fp: Add hit particles
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Data/Textures/sprite_spec.txt
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Data/Textures/sprite_spec.txt
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100
feely_pona.cpp
100
feely_pona.cpp
@ -3,6 +3,37 @@
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#include "feely_pona_unity.h"
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#endif
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struct FP_ParticleDescriptor
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{
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Dqn_String8 anim_name;
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Dqn_V2 pos;
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Dqn_V2 velocity;
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Dqn_V2 velocity_variance;
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Dqn_V4 colour_begin;
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Dqn_V4 colour_end;
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Dqn_usize duration_ms;
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};
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static void FP_EmitParticle(FP_GamePlay *play, FP_ParticleDescriptor descriptor, Dqn_usize count)
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{
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DQN_FOR_UINDEX (index, count) {
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uint32_t particle_index = play->particle_next_index++ & (DQN_ARRAY_UCOUNT(play->particles) - 1);
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FP_Particle *particle = play->particles + particle_index;
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if (particle->alive)
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continue;
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particle->anim_name = descriptor.anim_name;
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particle->alive = true;
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particle->pos = descriptor.pos;
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particle->velocity.x = descriptor.velocity.x + (descriptor.velocity_variance.x * (Dqn_PCG32_NextF32(&play->rng) - 0.5f));
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particle->velocity.y = descriptor.velocity.y + (descriptor.velocity_variance.y * (Dqn_PCG32_NextF32(&play->rng) - 0.5f));
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particle->colour_begin = descriptor.colour_begin;
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particle->colour_end = descriptor.colour_end;
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particle->start_ms = play->clock_ms;
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particle->end_ms = play->clock_ms + descriptor.duration_ms;
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}
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}
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static TELY_AssetSpriteSheet FP_LoadSpriteSheetFromSpec(TELY_Platform *platform, TELY_Assets *assets, Dqn_Arena *arena, Dqn_String8 sheet_name)
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{
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TELY_AssetSpriteSheet result = {};
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@ -2108,7 +2139,29 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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if (!Dqn_Rect_Intersects(attacker_box, defender_box))
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continue;
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// NOTE: Do HP =========================================================================
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// NOTE: Emit hit particles ========================================================
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FP_ParticleDescriptor particle_desc = {};
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Dqn_usize particle_selector = Dqn_PCG32_Range(&game->play.rng, 0, 3);
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if (particle_selector == 0) {
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particle_desc.anim_name = g_anim_names.particle_hit_1;
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} else if (particle_selector == 1) {
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particle_desc.anim_name = g_anim_names.particle_hit_2;
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} else {
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particle_desc.anim_name = g_anim_names.particle_hit_3;
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DQN_ASSERT(particle_selector == 2);
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}
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particle_desc.pos = Dqn_Rect_InterpolatedPoint(defender_box, Dqn_V2_InitNx2(0.5f, 0.0f));
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particle_desc.velocity.y = -16.f;
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particle_desc.velocity_variance.y = (particle_desc.velocity.y * .5f);
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particle_desc.velocity_variance.x = DQN_ABS(particle_desc.velocity.y);
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particle_desc.colour_begin = TELY_COLOUR_WHITE_V4;
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particle_desc.colour_end = TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.f);
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particle_desc.duration_ms = 1000;
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FP_EmitParticle(&game->play, particle_desc, Dqn_PCG32_Range(&game->play.rng, 1, 3));
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// NOTE: God mode override =========================================================
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if (game->play.heart == defender->handle) {
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if (game->play.god_mode)
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continue;
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@ -2127,6 +2180,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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if (god_mode_override)
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continue;
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// NOTE: Do hit logic ==============================================================
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defender->hp = defender->hp >= attacker->base_attack ? defender->hp - attacker->base_attack : 0;
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defender->hit_on_clock_ms = game->play.clock_ms;
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defender->trauma01 = 1.f - (defender->hp / DQN_CAST(Dqn_f32)defender->hp_cap);
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@ -2176,6 +2230,17 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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game->play.global_camera_trauma01 = DQN_MAX(0.f, game->play.global_camera_trauma01 - 0.05f);
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// NOTE: Update all particles ==================================================================
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for (FP_Particle &particle_ : game->play.particles) {
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FP_Particle *particle = &particle_;
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if (game->play.clock_ms >= particle->end_ms)
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particle->alive = false;
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if (!particle->alive)
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continue;
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particle->pos += particle->velocity * DQN_CAST(Dqn_f32)input->delta_s;
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}
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// NOTE: Camera ================================================================================
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FP_GamePlay *play = &game->play;
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@ -2773,6 +2838,39 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
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}
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}
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for (FP_Particle &particle_ : game->play.particles) {
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FP_Particle *particle = &particle_;
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if (!particle->alive)
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continue;
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Dqn_usize elapsed_ms = game->play.clock_ms - particle->start_ms;
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Dqn_usize duration_ms = particle->end_ms - particle->start_ms;
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Dqn_f32 t = DQN_MIN(1.f, elapsed_ms / DQN_CAST(Dqn_f32)duration_ms);
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Dqn_V4 colour = {};
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colour.r = Dqn_Lerp_F32(particle->colour_begin.r, t, particle->colour_end.r);
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colour.b = Dqn_Lerp_F32(particle->colour_begin.b, t, particle->colour_end.b);
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colour.g = Dqn_Lerp_F32(particle->colour_begin.g, t, particle->colour_end.g);
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colour.a = Dqn_Lerp_F32(particle->colour_begin.a, t, particle->colour_end.a);
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if (particle->anim_name.size) {
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TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, particle->anim_name);
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Dqn_Rect tex_rect = game->atlas_sprite_sheet.rects.data[anim->index];
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Dqn_Rect dest_rect = {};
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dest_rect.size = tex_rect.size;
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dest_rect.pos = particle->pos - (tex_rect.size * .5f);
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TELY_Render_TextureColourV4(renderer,
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game->atlas_sprite_sheet.tex_handle,
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tex_rect,
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dest_rect,
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Dqn_V2_Zero /*rotate origin*/,
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0.f /*rotation*/,
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colour);
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} else {
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TELY_Render_CircleColourV4(renderer, particle->pos, 20.f, TELY_RenderShapeMode_Fill, colour);
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}
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}
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// NOTE: Render overlay UI =====================================================================
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if (!game->play.debug_hide_hud && (game->play.state == FP_GameState_Pause || game->play.state == FP_GameState_Play)) {
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14
feely_pona.h
14
feely_pona.h
@ -88,9 +88,17 @@ struct FP_GlobalAnimations
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Dqn_String8 merchant_terry = DQN_STRING8("merchant_terry");
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Dqn_String8 merchant_terry_menu = DQN_STRING8("merchant_terry_menu");
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Dqn_String8 particle_drunk = DQN_STRING8("particle_drunk");
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Dqn_String8 particle_heart = DQN_STRING8("particle_heart");
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Dqn_String8 particle_purchase = DQN_STRING8("particle_purchase");
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Dqn_String8 particle_church_halo = DQN_STRING8("particle_church_halo");
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Dqn_String8 particle_church_cross = DQN_STRING8("particle_church_cross");
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Dqn_String8 particle_drunk = DQN_STRING8("particle_drunk");
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Dqn_String8 particle_drunk_bottle = DQN_STRING8("particle_drunk_bottle");
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Dqn_String8 particle_drunk_martini = DQN_STRING8("particle_drunk_martini");
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Dqn_String8 particle_heart = DQN_STRING8("particle_heart");
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Dqn_String8 particle_hit_1 = DQN_STRING8("particle_hit_1");
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Dqn_String8 particle_hit_2 = DQN_STRING8("particle_hit_2");
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Dqn_String8 particle_hit_3 = DQN_STRING8("particle_hit_3");
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Dqn_String8 particle_purchase = DQN_STRING8("particle_purchase");
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Dqn_String8 portal = DQN_STRING8("portal");
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Dqn_String8 portal_break = DQN_STRING8("portal_break");
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Dqn_String8 portal_monk = DQN_STRING8("portal_monk");
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@ -351,6 +351,18 @@ enum FP_GamePerryJoined
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FP_GamePerryJoins_PostEnter,
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};
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struct FP_Particle
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{
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Dqn_String8 anim_name;
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bool alive;
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Dqn_V2 pos;
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Dqn_V2 velocity;
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Dqn_V4 colour_begin;
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Dqn_V4 colour_end;
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Dqn_usize start_ms;
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Dqn_usize end_ms;
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};
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struct FP_GamePlay
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{
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TELY_ChunkPool *chunk_pool;
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@ -410,6 +422,9 @@ struct FP_GamePlay
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Dqn_V2 perry_join_splash_screen_pos;
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uint64_t perry_join_splash_screen_end_ms;
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Dqn_V2 perry_join_splash_pos_offset;
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FP_Particle particles[256];
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uint32_t particle_next_index;
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};
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struct FP_Game
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