item tweaks; improved after-death grace period

* items bounce off the viewport "walls"
    * autocollect is interrupted on death
    * all projectiles are continuously cleared during the death and
    respawn process
This commit is contained in:
Andrei Alexeyev 2017-10-31 15:47:20 +02:00
parent e978d97614
commit 00bd11ea89
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GPG key ID: 363707CD4C7FE8A4
7 changed files with 119 additions and 40 deletions

View file

@ -10,7 +10,29 @@
#include "global.h"
#include "list.h"
Item *create_item(complex pos, complex v, ItemType type) {
static Texture* item_tex(ItemType type) {
static const char *const map[] = {
[Power] = "items/power",
[Point] = "items/point",
[Life] = "items/life",
[Bomb] = "items/bomb",
[LifeFrag] = "items/lifefrag",
[BombFrag] = "items/bombfrag",
[BPoint] = "items/bullet_point",
};
// int cast to silence a WTF warning
assert((int)type < sizeof(map)/sizeof(char*));
return get_tex(map[type]);
}
Item* create_item(complex pos, complex v, ItemType type) {
if((creal(pos) < 0 || creal(pos) > VIEWPORT_W)) {
// we need this because we clamp the item position to the viewport boundary during motion
// e.g. enemies that die offscreen shouldn't spawn any items inside the viewport
return NULL;
}
Item *e, **d, **dest = &global.items;
for(e = *dest; e && e->next; e = e->next)
@ -37,36 +59,38 @@ void delete_item(Item *item) {
delete_element((void **)&global.items, item);
}
Item* create_bpoint(complex pos) {
Item *i = create_item(pos, 0, BPoint);
if(i) {
create_particle1c("flare", pos, 0, Fade, timeout, 30);
i->auto_collect = 10;
}
return i;
}
void draw_items(void) {
Item *p;
Texture *tex = NULL;
for(p = global.items; p; p = p->next) {
switch(p->type){
case Power:
tex = get_tex("items/power");
break;
case Point:
tex = get_tex("items/point");
break;
case Life:
tex = get_tex("items/life");
break;
case Bomb:
tex = get_tex("items/bomb");
break;
case LifeFrag:
tex = get_tex("items/lifefrag");
break;
case BombFrag:
tex = get_tex("items/bombfrag");
break;
case BPoint:
tex = get_tex("items/bullet_point");
break;
default:
break;
Color white = rgba(1, 1, 1, 1);
Color prevc = white;
for(Item *i = global.items; i; i = i->next) {
Color c = rgba(1, 1, 1,
i->type == BPoint && !i->auto_collect
? clamp(2.0 - (global.frames - i->birthtime) / 60.0, 0.1, 1.0)
: 1.0
);
if(prevc != c) {
parse_color_call(c, glColor4f);
prevc = c;
}
draw_texture_p(creal(p->pos), cimag(p->pos), tex);
draw_texture_p(creal(i->pos), cimag(i->pos), item_tex(i->type));
}
if(prevc != white) {
glColor4f(1, 1, 1, 1);
}
}
@ -78,10 +102,27 @@ void move_item(Item *i) {
int t = global.frames - i->birthtime;
complex lim = 0 + 2.0*I;
if(i->auto_collect)
if(i->auto_collect) {
i->pos -= (7+i->auto_collect)*cexp(I*carg(i->pos - global.plr.pos));
else
} else {
complex oldpos = i->pos;
i->pos = i->pos0 + log(t/5.0 + 1)*5*(i->v + lim) + lim*t;
complex v = i->pos - oldpos;
double half = item_tex(i->type)->w/2.0;
bool over = false;
if((over = creal(i->pos) > VIEWPORT_W-half) || creal(i->pos) < half) {
complex normal = over ? -1 : 1;
v -= 2 * normal * (creal(normal)*creal(v));
v = 1.5*creal(v) - I*fabs(cimag(v));
i->pos = clamp(creal(i->pos), half, VIEWPORT_W-half) + I*cimag(i->pos);
i->v = v;
i->pos0 = i->pos;
i->birthtime = global.frames;
}
}
}
void process_items(void) {
@ -100,9 +141,22 @@ void process_items(void) {
item->type = Point;
}
if(cimag(global.plr.pos) < POINT_OF_COLLECT || cabs(global.plr.pos - item->pos) < r
|| global.frames - global.plr.recovery < 0)
if(cabs(global.plr.pos - item->pos) < r) {
item->auto_collect = 1;
} else {
bool plr_alive = global.plr.deathtime <= global.frames && global.plr.deathtime == -1;
if((cimag(global.plr.pos) < POINT_OF_COLLECT && plr_alive)
|| global.frames - global.plr.recovery < 0)
item->auto_collect = 1;
if(item->auto_collect && !plr_alive) {
item->auto_collect = 0;
item->pos0 = item->pos;
item->birthtime = global.frames;
item->v = -10*I + 5*nfrand();
}
}
move_item(item);

View file

@ -9,6 +9,7 @@
#pragma once
#include "util.h"
#include "resource/texture.h"
typedef struct Item Item;
@ -43,6 +44,8 @@ void delete_item(Item *item);
void draw_items(void);
void delete_items(void);
Item* create_bpoint(complex pos);
int collision_item(Item *p);
void process_items(void);

View file

@ -197,8 +197,7 @@ void process_lasers(void) {
double y = cimag(p);
if(x > 0 && x < VIEWPORT_W && y > 0 && y < VIEWPORT_H) {
create_particle1c("flare", p, 0, Fade, timeout, 30);
create_item(p, 0, BPoint)->auto_collect = 10;
create_bpoint(p);
}
if(kill_now) {

View file

@ -186,6 +186,7 @@ void player_logic(Player* plr) {
if(plr->deathtime < -1) {
plr->deathtime++;
plr->pos -= I;
stage_clear_hazards_instantly(false);
return;
}
@ -199,8 +200,11 @@ void player_logic(Player* plr) {
plr->mode->procs.shot(plr);
}
if(global.frames == plr->deathtime)
if(global.frames == plr->deathtime) {
player_realdeath(plr);
} else if(plr->deathtime > global.frames) {
stage_clear_hazards_instantly(false);
}
if(global.frames - plr->recovery < 0) {
if(plr->bombcanceltime) {
@ -421,11 +425,13 @@ void player_realdeath(Player *plr) {
void player_death(Player *plr) {
if(plr->deathtime == -1 && global.frames - abs(plr->recovery) > 0) {
play_sound("death");
int i;
for(i = 0; i < 20; i++) {
for(int i = 0; i < 20; i++) {
tsrand_fill(2);
create_particle2c("flare", plr->pos, 0, Shrink, timeout_linear, 40, (3+afrand(0)*7)*cexp(I*tsrand_a(1)))->type=PlrProj;
}
stage_clear_hazards(false);
create_particle2c("blast", plr->pos, rgba(1,0.3,0.3,0.5), GrowFadeAdd, timeout, 35, 2.4)->type=PlrProj;
plr->deathtime = global.frames + DEATHBOMB_TIME;
}

View file

@ -160,8 +160,7 @@ void process_projectiles(Projectile **projs, bool collision) {
if(proj->type == DeadProj && killed < 5) {
killed++;
action = ACTION_DESTROY;
create_particle1c("flare", proj->pos, 0, Fade, timeout, 30);
create_item(proj->pos, 0, BPoint)->auto_collect = 10;
create_bpoint(proj->pos);
}
if(collision)

View file

@ -422,6 +422,23 @@ void stage_clear_hazards(bool force) {
}
}
void stage_clear_hazards_instantly(bool force) {
for(Projectile *p = global.projs, *next; p; p = next) {
next = p->next;
if(p->type == FairyProj || p->type == FakeProj || p->type == DeadProj) {
create_bpoint(p->pos);
delete_projectile(&global.projs, p);
}
}
// TODO: clear these instantly as well
for(Laser *l = global.lasers; l; l = l->next) {
if(!l->unclearable || force)
l->dead = true;
}
}
static void stage_free(void) {
delete_enemies(&global.enemies);
delete_enemies(&global.plr.slaves);

View file

@ -113,6 +113,7 @@ void stage_pause(void);
void stage_gameover(void);
void stage_clear_hazards(bool force);
void stage_clear_hazards_instantly(bool force);
void stage_start_bgm(const char *bgm);