fp: Draw the particles for drunk-ness and church-ness
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@ -14,6 +14,19 @@ struct FP_ParticleDescriptor
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Dqn_usize duration_ms;
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};
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static FP_ParticleDescriptor FP_DefaultFloatUpParticleDescriptor(Dqn_String8 anim_name, Dqn_usize duration_ms)
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{
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FP_ParticleDescriptor result = {};
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result.anim_name = anim_name;
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result.velocity.y = -16.f;
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result.velocity_variance.y = (result.velocity.y * .5f);
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result.velocity_variance.x = DQN_ABS(result.velocity.y);
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result.colour_begin = TELY_COLOUR_WHITE_V4;
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result.colour_end = TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.f);
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result.duration_ms = duration_ms;
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return result;
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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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@ -1026,6 +1039,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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if (entering_new_state) {
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uint64_t duration_ms = 5000;
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FP_Game_EntityActionReset(game, entity->handle, duration_ms, render_data.sprite);
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TELY_Audio_Play(audio, game->audio[FP_GameAudio_Plane], 1.f);
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}
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if (action_has_finished) {
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@ -1173,6 +1187,7 @@ void FP_EntityActionStateMachine(FP_Game *game, TELY_Audio *audio, TELY_Platform
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patron->flags &= ~(FP_GameEntityFlag_OccupiedInBuilding | FP_GameEntityFlag_RespondsToBuildings);
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patron->faction = FP_GameEntityFaction_Friendly;
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patron->converted_faction = true;
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TELY_Audio_Play(audio, game->audio[FP_GameAudio_Church], 1.f);
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}
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entity->building_patron = {};
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FP_Game_EntityTransitionState(game, entity, FP_EntityChurchTerryState_Idle);
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@ -2031,6 +2046,19 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
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}
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entity->trauma01 = DQN_MAX(0.f, entity->trauma01 - 0.05f);
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Dqn_Rect world_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
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if (entity->is_drunk) {
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if (game->play.clock_ms > entity->drunk_particles_end_ms) {
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Dqn_usize duration_ms = 2000;
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FP_ParticleDescriptor particle_desc = FP_DefaultFloatUpParticleDescriptor(g_anim_names.particle_drunk, duration_ms);
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particle_desc.velocity_variance.x *= 2.f;
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particle_desc.pos = Dqn_Rect_InterpolatedPoint(world_hit_box, Dqn_V2_InitNx2(0.5f, -0.1f));
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particle_desc.colour_begin.a = .8f;
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entity->drunk_particles_end_ms = game->play.clock_ms + duration_ms;
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FP_EmitParticle(&game->play, particle_desc, 3);
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}
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}
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// NOTE: Derive dynmamic bounding boxes ====================================================
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if (entity->flags & FP_GameEntityFlag_DeriveHitBoxFromChildrenBoundingBox) {
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@ -2490,11 +2518,6 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
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Dqn_V2_Zero /*rotate origin*/,
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0.f /*rotate radians*/,
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sprite_colour);
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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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TELY_Render_TextF(renderer, label_p, Dqn_V2_InitNx2(0.f, 0.1f), "CONVERTED");
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}
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}
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DQN_FOR_UINDEX(anim_index, entity->extra_cosmetic_anims.size) {
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@ -2547,6 +2570,57 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
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TELY_COLOUR_WHITE_V4);
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}
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if (entity->is_drunk) {
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bool show_martini = entity->handle.id & 1;
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TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, show_martini ? g_anim_names.particle_drunk_martini : g_anim_names.particle_drunk_bottle);
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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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if (show_martini) {
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dest_rect.size *= 1.5f;
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dest_rect.pos = Dqn_Rect_InterpolatedPoint(world_hit_box,
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Dqn_V2_InitNx2(0.0f, 0.0f)) - (Dqn_V2_InitNx2(dest_rect.size.x * .6f, dest_rect.size.y * .7f));
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dest_rect.pos.y += (DQN_SINF(DQN_CAST(Dqn_f32)input->timer_s * 2.f) + 1.f / 2.f) * dest_rect.size.y * .005f;
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} else {
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dest_rect.pos = Dqn_Rect_InterpolatedPoint(world_hit_box,
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Dqn_V2_InitNx2(0.0f, 0.0f)) - (Dqn_V2_InitNx2(dest_rect.size.x * .7f, dest_rect.size.y * .9f));
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}
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dest_rect.pos.y += (DQN_SINF(DQN_CAST(Dqn_f32)input->timer_s * 2.f) + 1.f / 2.f) * dest_rect.size.y * .1f;
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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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TELY_COLOUR_WHITE_V4);
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}
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if (entity->converted_faction) {
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bool show_halo = entity->handle.id & 1;
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TELY_AssetSpriteAnimation *anim = TELY_Asset_GetSpriteAnimation(&game->atlas_sprite_sheet, show_halo ? g_anim_names.particle_church_halo : g_anim_names.particle_church_cross);
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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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if (show_halo) {
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dest_rect.size *= .6f;
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dest_rect.pos = Dqn_Rect_InterpolatedPoint(world_hit_box,
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Dqn_V2_InitNx2(0.5f, 0.0f)) - (Dqn_V2_InitNx2(dest_rect.size.x * .5f, dest_rect.size.y * 1.2f));
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} else {
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dest_rect.pos = Dqn_Rect_InterpolatedPoint(world_hit_box,
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Dqn_V2_InitNx2(0.5f, 0.0f)) - (Dqn_V2_InitNx2(dest_rect.size.x * .5f, dest_rect.size.y * .9f));
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}
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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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TELY_COLOUR_WHITE_V4);
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}
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if (entity->handle != game->play.heart && entity->hp != entity->hp_cap && entity->hp) {
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// NOTE: We don't draw health bar for the player either
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bool current_entity_is_a_player = false;
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@ -2906,18 +2980,9 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
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}
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// NOTE: Render the player(s) HUD and merchant menu interaction ============================
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FP_ParticleDescriptor dollar_buy_particle = {};
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{
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dollar_buy_particle.anim_name = g_anim_names.particle_purchase;
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dollar_buy_particle.velocity.y = -16.f;
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dollar_buy_particle.velocity_variance.y = (dollar_buy_particle.velocity.y * .5f);
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dollar_buy_particle.velocity_variance.x = DQN_ABS(dollar_buy_particle.velocity.y);
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dollar_buy_particle.colour_begin = TELY_COLOUR_WHITE_V4;
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dollar_buy_particle.colour_end = TELY_Colour_V4Alpha(TELY_COLOUR_WHITE_V4, 0.f);
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dollar_buy_particle.duration_ms = 2000;
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}
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FP_ParticleDescriptor dollar_buy_particle = FP_DefaultFloatUpParticleDescriptor(g_anim_names.particle_purchase, 2000 /*duration*/);
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Dqn_Rect first_player_avatar_rect = {};
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Dqn_Rect first_player_avatar_rect = {};
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DQN_FOR_UINDEX (player_index, game->play.players.size) {
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FP_GameEntityHandle player_handle = game->play.players.data[player_index];
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FP_GameEntity *player = FP_Game_GetEntity(game, player_handle);
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@ -271,6 +271,8 @@ struct FP_GameEntity
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uint32_t base_attack;
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bool is_drunk;
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Dqn_usize drunk_particles_end_ms;
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bool converted_faction;
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FP_GameEntityFaction faction;
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