Prettify particles & put them on different layers
Also hazards now emit black particles
This commit is contained in:
parent
e655723786
commit
e613fe3bbd
@ -46,7 +46,7 @@ void app_DebugText(App *app, vector_Vector *vec_string) {
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PUSH_STRING(buf);
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snprintf(
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buf, sizeof(buf) - 1,
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"Particle count: %d\n", tree_Count(app->particle->parts));
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"Particle count[0]: %d\n", tree_Count(app->particle->parts[0]));
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PUSH_STRING(buf);
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char zero = '\0';
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@ -6,6 +6,7 @@
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#include "player.h"
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#include "types.h"
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#include "util/assert.h"
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#include "util/rand.h"
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#include <stdio.h>
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@ -52,6 +53,40 @@ void misc_thinker_Hazard(App *app, Entity *e, Duration deltaTime) {
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e->thinker = NULL;
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return;
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}
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// Emit some black particles
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// BTW, very bad (but reliable) way to store a number here!
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static const FillMode mode = {
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.rop2 = 13, // R2_COPYPEN
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.style = 0, // BS_SOLID
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.hatch = 0,
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.rotate = {.microseconds = 0},
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.dissolve = {.microseconds = 0},
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.fadein = false,
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.bg = 0xffffff,
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.fg = 0};
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uint64_t emitCooldown = 400.0 * 40000.0 / e->misc->trigger.size.x; // 40 msec across 400px
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TimePoint lastEmit = {.microseconds = (uint64_t)e->thinkerData};
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if (time_Since(lastEmit).microseconds > emitCooldown) {
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lastEmit = time_Now();
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lastEmit.microseconds -= 10000 * rand_Double01();
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Box2 worldbox = ABSOLUTE_BOX(e, e->misc->trigger);
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particle_Emit(
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app->particle,
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0,
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vec2_Random(
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worldbox.lefttop.x + 20,
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worldbox.lefttop.x + worldbox.size.x - 20,
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worldbox.lefttop.y + 20.0,
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worldbox.lefttop.y + 40.0),
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vec2(0.0, rand_DoubleRange(-200.0, -280.0)),
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rand_DoubleRange(1, 1.5),
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rand_DoubleRange(18, 30),
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20, duration_FromSeconds(0), &mode);
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e->thinkerData = (void *)lastEmit.microseconds;
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}
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if (app->player->player == NULL) // No player
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return;
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Component_Player *p = app->player->player;
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71
particle.c
71
particle.c
@ -7,28 +7,40 @@
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#include <stdio.h>
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typedef struct {
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uint64_t layer;
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uint64_t id;
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} _particle_DeleteRecord;
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static inline void particle_Delete(System_Particle *sys, int layer, uint64_t id) {
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uint64_t a[2] = {layer, id};
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vector_Push(sys->deleted_ids, a);
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}
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System_Particle *particle_NewSystem(App *super) {
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System_Particle *sys = zero_malloc(sizeof(System_Particle));
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sys->super = super;
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sys->parts = tree_Create(sizeof(Particle));
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sys->deleted_ids = vector_Create(sizeof(uintptr_t));
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sys->deleted_ids = vector_Create(sizeof(_particle_DeleteRecord));
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sys->maxID = 0;
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for (int i = 0; i < PARTICLE_LAYER_COUNT; i++)
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sys->parts[i] = tree_Create(sizeof(Particle));
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return sys;
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}
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void particle_DeleteSystem(System_Particle *sys) {
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tree_Destroy(sys->parts);
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for (int i = 0; i < PARTICLE_LAYER_COUNT; i++)
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tree_Destroy(sys->parts[i]);
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vector_Destroy(sys->deleted_ids);
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free(sys);
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}
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static void _particle_AdvancePart(System_Particle *sys, Particle *p, Duration deltaTime) {
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static void _particle_AdvancePart(System_Particle *sys, int layer, Particle *p, Duration deltaTime) {
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p->size -= p->sizedec * duration_Seconds(deltaTime);
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if ((p->tolive.microseconds != 0 &&
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time_Since(p->addtime).microseconds > p->tolive.microseconds) ||
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p->size < EPS) { // vanished
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particle_Delete(sys, p->id);
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particle_Delete(sys, layer, p->id);
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return;
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}
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@ -41,33 +53,33 @@ static void _particle_AdvancePart(System_Particle *sys, Particle *p, Duration de
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}
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void particle_Advance(System_Particle *sys, Duration deltaTime) {
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// Clear particles marked as deleted
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for (int i = 0; i < vector_Size(sys->deleted_ids); i++) {
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uintptr_t id = *(uintptr_t *)vector_At(sys->deleted_ids, i);
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tree_Node *n = tree_FindNode(sys->parts, id);
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if (n != NULL)
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tree_Delete(sys->parts, n);
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// Delete particles
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int len = vector_Size(sys->deleted_ids);
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for (int i = 0; i < len; i++) {
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_particle_DeleteRecord rec = *(_particle_DeleteRecord *)vector_At(sys->deleted_ids, i);
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tree_Node *node = tree_FindNode(sys->parts[rec.layer], rec.id);
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if (!node)
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WARN("particle id %llu in layer %llu not found", rec.id, rec.layer);
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else
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fprintf(stderr, "[particle_Delete][WARN] Missing particle ID [%d]\n", id);
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tree_Delete(sys->parts[rec.layer], node);
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}
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vector_Clear(sys->deleted_ids);
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for (tree_Node *i = tree_FirstNode(sys->parts);
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i != NULL;
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i = tree_Node_Next(i)) {
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Particle *p = (Particle *)i->data;
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_particle_AdvancePart(sys, p, deltaTime);
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for (int layer = 0; layer < PARTICLE_LAYER_COUNT; layer++) {
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for (tree_Node *i = tree_FirstNode(sys->parts[layer]);
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i != NULL;
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i = tree_Node_Next(i)) {
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Particle *p = (Particle *)i->data;
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_particle_AdvancePart(sys, layer, p, deltaTime);
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}
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}
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}
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void particle_Delete(System_Particle *sys, uintptr_t id) {
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vector_Push(sys->deleted_ids, &id);
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}
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void particle_Emit(System_Particle *sys, Vec2 pos, Vec2 vec, double vec_friction, double size, double sizedec, Duration tolive, const FillMode *fill) {
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void particle_Emit(System_Particle *sys, int layer, Vec2 pos, Vec2 vec, double vec_friction, double size, double sizedec, Duration tolive, const FillMode *fill) {
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ASSERT(layer >= 0 && layer <= (PARTICLE_LAYER_COUNT - 1));
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uintptr_t id = ++sys->maxID;
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Particle *p = tree_Insert(sys->parts, id, NULL);
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Particle *p = tree_Insert(sys->parts[layer], id, NULL);
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memset(p, 0, sizeof(Particle));
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p->id = id;
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p->addtime = time_Now();
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@ -83,10 +95,11 @@ void particle_Emit(System_Particle *sys, Vec2 pos, Vec2 vec, double vec_friction
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void particle_Clear(System_Particle *sys) {
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vector_Clear(sys->deleted_ids);
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// Delete every first node
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int count = tree_Count(sys->parts);
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while (count--)
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tree_Delete(sys->parts, tree_FirstNode(sys->parts));
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ASSERT(tree_Count(sys->parts) == 0);
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for (int i = 0; i < PARTICLE_LAYER_COUNT; i++) {
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// Delete every first node
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int count = tree_Count(sys->parts[i]);
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while (count--)
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tree_Delete(sys->parts[i], tree_FirstNode(sys->parts[i]));
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ASSERT(tree_Count(sys->parts[i]) == 0);
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}
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}
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@ -11,6 +11,9 @@ extern "C" {
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#endif
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#define PARTICLE_LAYER_COUNT 4
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// A particle instance.
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typedef struct {
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uintptr_t id; // ID.
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@ -30,7 +33,7 @@ typedef struct _App App;
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// Particle system.
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typedef struct {
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App *super;
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tree_Tree *parts; // uintptr_t -> struct Particle
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tree_Tree *parts[PARTICLE_LAYER_COUNT]; // uintptr_t -> struct Particle
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vector_Vector *deleted_ids;
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uintptr_t maxID;
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} System_Particle;
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@ -43,8 +46,7 @@ void particle_Render(System_Particle *sys);
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// Emit a particle here.
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void particle_Emit(System_Particle *sys, Vec2 pos, Vec2 vec, double vec_friction, double size, double sizedec, Duration tolive, const FillMode *fill);
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void particle_Delete(System_Particle *sys, uintptr_t id);
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void particle_Emit(System_Particle *sys, int layer, Vec2 pos, Vec2 vec, double vec_friction, double size, double sizedec, Duration tolive, const FillMode *fill);
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// Clear all particles.
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void particle_Clear(System_Particle *sys);
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@ -10,16 +10,14 @@
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extern "C" {
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void particle_Render(System_Particle *sys) {
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ASSERT(sys->super->camera && "particle_Render called without a Camera system");
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System_Camera *cam = sys->super->camera;
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for (int l = 0; l < PARTICLE_LAYER_COUNT; l++)
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for (tree_Node *i = tree_FirstNode(sys->parts[l]);
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i != NULL;
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i = tree_Node_Next(i)) {
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Particle *p = (Particle *)i->data;
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for (tree_Node *i = tree_FirstNode(sys->parts);
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i != NULL;
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i = tree_Node_Next(i)) {
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Particle *p = (Particle *)i->data;
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render_SetModes(*p->mode, p->addtime);
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render_FillCircleW(sys->super, p->pos, p->size);
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}
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render_SetModes(*p->mode, p->addtime);
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render_FillCircleW(sys->super, p->pos, p->size);
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}
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}
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}
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4
player.c
4
player.c
@ -83,6 +83,7 @@ void player_Advance(System_Player *sys, Duration deltaTime) {
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Vec2 to_pos = vec2_Add(p->super->position->position, vec2(0, -p->super->hitbox->box.size.y / 2.0));
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particle_Emit(
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sys->super->particle,
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3,
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vec2_Add(vec2_Random(-5, 5, -30, 30), to_pos),
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vec2(rand_DoubleRange(650, 700) * -p->faceDirection, rand_DoubleRange(-100, 100)),
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7, rand_DoubleRange(14, 20), rand_DoubleRange(32, 40),
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@ -98,6 +99,7 @@ void player_Advance(System_Player *sys, Duration deltaTime) {
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Vec2 to_pos = vec2_Add(p->super->position->position, vec2(0, -p->super->hitbox->box.size.y));
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particle_Emit(
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sys->super->particle,
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3,
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vec2_Add(vec2_Random(-10, 10, -10, 10), to_pos),
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vec2_Add(
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vec2(0, rand_DoubleRange(-200, -240)),
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@ -134,6 +136,7 @@ void player_Advance(System_Player *sys, Duration deltaTime) {
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for (int i = 0; i < airjumpParticleCount; i++)
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particle_Emit(
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sys->super->particle,
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3,
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vec2_Add(vec2_Random(-20, 20, -5, 5), p->super->position->position),
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(p->onGround) ? vec2(rand_DoubleRange(-50, 50), -100) : vec2(0, 200), 2, rand_DoubleRange(8, 12), 20,
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duration_FromSeconds(0), &render_ModeRotate);
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@ -188,6 +191,7 @@ void player_HazardHarm(System_Player *sys) {
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double angle = rand_Double01() * 2.0 * M_PI;
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particle_Emit(
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sys->super->particle,
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3,
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sys->player->super->position->position,
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vec2(speed_linear * cos(angle), speed_linear * sin(angle)),
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rand_DoubleRange(2, 3),
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@ -18,8 +18,7 @@ typedef enum {
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// render_Primitive describes one render operation.
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typedef struct {
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FillMode mode; // fill mode
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uint32_t fg, bg; // foreground & background colors
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FillMode mode; // fill mode
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render_PrimitiveType type;
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vector_Vector *points; // Vector of Vec2
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@ -47,9 +47,6 @@ extern "C" void render_DrawPrimitiveW(App *app, render_Primitive *p, Vec2 offset
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// See if any of the points are in the camera box
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if (needDraw) {
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// Set the colors
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setlinecolor(p->fg);
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setfillcolor(p->fg);
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setbkcolor(p->bg);
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render_SetModes(p->mode, time_Now());
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// Draw the converted primitive
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@ -51,8 +51,6 @@ static void _render_BundleCommand(char *cmd) {
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}
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_tmpp = malloc(sizeof(render_Primitive));
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_tmpp->points = vector_Create(sizeof(Vec2));
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_tmpp->fg = 0xffffff;
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_tmpp->bg = 0;
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_tmpp->mode = render_ModeDefault;
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// parse the type
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@ -88,19 +86,19 @@ static void _render_BundleCommand(char *cmd) {
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} else if (CMD("FG")) {
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// Set Foreground color
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if (_tmpp) {
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int r = atoi(strtok(NULL, " "));
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int g = atoi(strtok(NULL, " "));
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int b = atoi(strtok(NULL, " "));
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_tmpp->fg = RGB(r, g, b);
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int r = atoi(strtok(NULL, " "));
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int g = atoi(strtok(NULL, " "));
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int b = atoi(strtok(NULL, " "));
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_tmpp->mode.fg = RGB(r, g, b);
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} else
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WARN("FG without PRIM first", 0);
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} else if (CMD("BG")) {
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// Set Background color
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if (_tmpp) {
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int r = atoi(strtok(NULL, " "));
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int g = atoi(strtok(NULL, " "));
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int b = atoi(strtok(NULL, " "));
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_tmpp->bg = RGB(r, g, b);
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int r = atoi(strtok(NULL, " "));
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int g = atoi(strtok(NULL, " "));
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int b = atoi(strtok(NULL, " "));
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_tmpp->mode.bg = RGB(r, g, b);
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} else
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WARN("BG without PRIM first", 0);
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} else {
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@ -61,21 +61,27 @@ const FillMode render_ModeDefault = {
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.hatch = 0,
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.rotate = {.microseconds = 0},
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.dissolve = {.microseconds = 0},
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.fadein = false};
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.fadein = false,
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.bg = 0,
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.fg = 0xffffff};
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const FillMode render_ModeInverse = {
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.rop2 = R2_NOT,
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.style = BS_SOLID,
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.hatch = 0,
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.rotate = {.microseconds = 0},
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.dissolve = {.microseconds = 0},
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.fadein = false};
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.fadein = false,
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.bg = 0,
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.fg = 0xffffff};
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extern const FillMode render_ModeRotate = {
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.rop2 = R2_COPYPEN,
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.style = BS_SOLID,
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.hatch = 0,
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.rotate = {.microseconds = 100000},
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.dissolve = {.microseconds = 0},
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.fadein = false};
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.fadein = false,
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.bg = 0,
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.fg = 0xffffff};
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void render_SetModes(FillMode mode, TimePoint since) {
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@ -97,12 +103,17 @@ void render_SetModes(FillMode mode, TimePoint since) {
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static const long hatches[] = {HS_HORIZONTAL, HS_FDIAGONAL, HS_VERTICAL, HS_BDIAGONAL};
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setfillstyle(BS_HATCHED, hatches[steps % 4], NULL);
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setrop2(R2_COPYPEN);
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setfillcolor(0xffffff);
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setbkcolor(0);
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return;
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}
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// Normal mode
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setfillstyle(mode.style, mode.hatch, NULL);
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setrop2(mode.rop2);
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setlinecolor(mode.fg);
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setfillcolor(mode.fg);
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setbkcolor(mode.bg);
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}
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void render_FillScreen() {
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@ -43,6 +43,7 @@ typedef struct {
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// amount of time. Overrides rotate, style & hatch
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Duration dissolve;
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bool fadein; // Fade Into being full for true, fade out of otherwise
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uint32_t bg, fg; // Background & foreground colors
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} FillMode;
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// Default fill mode.
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