fp: Double heart health, Add trauma multiplier to heart #30

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doylet merged 1 commits from heart into main 2023-10-26 00:14:44 +00:00
2 changed files with 2 additions and 2 deletions
Showing only changes of commit b7ae166e65 - Show all commits

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@ -2422,7 +2422,7 @@ static void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *ren
// NOTE: The heart shake is trauma^3 to emphasise the severity of losing heart health // NOTE: The heart shake is trauma^3 to emphasise the severity of losing heart health
FP_GameEntity *heart = FP_Game_GetEntity(game, game->play.heart); FP_GameEntity *heart = FP_Game_GetEntity(game, game->play.heart);
trauma01 = DQN_MAX(trauma01, DQN_SQUARED(heart->trauma01) * heart->trauma01); trauma01 = DQN_MAX(trauma01, DQN_SQUARED(heart->trauma01) * heart->trauma01*5);
trauma01 = DQN_MAX(trauma01, DQN_SQUARED(game->play.global_camera_trauma01)); trauma01 = DQN_MAX(trauma01, DQN_SQUARED(game->play.global_camera_trauma01));
// NOTE: Calculate camera position based on camera shake // NOTE: Calculate camera position based on camera shake

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@ -380,7 +380,7 @@ static FP_GameEntityHandle FP_Entity_CreateHeart(FP_Game *game, Dqn_V2 pos, DQN_
entity->flags |= FP_GameEntityFlag_NonTraversable; entity->flags |= FP_GameEntityFlag_NonTraversable;
entity->flags |= FP_GameEntityFlag_Attackable; entity->flags |= FP_GameEntityFlag_Attackable;
entity->flags |= FP_GameEntityFlag_RecoversHP; entity->flags |= FP_GameEntityFlag_RecoversHP;
entity->hp_cap = FP_DEFAULT_DAMAGE * 16; entity->hp_cap = FP_DEFAULT_DAMAGE * 32;
entity->hp = entity->hp_cap; entity->hp = entity->hp_cap;
entity->faction = FP_GameEntityFaction_Friendly; entity->faction = FP_GameEntityFaction_Friendly;
entity->hp_recover_every_n_ticks *= 4; entity->hp_recover_every_n_ticks *= 4;