taisei/src/player.c

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/*
* This software is licensed under the terms of the MIT License.
* See COPYING for further information.
* ---
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* Copyright (c) 2011-2024, Lukas Weber <laochailan@web.de>.
* Copyright (c) 2012-2024, Andrei Alexeyev <akari@taisei-project.org>.
*/
#include "player.h"
#include "audio/audio.h"
#include "entity.h"
#include "gamepad.h"
#include "global.h"
#include "plrmodes.h"
#include "projectile.h"
#include "replay/stage.h"
#include "replay/struct.h"
#include "stage.h"
#include "stagedraw.h"
#include "stagetext.h"
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#include "stats.h"
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#include "util/glm.h"
#include "util/graphics.h"
DEFINE_ENTITY_TYPE(PlayerIndicators, {
Player *plr;
struct {
Sprite *focus;
} sprites;
float focus_alpha;
int focus_time;
});
void player_init(Player *plr) {
memset(plr, 0, sizeof(Player));
plr->pos = PLR_SPAWN_POS;
plr->lives = PLR_START_LIVES;
plr->bombs = PLR_START_BOMBS;
plr->point_item_value = PLR_START_PIV;
plr->power_stored = 100;
plr->deathtime = -1;
plr->continuetime = -1;
plr->bomb_triggertime = -1;
plr->bomb_endtime = 0;
plr->mode = plrmode_find(0, 0);
}
void player_stage_pre_init(Player *plr) {
plr->recoverytime = 0;
plr->respawntime = 0;
plr->bomb_triggertime = -1;
plr->bomb_endtime = 0;
plr->deathtime = -1;
plr->axis_lr = 0;
plr->axis_ud = 0;
}
double player_property(Player *plr, PlrProperty prop) {
return plr->mode->procs.property(plr, prop);
}
static void ent_draw_player(EntityInterface *ent);
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static DamageResult ent_damage_player(EntityInterface *ent, const DamageInfo *dmg);
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DECLARE_TASK(player_logic, { BoxedPlayer plr; });
DECLARE_TASK(player_indicators, { BoxedPlayer plr; });
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void player_stage_post_init(Player *plr) {
assert(plr->mode != NULL);
// ensure the essential callbacks are there. other code tests only for the optional ones
assert(plr->mode->procs.property != NULL);
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assert(plr->mode->character != NULL);
assert(plr->mode->dialog != NULL);
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plrchar_render_bomb_portrait(plr->mode->character, &plr->bomb_portrait);
aniplayer_create(&plr->ani, plrchar_player_anim(plr->mode->character), "main");
plr->ent.draw_layer = LAYER_PLAYER;
plr->ent.draw_func = ent_draw_player;
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plr->ent.damage_func = ent_damage_player;
ent_register(&plr->ent, ENT_TYPE_ID(Player));
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COEVENT_INIT_ARRAY(plr->events);
INVOKE_TASK_DELAYED(1, player_logic, ENT_BOX(plr));
INVOKE_TASK_DELAYED(1, player_indicators, ENT_BOX(plr));
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if(plr->mode->procs.init != NULL) {
plr->mode->procs.init(plr);
}
plr->extralife_threshold = player_next_extralife_threshold(plr->extralives_given);
while(plr->points >= plr->extralife_threshold) {
plr->extralife_threshold = player_next_extralife_threshold(++plr->extralives_given);
}
}
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void player_free(Player *plr) {
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COEVENT_CANCEL_ARRAY(plr->events);
r_texture_destroy(plr->bomb_portrait.tex);
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aniplayer_free(&plr->ani);
ent_unregister(&plr->ent);
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}
static void player_full_power(Player *plr) {
stage_clear_hazards(CLEAR_HAZARDS_ALL);
stagetext_add("Full Power!", VIEWPORT_W * 0.5 + VIEWPORT_H * 0.33 * I, ALIGN_CENTER, res_font("big"), RGB(1, 1, 1), 0, 60, 20, 20);
}
static int player_track_effective_power_change(Player *plr) {
int old_effective = plr->_prev_effective_power;
int new_effective = player_get_effective_power(plr);
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if(old_effective != new_effective) {
plr->_prev_effective_power = new_effective;
coevent_signal(&plr->events.effective_power_changed);
}
return new_effective;
}
bool player_set_power(Player *plr, short npow) {
int old_stored = plr->power_stored;
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int new_stored = clamp(npow, 0, PLR_MAX_POWER_STORED);
plr->power_stored = new_stored;
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if(old_stored / 100 < new_stored / 100) {
play_sfx("powerup");
}
bool change = old_stored != new_stored;
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if(change) {
if(new_stored >= PLR_MAX_POWER_EFFECTIVE && old_stored < PLR_MAX_POWER_EFFECTIVE) {
player_full_power(plr);
}
coevent_signal(&plr->events.stored_power_changed);
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}
player_track_effective_power_change(plr);
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return change;
}
bool player_add_power(Player *plr, short pdelta) {
return player_set_power(plr, plr->power_stored + pdelta);
}
int player_get_effective_power(Player *plr) {
int p;
if(player_is_powersurge_active(plr)) {
p = plr->powersurge.player_power;
} else {
p = plr->power_stored;
}
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return clamp(p, 0, PLR_MAX_POWER_EFFECTIVE);
}
void player_move(Player *plr, cmplx delta) {
delta *= player_property(plr, PLR_PROP_SPEED);
plr->uncapped_velocity = delta;
cmplx lastpos = plr->pos;
cmplx ofs = CMPLX(PLR_MIN_BORDER_DIST, PLR_MIN_BORDER_DIST);
cmplx vp = CMPLX(VIEWPORT_W, VIEWPORT_H);
plr->pos = cwclamp(lastpos + delta, ofs, vp - ofs);
plr->velocity = plr->pos - lastpos;
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}
void player_draw_overlay(Player *plr) {
float a = 1 - plr->bomb_cutin_alpha;
if(a <= 0 || a >= 1) {
return;
}
r_state_push();
r_shader("sprite_default");
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float char_in = clamp(a * 1.5f, 0, 1);
float char_out = min(1, 2 - (2 * a));
float char_opacity_in = 0.75 * min(1, a * 5);
float char_opacity = char_opacity_in * char_out * char_out;
float char_xofs = -20 * a;
Sprite *char_spr = &plr->bomb_portrait;
for(int i = 1; i <= 3; ++i) {
float t = a * 200;
float dur = 20;
float start = 200 - dur * 5;
float end = start + dur;
float ofs = 0.2 * dur * (i - 1);
float o = 1 - smoothstep(start + ofs, end + ofs, t);
r_draw_sprite(&(SpriteParams) {
.sprite_ptr = char_spr,
.pos = { char_spr->w * 0.5 + VIEWPORT_W * powf(1 - char_in, 4 - i * 0.3f) - i + char_xofs, VIEWPORT_H - char_spr->h * 0.5f },
.color = color_mul_scalar(color_add(RGBA(0.2, 0.2, 0.2, 0), RGBA(i==1, i==2, i==3, 0)), char_opacity_in * (1 - char_in * o) * o),
.flip.x = true,
.scale.both = 1.0f + 0.02f * (min(1, a * 1.2f)) + i * 0.5 * powf(1 - o, 2),
});
}
r_draw_sprite(&(SpriteParams) {
.sprite_ptr = char_spr,
.pos = { char_spr->w * 0.5f + VIEWPORT_W * powf(1 - char_in, 4) + char_xofs, VIEWPORT_H - char_spr->h * 0.5f },
.color = RGBA_MUL_ALPHA(1, 1, 1, char_opacity * min(1, char_in * 2) * (1 - min(1, (1 - char_out) * 5))),
.flip.x = true,
.scale.both = 1.0 + 0.1 * (1 - char_out),
});
float spell_in = min(1, a * 3.0);
float spell_out = min(1, 3 - (3 * a));
float spell_opacity = min(1, a * 5) * spell_out * spell_out;
float spell_x = 128 * (1 - powf(1 - spell_in, 5)) + (VIEWPORT_W + 256) * powf(1 - spell_in, 3);
float spell_y = VIEWPORT_H - 128 * sqrtf(a);
Sprite *spell_spr = res_sprite("spell");
r_draw_sprite(&(SpriteParams) {
.sprite_ptr = spell_spr,
.pos = { spell_x, spell_y },
.color = color_mul_scalar(RGBA(1, 1, 1, spell_in * 0.5), spell_opacity),
.scale.both = 3 - 2 * (1 - pow(1 - spell_in, 3)) + 2 * (1 - spell_out),
});
Font *font = res_font("standard");
r_mat_mv_push();
r_mat_mv_translate(spell_x - spell_spr->w * 0.5 + 10, spell_y + 5 - font_get_metrics(font)->descent, 0);
TextParams tp = {
// .pos = { spell_x - spell_spr->w * 0.5 + 10, spell_y + 5 - font_get_metrics(font)->descent },
.shader = "text_hud",
.font_ptr = font,
.color = color_mul_scalar(RGBA(1, 1, 1, spell_in), spell_opacity),
};
r_mat_mv_push();
r_mat_mv_scale(2 - 1 * spell_opacity, 2 - 1 * spell_opacity, 1);
text_draw(plr->mode->spellcard_name, &tp);
r_mat_mv_pop();
r_mat_mv_pop();
r_state_pop();
}
static void ent_draw_player(EntityInterface *ent) {
Player *plr = ENT_CAST(ent, Player);
if(plr->deathtime >= global.frames) {
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return;
}
ShaderCustomParams shader_params = { 1.0f };
ShaderProgram *shader = res_shader("sprite_particle");
if(plr->focus_circle_alpha) {
r_draw_sprite(&(SpriteParams) {
.sprite_ptr = res_sprite("fairy_circle"),
.shader_ptr = shader,
.shader_params = &shader_params,
.rotation.angle = DEG2RAD * global.frames * 10,
.color = RGBA_MUL_ALPHA(1, 1, 1, 0.2 * plr->focus_circle_alpha),
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.pos = { re(plr->pos), im(plr->pos) },
});
}
Color c;
Lots of disorganized (mostly) visual overhaul (#156) * WIP some projectile effects * fix segfault * Laser smoothing and glow via post-processing blur magic TODO: make it optional * fix memory corruption * fix memory corruption for realsies now * fix color_get_hsl for out-of-range colors * some more bullet flare tweaks * some lame clear effect workarounds * spawn bullet flares after frame 0; looks better and fixes some problems * New baryon explosion; fix petal_explosion; leanify everything * Add missing bullet flare sprite, rebuild main atlas * improve batching efficiency with bullet spawn flares * forgot git add * Group projectiles/particles by shader where possible * Another take on baryon explosion; make fg framebuffers 16bit * WIP some settings for toasters * remove stupid debug log * microoptimization that probably does nothing anyway * somewhat more intuitive quality settings * Whitelist more particles (MarisaB is on hold) * Whitelist (and fix) some more stage6 particles (mostly ToE) * Add a spell name background * Experimental radial healthbar for bosses * healthbar tweaks * thiccer healthbars in response to feedback * remove healthbar survival timer; just fade out on survivals * Add linear healthbars option; WIP other boss HUD tweaks * Use the proper spell card name format * New font and some random garbage to go along with it * Generate static font outlines for use in text shaders * Use outlines in overlay text shader * Complete boss HUD/healthbar fading logic * fix boss timer limit * stage5 bombs explosion effect * split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE; introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two values OR'd together) simplify vampiric vapor bullet spawning effect * Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters) * lower particle density in v.vapor in minimal mode * graze effect tweaks * fix text shortening, tweak replay menu layout * stupid debug spam * revisit grazing effects again * dumb debug spam again * improve boss attack timer * overlay effect for boss deaths (similar to the player one) * spice up spellcard declaration (HUD) * don't spawn boss death overlay if fleed * modify Exo2 font to use tabular figures * adjust replay menu for the font change * draw timer & power with standard font (phasing out the numbers font) * WIP new HUD; random fixes/tweaks * hud: move difficulty indicator * hud: move debug stuff around * preloads, mostly * fix youmuA batching conflict * shitty workaround for the shitty screenshake shit * remove extraspell lag by stopping to draw stagebg sooner which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells! * new stain particle * i disabled background rendering… * "batch" marisa_b masterspark draws * remove these once a new atlas is generated * make toe quick again * hopefully fix all occurences of changed stain and ScaleFade behavior * tweaking reimu_a and toe boson launch effects * make lhc fast again * softer involnerability effect * fix stage 1 snow on the water bug (and improve performance) translated the time to the future a bit because it only seemed to be an issue for small time values * remove unnecessary spawnflare from toe * tone down extra spell start effect * experimental ReimuB gap shader optimization * fix python3 shebangs * generate simple blur shaders w/ hardcoded kernels * New loading screen * lasers: fix incorrect draw hook registration * add webp support for atlas generator * Use ImageMagick for atlas composition (adds 16-bit support) * Atlas maintenance * make the vampiric vapor bullets less prone to invisibility * Revert a few particles to the quadratic fade curve * experimental baryon effect * improve baryon sprites * disable the baryon effect on minimal postprocessing setting
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if(!player_is_vulnerable(plr)) {
float f = 0.3*sin(0.1*global.frames);
c = *RGBA_MUL_ALPHA(1.0+f, 1.0, 1.0-f, 0.7+f);
} else {
Premultiplied alpha (#133) * WIP premultiplied alpha * WIP color API rework (doesn't build yet; lots of things left to convert) * convert everything remaining to new Color api except stage*_event.c files * convert the stages to new Color api. builds & runs now; still many rendering errors * fix the bullet shader for premultiplied alpha * fix masterspark, graphs and stage 1 fog clouds * fix marisa_b and most of spellcards * Add deprecation warnings for BLEND_ADD and PFLAG_DRAWADD * fix a segfault in stage 6 undo accidental earlier change * fix text_hud.frag.glsl * fix scuttle bg and remaining stage3 BLEND_ADDs * fix marisa laser opacity * hacky fix for myon The old implementation relied on alpha being stored inside p->color. In premul alpha this doesn’t work and functions like color_set_opacity can’t solve this i think. So I tried messing around with it until it looked somewhat similar. * fix marisa_b stars * remove color_set_opacity i overlooked * more plrmode blending changes * fixup additive blending in stage 1 * various premultiplied alpha fixups for bosses and enemies * stage 2 premul alpha fixups * stage 4 premul alpha fixups * stage 5 premul alpha fixups * stage 6 premul alpha fixups * make lasers also use the PMA blend mode * remove PFLAG_DRAWADD and PFLAG_DRAWSUB * fix remaining PMA issues in menus * lame extraspell bg workaround * fix item alpha * make marisaA lasers look somewhat like in master * fix marisaA bomb background fadeout * fixup various r_color4 calls * fix myon * remove dead code * fix use of BLEND_ADD in player death effect * fix myon shot trails (broken on master as well) * fix myon shot fade-in * extend the sprite shaders custom parameter to a vec4 * fix youmuB stuff and make it look somewhat better. the code looks even worse though.
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c = *RGBA_MUL_ALPHA(1.0, 1.0, 1.0, 1.0);
}
r_draw_sprite(&(SpriteParams) {
.sprite_ptr = aniplayer_get_frame(&plr->ani),
.shader_ptr = shader,
.shader_params = &shader_params,
.pos.as_cmplx = plr->pos,
Premultiplied alpha (#133) * WIP premultiplied alpha * WIP color API rework (doesn't build yet; lots of things left to convert) * convert everything remaining to new Color api except stage*_event.c files * convert the stages to new Color api. builds & runs now; still many rendering errors * fix the bullet shader for premultiplied alpha * fix masterspark, graphs and stage 1 fog clouds * fix marisa_b and most of spellcards * Add deprecation warnings for BLEND_ADD and PFLAG_DRAWADD * fix a segfault in stage 6 undo accidental earlier change * fix text_hud.frag.glsl * fix scuttle bg and remaining stage3 BLEND_ADDs * fix marisa laser opacity * hacky fix for myon The old implementation relied on alpha being stored inside p->color. In premul alpha this doesn’t work and functions like color_set_opacity can’t solve this i think. So I tried messing around with it until it looked somewhat similar. * fix marisa_b stars * remove color_set_opacity i overlooked * more plrmode blending changes * fixup additive blending in stage 1 * various premultiplied alpha fixups for bosses and enemies * stage 2 premul alpha fixups * stage 4 premul alpha fixups * stage 5 premul alpha fixups * stage 6 premul alpha fixups * make lasers also use the PMA blend mode * remove PFLAG_DRAWADD and PFLAG_DRAWSUB * fix remaining PMA issues in menus * lame extraspell bg workaround * fix item alpha * make marisaA lasers look somewhat like in master * fix marisaA bomb background fadeout * fixup various r_color4 calls * fix myon * remove dead code * fix use of BLEND_ADD in player death effect * fix myon shot trails (broken on master as well) * fix myon shot fade-in * extend the sprite shaders custom parameter to a vec4 * fix youmuB stuff and make it look somewhat better. the code looks even worse though.
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.color = &c,
});
}
static void player_draw_indicators(EntityInterface *ent) {
PlayerIndicators *indicators = ENT_CAST(ent, PlayerIndicators);
Player *plr = indicators->plr;
float focus_opacity = indicators->focus_alpha;
int t = global.frames - indicators->focus_time;
cmplxf pos = plr->pos;
if(focus_opacity > 0) {
float trans_frames = 12;
float trans_factor = 1.0f - min(trans_frames, t) / trans_frames;
float rot_speed = DEG2RAD * global.frames * (1.0f + 3.0f * trans_factor);
float scale = 1.0f + trans_factor;
SpriteParams sp = {
.sprite_ptr = indicators->sprites.focus,
.rotation.angle = rot_speed,
.color = RGBA_MUL_ALPHA(1, 1, 1, focus_opacity),
.pos.as_cmplx = pos,
.scale.both = scale,
};
r_draw_sprite(&sp);
sp.rotation.angle *= -1;
r_draw_sprite(&sp);
}
float ps_opacity = 1.0;
float ps_fill_factor = 1.0;
if(player_is_powersurge_active(plr)) {
ps_opacity *= clamp((global.frames - plr->powersurge.time.activated) / 30.0, 0, 1);
} else if(plr->powersurge.time.expired == 0) {
ps_opacity = 0;
} else {
ps_opacity *= (1 - clamp((global.frames - plr->powersurge.time.expired) / 40.0, 0, 1));
ps_fill_factor = pow(ps_opacity, 2);
}
if(ps_opacity > 0) {
r_state_push();
r_mat_mv_push();
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r_mat_mv_translate(re(pos), im(pos), 0);
r_mat_mv_scale(140, 140, 0);
r_shader("healthbar_radial");
r_uniform_vec4_rgba("borderColor", RGBA(0.5, 0.5, 0.5, 0.5));
r_uniform_vec4_rgba("glowColor", RGBA(0.5, 0.5, 0.5, 0.75));
r_uniform_vec4_rgba("fillColor", RGBA(1.5, 0.5, 0.0, 0.75));
r_uniform_vec4_rgba("altFillColor", RGBA(0.0, 0.5, 1.5, 0.75));
r_uniform_vec4_rgba("coreFillColor", RGBA(0.8, 0.8, 0.8, 0.25));
r_uniform_vec2("fill", plr->powersurge.positive * ps_fill_factor, plr->powersurge.negative * ps_fill_factor);
r_uniform_float("opacity", ps_opacity);
r_draw_quad();
r_mat_mv_pop();
r_state_pop();
char buf[64];
format_huge_num(0, plr->powersurge.bonus.baseline, sizeof(buf), buf);
Font *fnt = res_font("monotiny");
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float x = re(pos);
float y = im(pos) + 80;
float text_opacity = ps_opacity * 0.75;
x += text_draw(buf, &(TextParams) {
.shader = "text_hud",
.font_ptr = fnt,
.pos = { x, y },
.color = RGBA_MUL_ALPHA(1.0, 1.0, 1.0, text_opacity),
.align = ALIGN_CENTER,
});
snprintf(buf, sizeof(buf), " +%u", plr->powersurge.bonus.gain_rate);
text_draw(buf, &(TextParams) {
.shader = "text_hud",
.font_ptr = fnt,
.pos = { x, y },
.color = RGBA_MUL_ALPHA(0.3, 0.6, 1.0, text_opacity),
.align = ALIGN_LEFT,
});
r_shader("sprite_filled_circle");
r_uniform_vec4("color_inner", 0, 0, 0, 0);
r_uniform_vec4("color_outer", 0, 0, 0.1 * ps_opacity, 0.1 * ps_opacity);
}
}
DEFINE_TASK(player_indicators) {
PlayerIndicators *indicators = TASK_HOST_ENT(PlayerIndicators);
indicators->plr = TASK_BIND(ARGS.plr);
indicators->ent.draw_layer = LAYER_PLAYER_FOCUS;
indicators->ent.draw_func = player_draw_indicators;
indicators->sprites.focus = res_sprite("focus");
Player *plr = indicators->plr;
bool was_focused = false;
bool is_focused = false;
for(;;) {
is_focused = (plr->inputflags & INFLAG_FOCUS) && player_is_alive(plr);
if(is_focused && !was_focused) {
indicators->focus_time = global.frames;
indicators->focus_alpha = min(indicators->focus_alpha, 0.1f);
}
was_focused = is_focused;
fapproach_p(&indicators->focus_alpha, is_focused, 1.0f/30.0f);
YIELD;
}
}
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static void player_fail_spell(Player *plr) {
Boss *boss = global.boss;
if(!boss || global.stage->type == STAGE_SPELL) {
return;
}
Attack *atk = boss->current;
if(!atk || !attack_is_active(atk) || attack_was_failed(atk)) {
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return;
}
global.boss->current->failtime = global.frames;
if(global.boss->current->type == AT_ExtraSpell) {
boss_finish_current_attack(global.boss);
}
}
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bool player_should_shoot(Player *plr) {
return
(plr->inputflags & INFLAG_SHOT) &&
!dialog_is_active(global.dialog) &&
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player_is_alive(&global.plr);
}
void player_placeholder_bomb_logic(Player *plr) {
if(!player_is_bomb_active(plr)) {
return;
}
DamageInfo dmg;
dmg.amount = 100;
dmg.type = DMG_PLAYER_BOMB;
for(Enemy *en = global.enemies.first; en; en = en->next) {
ent_damage(&en->ent, &dmg);
}
if(global.boss) {
ent_damage(&global.boss->ent, &dmg);
}
stage_clear_hazards(CLEAR_HAZARDS_ALL);
}
static void player_powersurge_expired(Player *plr);
static void _powersurge_trail_draw(Projectile *p, float t, float cmul) {
float nt = t / p->timeout;
float s = 1 + (2 + 0.5 * psin((t+global.frames*1.23)/5.0)) * nt * nt;
r_draw_sprite(&(SpriteParams) {
.sprite_ptr = p->sprite,
.scale.both = s,
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.pos = { re(p->pos), im(p->pos) },
.color = color_mul_scalar(RGBA(0.8, 0.1 + 0.2 * psin((t+global.frames)/5.0), 0.1, 0.0), 0.5 * (1 - nt) * cmul),
.shader_params = &(ShaderCustomParams){{ -2 * nt * nt }},
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.shader_ptr = p->shader,
});
}
static void powersurge_trail_draw(Projectile *p, int t, ProjDrawRuleArgs args) {
if(t > 0) {
_powersurge_trail_draw(p, t - 0.5, 0.25);
_powersurge_trail_draw(p, t, 0.25);
} else {
_powersurge_trail_draw(p, t, 0.5);
}
}
TASK(powersurge_player_particles, { BoxedPlayer plr; }) {
Player *plr = TASK_BIND(ARGS.plr);
DECLARE_ENT_ARRAY(Projectile, trails, 32);
DECLARE_ENT_ARRAY(Projectile, fields, 4);
ShaderProgram *trail_shader = res_shader("sprite_silhouette");
Sprite *field_sprite = res_sprite("part/powersurge_field");
for(int t = 0; player_is_powersurge_active(plr); ++t, YIELD) {
ENT_ARRAY_COMPACT(&trails);
ENT_ARRAY_ADD(&trails, PARTICLE(
.sprite_ptr = aniplayer_get_frame(&plr->ani),
.shader_ptr = trail_shader,
.pos = plr->pos,
.color = RGBA(1, 1, 1, 0.5),
.draw_rule = powersurge_trail_draw,
.move = move_towards(0, plr->pos, 0),
.timeout = 15,
.layer = LAYER_PARTICLE_HIGH,
.flags = PFLAG_NOREFLECT | PFLAG_MANUALANGLE,
));
if(t % 6 == 0 && plr->powersurge.bonus.discharge_range > 0) {
real scale = 2 * plr->powersurge.bonus.discharge_range / field_sprite->w;
real angle = rng_angle();
Color *color = color_mul_scalar(rng_bool() ? RGBA(1.5, 0.5, 0.0, 0.1) : RGBA(0.0, 0.5, 1.5, 0.1), 0.25);
ENT_ARRAY_COMPACT(&fields);
ENT_ARRAY_ADD(&fields, PARTICLE(
.sprite_ptr = field_sprite,
.pos = plr->pos,
.color = color,
.draw_rule = pdraw_timeout_fade(1, 0),
.timeout = 14,
.angle = angle,
.layer = LAYER_PLAYER - 1,
.flags = PFLAG_NOREFLECT | PFLAG_NOMOVE | PFLAG_REQUIREDPARTICLE,
.scale = scale,
));
ENT_ARRAY_ADD(&fields, PARTICLE(
.sprite_ptr = field_sprite,
.pos = plr->pos,
.color = RGBA(0.5, 0.5, 0.5, 0),
.draw_rule = pdraw_timeout_fade(1, 0),
.timeout = 3,
.angle = angle,
.layer = LAYER_PLAYER - 1,
.flags = PFLAG_NOREFLECT | PFLAG_NOMOVE,
.scale = scale,
));
}
ENT_ARRAY_FOREACH(&trails, Projectile *p, {
p->move.attraction_point = plr->pos;
p->move.attraction = 1 - (global.frames - p->birthtime) / p->timeout;
});
ENT_ARRAY_FOREACH(&fields, Projectile *p, {
p->pos = plr->pos;
});
}
}
void player_powersurge_calc_bonus(Player *plr, PowerSurgeBonus *b) {
b->gain_rate = round(1000 * plr->powersurge.negative * plr->powersurge.negative);
b->baseline = plr->powersurge.total_charge + plr->powersurge.damage_done * 0.4;
b->score = b->baseline;
b->discharge_power = sqrtf(0.2 * b->baseline + 1024 * log1pf(b->baseline)) * smoothstep(0, 1, 0.0001 * b->baseline);
b->discharge_range = 1.2 * b->discharge_power;
b->discharge_damage = 10 * pow(b->discharge_power, 1.1);
}
static void player_powersurge_logic(Player *plr) {
if(dialog_is_active(global.dialog)) {
return;
}
plr->powersurge.positive = max(0, plr->powersurge.positive - lerp(PLR_POWERSURGE_POSITIVE_DRAIN_MIN, PLR_POWERSURGE_POSITIVE_DRAIN_MAX, plr->powersurge.positive));
plr->powersurge.negative = max(0, plr->powersurge.negative - lerp(PLR_POWERSURGE_NEGATIVE_DRAIN_MIN, PLR_POWERSURGE_NEGATIVE_DRAIN_MAX, plr->powersurge.negative));
if(stage_is_cleared()) {
player_cancel_powersurge(plr);
return;
}
if(plr->powersurge.positive <= plr->powersurge.negative) {
player_powersurge_expired(plr);
return;
}
player_powersurge_calc_bonus(plr, &plr->powersurge.bonus);
plr->powersurge.total_charge += plr->powersurge.bonus.gain_rate;
}
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DEFINE_TASK(player_logic) {
Player *plr = TASK_BIND(ARGS.plr);
uint prev_inputflags = 0;
plr->_prev_effective_power = player_get_effective_power(plr);
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for(;;) {
YIELD;
if(prev_inputflags != plr->inputflags) {
coevent_signal(&plr->events.inputflags_changed);
prev_inputflags = plr->inputflags;
}
fapproach_p(&plr->bomb_cutin_alpha, 0, 1/200.0);
if(
plr->respawntime - PLR_RESPAWN_TIME/2 == global.frames &&
plr->lives < 0 && global.replay.input.replay == NULL
) {
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stage_gameover();
}
if(plr->continuetime == global.frames) {
plr->lives = PLR_START_LIVES;
plr->bombs = PLR_START_BOMBS;
plr->point_item_value = PLR_START_PIV;
plr->life_fragments = 0;
plr->bomb_fragments = 0;
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stats_track_continue_used(&plr->stats);
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player_set_power(plr, 0);
stage_clear_hazards(CLEAR_HAZARDS_ALL);
spawn_items(plr->deathpos, ITEM_POWER, (int)ceil(PLR_MAX_POWER_EFFECTIVE/(real)POWER_VALUE));
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}
aniplayer_update(&plr->ani);
if(plr->lives < 0) {
continue;
}
if(plr->respawntime > global.frames) {
double x = PLR_SPAWN_POS_X;
double y = lerp(PLR_SPAWN_POS_Y, VIEWPORT_H + 64, smoothstep(0.0, 1.0, (plr->respawntime - global.frames) / (double)PLR_RESPAWN_TIME));
plr->pos = CMPLX(x, y);
stage_clear_hazards(CLEAR_HAZARDS_ALL | CLEAR_HAZARDS_NOW);
continue;
}
if(player_is_powersurge_active(plr)) {
player_powersurge_logic(plr);
}
fapproach_p(&plr->focus_circle_alpha, !!(plr->inputflags & INFLAG_FOCUS), 1.0f/15.0f);
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if(player_should_shoot(plr)) {
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coevent_signal(&plr->events.shoot);
}
if(global.frames == plr->deathtime) {
player_realdeath(plr);
} else if(plr->deathtime > global.frames) {
stage_clear_hazards(CLEAR_HAZARDS_ALL | CLEAR_HAZARDS_NOW);
}
player_track_effective_power_change(plr);
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}
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}
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