fp: Add camera shake
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1de986b6ac
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4158674031
@ -1996,6 +1996,24 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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if (entity->flags & FP_GameEntityFlag_CameraTracking) {
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FP_GameCamera *camera = &game->play.camera;
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// NOTE: calculate camera position based on camera shake
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Dqn_V2 camera_position = camera->world_pos;
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if (camera->shake_duration > 0) {
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Dqn_f32 offset_x = (Dqn_PCG32_NextF32(&game->play.rng) * 1000 - 500) * camera->shake_intensity;
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Dqn_f32 offset_y = (Dqn_PCG32_NextF32(&game->play.rng) * 1000 - 500) * camera->shake_intensity;
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camera_position.x += offset_x;
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camera_position.y += offset_y;
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camera->shake_duration -= input->delta_s;
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}
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Dqn_f64 camera_smoothing = 5.0f;
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camera->world_pos.x += (camera_position.x - camera->world_pos.x) * (camera_smoothing * input->delta_s);
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camera->world_pos.y += (camera_position.y - camera->world_pos.y) * (camera_smoothing * input->delta_s);
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camera->world_pos_target = FP_Game_CalcEntityWorldPos(game, entity->handle) * camera->scale;
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}
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@ -2247,12 +2265,17 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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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 (game->play.player == defender->handle) {
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game->play.camera.shake_intensity = 0.1f;
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game->play.camera.shake_duration = 0.25f;
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}
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if (defender->hp <= 0) {
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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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if (FP_Game_IsNilEntity(coin_receiver))
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coin_receiver = attacker;
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coin_receiver->coins += 1;
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coin_receiver->coins += 2;
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}
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defender->is_dying = true;
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}
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@ -261,6 +261,8 @@ struct FP_GameCamera
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Dqn_V2 world_pos_target;
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Dqn_f32 rotate_rads;
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Dqn_V2 scale;
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Dqn_f32 shake_intensity;
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Dqn_f64 shake_duration;
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};
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enum FP_GameAudio
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