Prettify particles & put them on different layers

Also hazards now emit black particles
This commit is contained in:
Edgaru089 2024-04-16 21:08:21 +08:00
parent e655723786
commit e613fe3bbd
11 changed files with 119 additions and 61 deletions

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@ -46,7 +46,7 @@ void app_DebugText(App *app, vector_Vector *vec_string) {
PUSH_STRING(buf);
snprintf(
buf, sizeof(buf) - 1,
"Particle count: %d\n", tree_Count(app->particle->parts));
"Particle count[0]: %d\n", tree_Count(app->particle->parts[0]));
PUSH_STRING(buf);
char zero = '\0';

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@ -6,6 +6,7 @@
#include "player.h"
#include "types.h"
#include "util/assert.h"
#include "util/rand.h"
#include <stdio.h>
@ -52,6 +53,40 @@ void misc_thinker_Hazard(App *app, Entity *e, Duration deltaTime) {
e->thinker = NULL;
return;
}
// Emit some black particles
// BTW, very bad (but reliable) way to store a number here!
static const FillMode mode = {
.rop2 = 13, // R2_COPYPEN
.style = 0, // BS_SOLID
.hatch = 0,
.rotate = {.microseconds = 0},
.dissolve = {.microseconds = 0},
.fadein = false,
.bg = 0xffffff,
.fg = 0};
uint64_t emitCooldown = 400.0 * 40000.0 / e->misc->trigger.size.x; // 40 msec across 400px
TimePoint lastEmit = {.microseconds = (uint64_t)e->thinkerData};
if (time_Since(lastEmit).microseconds > emitCooldown) {
lastEmit = time_Now();
lastEmit.microseconds -= 10000 * rand_Double01();
Box2 worldbox = ABSOLUTE_BOX(e, e->misc->trigger);
particle_Emit(
app->particle,
0,
vec2_Random(
worldbox.lefttop.x + 20,
worldbox.lefttop.x + worldbox.size.x - 20,
worldbox.lefttop.y + 20.0,
worldbox.lefttop.y + 40.0),
vec2(0.0, rand_DoubleRange(-200.0, -280.0)),
rand_DoubleRange(1, 1.5),
rand_DoubleRange(18, 30),
20, duration_FromSeconds(0), &mode);
e->thinkerData = (void *)lastEmit.microseconds;
}
if (app->player->player == NULL) // No player
return;
Component_Player *p = app->player->player;

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@ -7,28 +7,40 @@
#include <stdio.h>
typedef struct {
uint64_t layer;
uint64_t id;
} _particle_DeleteRecord;
static inline void particle_Delete(System_Particle *sys, int layer, uint64_t id) {
uint64_t a[2] = {layer, id};
vector_Push(sys->deleted_ids, a);
}
System_Particle *particle_NewSystem(App *super) {
System_Particle *sys = zero_malloc(sizeof(System_Particle));
sys->super = super;
sys->parts = tree_Create(sizeof(Particle));
sys->deleted_ids = vector_Create(sizeof(uintptr_t));
sys->deleted_ids = vector_Create(sizeof(_particle_DeleteRecord));
sys->maxID = 0;
for (int i = 0; i < PARTICLE_LAYER_COUNT; i++)
sys->parts[i] = tree_Create(sizeof(Particle));
return sys;
}
void particle_DeleteSystem(System_Particle *sys) {
tree_Destroy(sys->parts);
for (int i = 0; i < PARTICLE_LAYER_COUNT; i++)
tree_Destroy(sys->parts[i]);
vector_Destroy(sys->deleted_ids);
free(sys);
}
static void _particle_AdvancePart(System_Particle *sys, Particle *p, Duration deltaTime) {
static void _particle_AdvancePart(System_Particle *sys, int layer, Particle *p, Duration deltaTime) {
p->size -= p->sizedec * duration_Seconds(deltaTime);
if ((p->tolive.microseconds != 0 &&
time_Since(p->addtime).microseconds > p->tolive.microseconds) ||
p->size < EPS) { // vanished
particle_Delete(sys, p->id);
particle_Delete(sys, layer, p->id);
return;
}
@ -41,33 +53,33 @@ static void _particle_AdvancePart(System_Particle *sys, Particle *p, Duration de
}
void particle_Advance(System_Particle *sys, Duration deltaTime) {
// Clear particles marked as deleted
for (int i = 0; i < vector_Size(sys->deleted_ids); i++) {
uintptr_t id = *(uintptr_t *)vector_At(sys->deleted_ids, i);
tree_Node *n = tree_FindNode(sys->parts, id);
if (n != NULL)
tree_Delete(sys->parts, n);
// Delete particles
int len = vector_Size(sys->deleted_ids);
for (int i = 0; i < len; i++) {
_particle_DeleteRecord rec = *(_particle_DeleteRecord *)vector_At(sys->deleted_ids, i);
tree_Node *node = tree_FindNode(sys->parts[rec.layer], rec.id);
if (!node)
WARN("particle id %llu in layer %llu not found", rec.id, rec.layer);
else
fprintf(stderr, "[particle_Delete][WARN] Missing particle ID [%d]\n", id);
tree_Delete(sys->parts[rec.layer], node);
}
vector_Clear(sys->deleted_ids);
for (tree_Node *i = tree_FirstNode(sys->parts);
i != NULL;
i = tree_Node_Next(i)) {
Particle *p = (Particle *)i->data;
_particle_AdvancePart(sys, p, deltaTime);
for (int layer = 0; layer < PARTICLE_LAYER_COUNT; layer++) {
for (tree_Node *i = tree_FirstNode(sys->parts[layer]);
i != NULL;
i = tree_Node_Next(i)) {
Particle *p = (Particle *)i->data;
_particle_AdvancePart(sys, layer, p, deltaTime);
}
}
}
void particle_Delete(System_Particle *sys, uintptr_t id) {
vector_Push(sys->deleted_ids, &id);
}
void particle_Emit(System_Particle *sys, Vec2 pos, Vec2 vec, double vec_friction, double size, double sizedec, Duration tolive, const FillMode *fill) {
void particle_Emit(System_Particle *sys, int layer, Vec2 pos, Vec2 vec, double vec_friction, double size, double sizedec, Duration tolive, const FillMode *fill) {
ASSERT(layer >= 0 && layer <= (PARTICLE_LAYER_COUNT - 1));
uintptr_t id = ++sys->maxID;
Particle *p = tree_Insert(sys->parts, id, NULL);
Particle *p = tree_Insert(sys->parts[layer], id, NULL);
memset(p, 0, sizeof(Particle));
p->id = id;
p->addtime = time_Now();
@ -83,10 +95,11 @@ void particle_Emit(System_Particle *sys, Vec2 pos, Vec2 vec, double vec_friction
void particle_Clear(System_Particle *sys) {
vector_Clear(sys->deleted_ids);
// Delete every first node
int count = tree_Count(sys->parts);
while (count--)
tree_Delete(sys->parts, tree_FirstNode(sys->parts));
ASSERT(tree_Count(sys->parts) == 0);
for (int i = 0; i < PARTICLE_LAYER_COUNT; i++) {
// Delete every first node
int count = tree_Count(sys->parts[i]);
while (count--)
tree_Delete(sys->parts[i], tree_FirstNode(sys->parts[i]));
ASSERT(tree_Count(sys->parts[i]) == 0);
}
}

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@ -11,6 +11,9 @@ extern "C" {
#endif
#define PARTICLE_LAYER_COUNT 4
// A particle instance.
typedef struct {
uintptr_t id; // ID.
@ -30,7 +33,7 @@ typedef struct _App App;
// Particle system.
typedef struct {
App *super;
tree_Tree *parts; // uintptr_t -> struct Particle
tree_Tree *parts[PARTICLE_LAYER_COUNT]; // uintptr_t -> struct Particle
vector_Vector *deleted_ids;
uintptr_t maxID;
} System_Particle;
@ -43,8 +46,7 @@ void particle_Render(System_Particle *sys);
// Emit a particle here.
void particle_Emit(System_Particle *sys, Vec2 pos, Vec2 vec, double vec_friction, double size, double sizedec, Duration tolive, const FillMode *fill);
void particle_Delete(System_Particle *sys, uintptr_t id);
void particle_Emit(System_Particle *sys, int layer, Vec2 pos, Vec2 vec, double vec_friction, double size, double sizedec, Duration tolive, const FillMode *fill);
// Clear all particles.
void particle_Clear(System_Particle *sys);

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@ -10,16 +10,14 @@
extern "C" {
void particle_Render(System_Particle *sys) {
ASSERT(sys->super->camera && "particle_Render called without a Camera system");
System_Camera *cam = sys->super->camera;
for (int l = 0; l < PARTICLE_LAYER_COUNT; l++)
for (tree_Node *i = tree_FirstNode(sys->parts[l]);
i != NULL;
i = tree_Node_Next(i)) {
Particle *p = (Particle *)i->data;
for (tree_Node *i = tree_FirstNode(sys->parts);
i != NULL;
i = tree_Node_Next(i)) {
Particle *p = (Particle *)i->data;
render_SetModes(*p->mode, p->addtime);
render_FillCircleW(sys->super, p->pos, p->size);
}
render_SetModes(*p->mode, p->addtime);
render_FillCircleW(sys->super, p->pos, p->size);
}
}
}

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@ -83,6 +83,7 @@ void player_Advance(System_Player *sys, Duration deltaTime) {
Vec2 to_pos = vec2_Add(p->super->position->position, vec2(0, -p->super->hitbox->box.size.y / 2.0));
particle_Emit(
sys->super->particle,
3,
vec2_Add(vec2_Random(-5, 5, -30, 30), to_pos),
vec2(rand_DoubleRange(650, 700) * -p->faceDirection, rand_DoubleRange(-100, 100)),
7, rand_DoubleRange(14, 20), rand_DoubleRange(32, 40),
@ -98,6 +99,7 @@ void player_Advance(System_Player *sys, Duration deltaTime) {
Vec2 to_pos = vec2_Add(p->super->position->position, vec2(0, -p->super->hitbox->box.size.y));
particle_Emit(
sys->super->particle,
3,
vec2_Add(vec2_Random(-10, 10, -10, 10), to_pos),
vec2_Add(
vec2(0, rand_DoubleRange(-200, -240)),
@ -134,6 +136,7 @@ void player_Advance(System_Player *sys, Duration deltaTime) {
for (int i = 0; i < airjumpParticleCount; i++)
particle_Emit(
sys->super->particle,
3,
vec2_Add(vec2_Random(-20, 20, -5, 5), p->super->position->position),
(p->onGround) ? vec2(rand_DoubleRange(-50, 50), -100) : vec2(0, 200), 2, rand_DoubleRange(8, 12), 20,
duration_FromSeconds(0), &render_ModeRotate);
@ -188,6 +191,7 @@ void player_HazardHarm(System_Player *sys) {
double angle = rand_Double01() * 2.0 * M_PI;
particle_Emit(
sys->super->particle,
3,
sys->player->super->position->position,
vec2(speed_linear * cos(angle), speed_linear * sin(angle)),
rand_DoubleRange(2, 3),

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@ -18,8 +18,7 @@ typedef enum {
// render_Primitive describes one render operation.
typedef struct {
FillMode mode; // fill mode
uint32_t fg, bg; // foreground & background colors
FillMode mode; // fill mode
render_PrimitiveType type;
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
// See if any of the points are in the camera box
if (needDraw) {
// Set the colors
setlinecolor(p->fg);
setfillcolor(p->fg);
setbkcolor(p->bg);
render_SetModes(p->mode, time_Now());
// Draw the converted primitive

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@ -51,8 +51,6 @@ static void _render_BundleCommand(char *cmd) {
}
_tmpp = malloc(sizeof(render_Primitive));
_tmpp->points = vector_Create(sizeof(Vec2));
_tmpp->fg = 0xffffff;
_tmpp->bg = 0;
_tmpp->mode = render_ModeDefault;
// parse the type
@ -88,19 +86,19 @@ static void _render_BundleCommand(char *cmd) {
} else if (CMD("FG")) {
// Set Foreground color
if (_tmpp) {
int r = atoi(strtok(NULL, " "));
int g = atoi(strtok(NULL, " "));
int b = atoi(strtok(NULL, " "));
_tmpp->fg = RGB(r, g, b);
int r = atoi(strtok(NULL, " "));
int g = atoi(strtok(NULL, " "));
int b = atoi(strtok(NULL, " "));
_tmpp->mode.fg = RGB(r, g, b);
} else
WARN("FG without PRIM first", 0);
} else if (CMD("BG")) {
// Set Background color
if (_tmpp) {
int r = atoi(strtok(NULL, " "));
int g = atoi(strtok(NULL, " "));
int b = atoi(strtok(NULL, " "));
_tmpp->bg = RGB(r, g, b);
int r = atoi(strtok(NULL, " "));
int g = atoi(strtok(NULL, " "));
int b = atoi(strtok(NULL, " "));
_tmpp->mode.bg = RGB(r, g, b);
} else
WARN("BG without PRIM first", 0);
} else {

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@ -61,21 +61,27 @@ const FillMode render_ModeDefault = {
.hatch = 0,
.rotate = {.microseconds = 0},
.dissolve = {.microseconds = 0},
.fadein = false};
.fadein = false,
.bg = 0,
.fg = 0xffffff};
const FillMode render_ModeInverse = {
.rop2 = R2_NOT,
.style = BS_SOLID,
.hatch = 0,
.rotate = {.microseconds = 0},
.dissolve = {.microseconds = 0},
.fadein = false};
.fadein = false,
.bg = 0,
.fg = 0xffffff};
extern const FillMode render_ModeRotate = {
.rop2 = R2_COPYPEN,
.style = BS_SOLID,
.hatch = 0,
.rotate = {.microseconds = 100000},
.dissolve = {.microseconds = 0},
.fadein = false};
.fadein = false,
.bg = 0,
.fg = 0xffffff};
void render_SetModes(FillMode mode, TimePoint since) {
@ -97,12 +103,17 @@ void render_SetModes(FillMode mode, TimePoint since) {
static const long hatches[] = {HS_HORIZONTAL, HS_FDIAGONAL, HS_VERTICAL, HS_BDIAGONAL};
setfillstyle(BS_HATCHED, hatches[steps % 4], NULL);
setrop2(R2_COPYPEN);
setfillcolor(0xffffff);
setbkcolor(0);
return;
}
// Normal mode
setfillstyle(mode.style, mode.hatch, NULL);
setrop2(mode.rop2);
setlinecolor(mode.fg);
setfillcolor(mode.fg);
setbkcolor(mode.bg);
}
void render_FillScreen() {

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@ -43,6 +43,7 @@ typedef struct {
// amount of time. Overrides rotate, style & hatch
Duration dissolve;
bool fadein; // Fade Into being full for true, fade out of otherwise
uint32_t bg, fg; // Background & foreground colors
} FillMode;
// Default fill mode.