118 lines
3.1 KiB
C
118 lines
3.1 KiB
C
/*
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* This software is licensed under the terms of the MIT License.
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* See COPYING for further information.
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* ---
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* Copyright (c) 2011-2024, Lukas Weber <laochailan@web.de>.
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* Copyright (c) 2012-2024, Andrei Alexeyev <akari@taisei-project.org>.
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*/
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#include "reimu.h"
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#include "global.h"
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#include "plrmodes.h"
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#include "stagedraw.h"
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#include "util/graphics.h"
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static Framebuffer *bomb_buffer;
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PlayerCharacter character_reimu = {
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.id = PLR_CHAR_REIMU,
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.lower_name = "reimu",
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.proper_name = "Reimu",
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.full_name = "Hakurei Reimu",
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.title = "Shrine Maiden of Fantasy",
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.menu_texture_name = "reimubg",
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.ending = {
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.good = { CUTSCENE_ID_REIMU_GOOD_END, ENDING_GOOD_REIMU },
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.bad = { CUTSCENE_ID_REIMU_BAD_END, ENDING_BAD_REIMU },
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},
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};
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double reimu_common_property(Player *plr, PlrProperty prop) {
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switch(prop) {
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case PLR_PROP_BOMB_TIME:
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return 300;
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case PLR_PROP_COLLECT_RADIUS:
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return (plr->inputflags & INFLAG_FOCUS) ? 60 : 30;
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case PLR_PROP_SPEED:
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// NOTE: For equivalents in Touhou units, divide these by 1.25.
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return (plr->inputflags & INFLAG_FOCUS) ? 2.5 : 5.625;
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case PLR_PROP_POC:
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return VIEWPORT_H / 3.5;
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case PLR_PROP_DEATHBOMB_WINDOW:
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return 12;
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}
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UNREACHABLE;
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}
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TASK(reimu_ofuda_trail, { BoxedProjectile trail; }) {
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Projectile *trail = TASK_BIND(ARGS.trail);
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for(;;) {
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trail->color.g *= 0.95;
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YIELD;
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}
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}
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Projectile *reimu_common_ofuda_swawn_trail(Projectile *p) {
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Projectile *trail = PARTICLE(
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// .sprite_ptr = p->sprite,
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.sprite_ptr = res_sprite("proj/hghost"),
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.color = &p->color,
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.timeout = 12,
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.pos = p->pos + p->move.velocity * 0.3,
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.move = move_linear(p->move.velocity * 0.5),
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.draw_rule = pdraw_timeout_scalefade(1, 2, 1, 0),
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.layer = LAYER_PARTICLE_LOW,
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.flags = PFLAG_NOREFLECT,
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);
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// TODO maybe replace this with something better looking and less task-hungry
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INVOKE_TASK(reimu_ofuda_trail, ENT_BOX(trail));
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return trail;
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}
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static void capture_frame(Framebuffer *dest, Framebuffer *src) {
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r_state_push();
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r_framebuffer(dest);
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r_shader_standard();
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r_color4(1, 1, 1, 1);
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r_blend(BLEND_NONE);
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draw_framebuffer_tex(src, VIEWPORT_W, VIEWPORT_H);
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r_state_pop();
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}
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void reimu_common_bomb_bg(Player *p, float alpha) {
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if(alpha <= 0)
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return;
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r_state_push();
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r_color(HSLA_MUL_ALPHA(global.frames / 30.0, 0.2, 0.9, alpha));
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r_shader("reimu_bomb_bg");
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r_uniform_sampler("runes", "runes");
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r_uniform_float("zoom", VIEWPORT_H / sqrt(VIEWPORT_W*VIEWPORT_W + VIEWPORT_H*VIEWPORT_H));
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r_uniform_vec2("aspect", VIEWPORT_W / (float)VIEWPORT_H, 1);
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r_uniform_float("time", 9000 + 3 * global.frames / 60.0);
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draw_framebuffer_tex(bomb_buffer, VIEWPORT_W, VIEWPORT_H);
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r_state_pop();
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capture_frame(bomb_buffer, r_framebuffer_current());
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}
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void reimu_common_bomb_buffer_init(void) {
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FBAttachmentConfig cfg;
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memset(&cfg, 0, sizeof(cfg));
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cfg.attachment = FRAMEBUFFER_ATTACH_COLOR0;
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cfg.tex_params.type = TEX_TYPE_RGB;
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cfg.tex_params.filter.min = TEX_FILTER_LINEAR;
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cfg.tex_params.filter.mag = TEX_FILTER_LINEAR;
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cfg.tex_params.wrap.s = TEX_WRAP_MIRROR;
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cfg.tex_params.wrap.t = TEX_WRAP_MIRROR;
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bomb_buffer = stage_add_background_framebuffer("Reimu bomb FB", 0.25, 1, 1, &cfg);
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}
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