Render_TextureColourV4(renderer,
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TELY_Render_TextureColourV4(renderer,
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sprite.sheet->tex_handle,
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sprite.sheet->tex_handle,
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src_rect,
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src_rect,
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dest_rect,
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dest_rect,
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Dqn_V2_Zero /*rotate origin*/,
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Dqn_V2_Zero /*rotate origin*/,
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0.f /*rotate radians*/,
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0.f /*rotate radians*/,
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TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, entity->action.sprite_alpha));
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sprite_colour);
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if (entity->converted_faction) {
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if (entity->converted_faction) {
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Dqn_V2 label_p = Dqn_Rect_InterpolatedPoint(dest_rect, Dqn_V2_InitNx2(0, -0.25f));
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Dqn_V2 label_p = Dqn_Rect_InterpolatedPoint(dest_rect, Dqn_V2_InitNx2(0, -0.25f));
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@ -195,6 +195,7 @@ struct FP_GameEntity
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Dqn_V2 attack_box_size;
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Dqn_V2 attack_box_size;
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Dqn_V2 attack_box_offset;
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Dqn_V2 attack_box_offset;
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bool attack_processed;
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bool attack_processed;
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Dqn_usize hit_on_frame;
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bool is_dying;
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bool is_dying;
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uint64_t last_attack_timestamp;
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uint64_t last_attack_timestamp;
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uint64_t attack_cooldown_ms;
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uint64_t attack_cooldown_ms;
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