taisei/src/enemy_classes.c
Andrei Alexeyev 08e0060e19
enemy_classes: improve fairy summon effect
Makes it easier to tell when the fairy becomes active
2023-05-29 06:57:55 +02:00

545 lines
14 KiB
C

/*
* This software is licensed under the terms of the MIT License.
* See COPYING for further information.
* ---
* Copyright (c) 2011-2019, Lukas Weber <laochailan@web.de>.
* Copyright (c) 2012-2019, Andrei Alexeyev <akari@taisei-project.org>.
*/
#include "taisei.h"
#include "enemy_classes.h"
#include "common_tasks.h"
#include "global.h"
#include "coroutine.h"
#define ECLASS_HP_SWIRL 100
#define ECLASS_HP_FAIRY 400
#define ECLASS_HP_BIG_FAIRY 2000
#define ECLASS_HP_HUGE_FAIRY 8000
#define ECLASS_HP_SUPER_FAIRY 28000
#define LAYER_ENEMY_BACKGROUND (LAYER_BACKGROUND | 0x12)
#define LAYER_ENEMY_PARTICLE_BACKGROUND (LAYER_BACKGROUND | 0x11)
#define LAYER_ENEMY_CIRCLE_BACKGROUND (LAYER_BACKGROUND | 0x10)
typedef enum EnemyDrawOrder {
ECLASS_ORDER_SWIRL = 1,
ECLASS_ORDER_FAIRY,
ECLASS_ORDER_BIG_FAIRY,
ECLASS_ORDER_HUGE_FAIRY,
ECLASS_ORDER_SUPER_FAIRY,
} EnemyDrawOrder;
typedef struct BaseEnemyVisualParams {
union {
Sprite *spr;
Animation *ani;
};
float scale;
float opacity;
struct {
cmplxf pos;
float blendfactor;
} fakepos;
} BaseEnemyVisualParams;
typedef struct FairyVisualParams {
BaseEnemyVisualParams base;
BoxedProjectile circle;
struct {
float progress;
float cloak;
FloatBits mask_ofs_bits;
} summon;
} FairyVisualParams;
static cmplxf visual_pos(const EnemyDrawParams *dp, BaseEnemyVisualParams *vp) {
return clerpf(dp->pos, vp->fakepos.pos, vp->fakepos.blendfactor);
}
static cmplxf visual_pos_e(Enemy *e) {
EnemyDrawParams edp = { .pos = enemy_visual_pos(e) };
return visual_pos(&edp, e->visual.drawdata);
}
SpriteParams ecls_anyfairy_sprite_params(
Enemy *fairy,
EnemyDrawParams draw_params,
SpriteParamsBuffer *out_spbuf
) {
FairyVisualParams *vp = fairy->visual.drawdata;
auto ani = vp->base.ani;
const char *seqname = !fairy->moving ? "main" : (fairy->dir ? "left" : "right");
Sprite *spr = animation_get_frame(ani, get_ani_sequence(ani, seqname), draw_params.time);
float o = vp->base.opacity;
float b = 1.0f - vp->base.fakepos.blendfactor;
out_spbuf->color = *RGBA(o*b, o*b, o*b, o);
out_spbuf->shader_params.vector[0] = vp->summon.progress;
out_spbuf->shader_params.vector[1] = vp->summon.cloak;
out_spbuf->shader_params.vector[2] = vp->summon.mask_ofs_bits.val;
out_spbuf->shader_params.vector[3] = global.frames / 60.0f;
return (SpriteParams) {
.color = &out_spbuf->color,
.sprite_ptr = spr,
.pos.as_cmplx = visual_pos(&draw_params, &vp->base),
.scale = { vp->base.scale, vp->base.scale },
.shader_ptr = res_shader("sprite_fairy"),
.aux_textures = { res_texture("fractal_noise") },
.shader_params = &out_spbuf->shader_params,
};
}
static void anyfairy_draw(Enemy *e, EnemyDrawParams p) {
SpriteParamsBuffer spbuf;
SpriteParams sp = ecls_anyfairy_sprite_params(e, p, &spbuf);
r_draw_sprite(&sp);
}
TASK(fairy_circle, {
BoxedEnemy e;
Sprite *sprite;
Color color;
float spin_rate;
float scale_base;
float scale_osc_ampl;
float scale_osc_freq;
}) {
Enemy *e = NOT_NULL(ENT_UNBOX(ARGS.e));
Projectile *circle = TASK_BIND(PARTICLE(
.sprite_ptr = ARGS.sprite,
.color = &ARGS.color,
.flags = PFLAG_NOMOVE | PFLAG_REQUIREDPARTICLE | PFLAG_MANUALANGLE | PFLAG_NOAUTOREMOVE,
.layer = LAYER_NODRAW,
));
FairyVisualParams *fvp = e->visual.drawdata;
fvp->circle = ENT_BOX(circle);
YIELD;
circle->ent.draw_layer = LAYER_PARTICLE_LOW;
float scale_osc_phase = 0.0f;
for(;(e = ENT_UNBOX(ARGS.e)); YIELD) {
assert(fvp == e->visual.drawdata);
if(fvp->summon.progress >= 1 && fvp->summon.cloak > 0) {
fapproach_asymptotic_p(&fvp->summon.cloak, 0, 0.1, 1e-2);
}
circle->pos = visual_pos_e(e);
circle->angle += ARGS.spin_rate;
float s = ARGS.scale_base + ARGS.scale_osc_ampl * sinf(scale_osc_phase);
s *= fvp->base.scale;
circle->scale = CMPLXF(s, s);
circle->opacity = fvp->base.opacity * (1 - fvp->base.fakepos.blendfactor);
circle->ent.draw_layer = fvp->base.fakepos.blendfactor
? LAYER_ENEMY_CIRCLE_BACKGROUND
: LAYER_PARTICLE_LOW,
scale_osc_phase += ARGS.scale_osc_freq;
}
kill_projectile(circle);
}
TASK(fairy_flame_emitter, {
BoxedEnemy e;
int period;
Color color;
}) {
Enemy *e = TASK_BIND(ARGS.e);
int period = ARGS.period;
Sprite *spr = res_sprite("part/smoothdot");
WAIT(rng_irange(0, period) + 1);
DECLARE_ENT_ARRAY(Projectile, parts, 16);
cmplx old_pos = visual_pos_e(e);
FairyVisualParams *fvp = e->visual.drawdata;
for(int t = 0;; ++t, YIELD) {
cmplx epos = visual_pos_e(e);
ENT_ARRAY_FOREACH(&parts, Projectile *p, {
p->move.attraction_point += epos - old_pos - I + rng_sreal() * 0.5;
});
ENT_ARRAY_COMPACT(&parts);
old_pos = epos;
if(!(t % period)) {
cmplx offset = rng_sreal() * 8;
offset += rng_sreal() * 10 * I;
cmplx spawn_pos = epos + fvp->base.scale * offset;
ENT_ARRAY_ADD(&parts, PARTICLE(
.sprite_ptr = spr,
.pos = spawn_pos,
.color = &ARGS.color,
.draw_rule = pdraw_timeout_scalefade(2+2*I, 0.5+2*I, 1, 0),
.angle = M_PI/2 + rng_sreal() * M_PI/16,
.timeout = 50,
.move = move_towards(0, spawn_pos, 0.3),
.flags = PFLAG_MANUALANGLE,
.layer = fvp->base.fakepos.blendfactor
? LAYER_ENEMY_PARTICLE_BACKGROUND
: LAYER_PARTICLE_MID,
.scale = fvp->base.scale,
.opacity = fvp->base.opacity,
));
}
}
}
TASK(fairy_stardust_emitter, {
BoxedEnemy e;
int period;
Color color;
}) {
Enemy *e = TASK_BIND(ARGS.e);
int period = 9;
Sprite *spr = res_sprite("part/stardust");
WAIT(rng_irange(0, period) + 1);
DECLARE_ENT_ARRAY(Projectile, parts, 32);
cmplx old_pos = visual_pos_e(e);
FairyVisualParams *fvp = e->visual.drawdata;
for(int t = 0;; ++t, YIELD) {
cmplx epos = visual_pos_e(e);
ENT_ARRAY_FOREACH(&parts, Projectile *p, {
p->move.attraction_point += epos - old_pos;
p->scale = (1 + I) * fvp->base.scale;
p->opacity = fvp->base.opacity;
});
ENT_ARRAY_COMPACT(&parts);
old_pos = epos;
if(!(t % period)) {
RNG_ARRAY(rng, 4);
cmplx ofs = vrng_sreal(rng[0]) * 12 + vrng_sreal(rng[1]) * 10 * I;
cmplx pos = epos + fvp->base.scale * ofs;
ENT_ARRAY_ADD(&parts, PARTICLE(
.sprite_ptr = spr,
.pos = pos,
.color = &ARGS.color,
.draw_rule = pdraw_timeout_scalefade_exp(0.1 * (1+I), 2 * (1+I), 1, 0, 2),
.angle = vrng_angle(rng[0]),
.timeout = 180,
.move = move_towards(0, pos, 0.18 + 0.01 * vrng_sreal(rng[1])),
.flags = PFLAG_MANUALANGLE,
.layer = fvp->base.fakepos.blendfactor
? LAYER_ENEMY_PARTICLE_BACKGROUND
: LAYER_PARTICLE_MID,
.scale = fvp->base.scale,
.opacity = fvp->base.opacity,
));
}
}
}
TASK(enemy_drop_items, { BoxedEnemy e; ItemCounts items; }) {
// NOTE: Don't bind here! We need this task to outlive the enemy.
Enemy *e = NOT_NULL(ENT_UNBOX(ARGS.e));
if(e->damage_info && DAMAGETYPE_IS_PLAYER(e->damage_info->type)) {
common_drop_items(e->pos, &ARGS.items);
}
// NOTE: Needed to keep drawdata alive for this frame (see _spawn below)
YIELD;
}
static Enemy *_spawn(
cmplx pos, const ItemCounts *item_drops, real hp,
EnemyDrawFunc draw, EnemyDrawOrder draw_order, size_t drawdata_alloc
) {
assert(drawdata_alloc > 0);
Enemy *e = create_enemy(pos, hp, (EnemyVisual) { draw });
e->ent.draw_layer = LAYER_ENEMY | ((drawlayer_low_t)draw_order << 8);
// NOTE: almost all enemies drop items, so we can abuse the itemdrop task's stack to hold onto
// the draw data buffer for us.
auto t = INVOKE_TASK_WHEN(&e->events.killed, enemy_drop_items, {
.e = ENT_BOX(e),
.items = LIKELY(item_drops) ? *item_drops : (ItemCounts) { }
});
e->visual.drawdata = cotask_malloc(t, drawdata_alloc);
return e;
}
// Spawn enemy; allocate and initialize its drawdata buffer
#define spawn(_pos, _items, _hp, _draw, _order, ...) ({ \
auto _e = _spawn(_pos, _items, _hp, _draw, _order, sizeof(__VA_ARGS__)); \
*(typeof(__VA_ARGS__)*)(_e->visual.drawdata) = __VA_ARGS__; \
_e; \
});
static void swirl_draw(Enemy *e, EnemyDrawParams p) {
BaseEnemyVisualParams *vp = e->visual.drawdata;
float o = vp->opacity;
float b = 1.0f - vp->fakepos.blendfactor;
r_draw_sprite(&(SpriteParams) {
.color = RGBA(o*b*b, o*b*b, o*b*b, o),
.sprite_ptr = vp->spr,
.pos.as_cmplx = visual_pos(&p, vp),
.rotation.angle = p.time * 10 * DEG2RAD,
.scale = { vp->scale, vp->scale },
});
}
Enemy *(espawn_swirl)(cmplx pos, const ItemCounts *item_drops) {
return spawn(pos, item_drops, ECLASS_HP_SWIRL, swirl_draw, ECLASS_ORDER_SWIRL,
(BaseEnemyVisualParams) {
.spr = res_sprite("enemy/swirl"),
.scale = 1,
.opacity = 1,
}
);
}
static Enemy *spawn_fairy(
cmplx pos, const ItemCounts *item_drops, real hp, EnemyDrawOrder order, Animation *ani
) {
return spawn(pos, item_drops, hp, anyfairy_draw, order, (FairyVisualParams) {
.base = {
.ani = ani,
.scale = 1,
.opacity = 1,
},
.summon.progress = 1,
});
}
static Enemy *espawn_fairy_weak(
cmplx pos, const ItemCounts *item_drops, Animation *fairy_ani, Sprite *circle_spr
) {
auto e = spawn_fairy(pos, item_drops, ECLASS_HP_FAIRY, ECLASS_ORDER_FAIRY, fairy_ani);
INVOKE_TASK(fairy_circle, ENT_BOX(e),
.sprite = circle_spr,
.color = *RGB(1, 1, 1),
.spin_rate = 10 * DEG2RAD,
.scale_base = 0.8f,
.scale_osc_ampl = 1.0f / 6.0f,
.scale_osc_freq = 0.1f,
);
return e;
}
Enemy *(espawn_fairy_blue)(cmplx pos, const ItemCounts *item_drops) {
return espawn_fairy_weak(
pos, item_drops,
res_anim("enemy/fairy_blue"),
res_sprite("fairy_circle")
);
}
Enemy *(espawn_fairy_red)(cmplx pos, const ItemCounts *item_drops) {
return espawn_fairy_weak(
pos, item_drops,
res_anim("enemy/fairy_red"),
res_sprite("fairy_circle_red")
);
}
Enemy *(espawn_big_fairy)(cmplx pos, const ItemCounts *item_drops) {
auto e = spawn_fairy(pos, item_drops,
ECLASS_HP_BIG_FAIRY, ECLASS_ORDER_BIG_FAIRY, res_anim("enemy/bigfairy")
);
INVOKE_TASK(fairy_circle, ENT_BOX(e),
.sprite = res_sprite("fairy_circle_big"),
.color = *RGB(1, 1, 1),
.spin_rate = 10 * DEG2RAD,
.scale_base = 0.8f,
.scale_osc_ampl = 1.0f / 6.0f,
.scale_osc_freq = 0.1f,
);
INVOKE_TASK(fairy_flame_emitter, ENT_BOX(e),
.period = 5,
.color = *RGBA(0.0, 0.2, 0.3, 0.0)
);
return e;
}
Enemy *(espawn_huge_fairy)(cmplx pos, const ItemCounts *item_drops) {
auto e = spawn_fairy(pos, item_drops,
ECLASS_HP_HUGE_FAIRY, ECLASS_ORDER_HUGE_FAIRY, res_anim("enemy/hugefairy")
);
INVOKE_TASK(fairy_circle, ENT_BOX(e),
.sprite = res_sprite("fairy_circle_big"),
.color = *RGBA(1, 1, 1, 0.95),
.spin_rate = 5 * DEG2RAD,
.scale_base = 0.85f,
.scale_osc_ampl = 0.1f,
.scale_osc_freq = 1.0f / 15.0f,
);
INVOKE_TASK(fairy_flame_emitter, ENT_BOX(e),
.period = 6,
.color = *RGBA(0.0, 0.2, 0.3, 0.0)
);
INVOKE_TASK(fairy_flame_emitter, ENT_BOX(e),
.period = 6,
.color = *RGBA(0.3, 0.0, 0.2, 0.0)
);
return e;
}
Enemy *(espawn_super_fairy)(cmplx pos, const ItemCounts *item_drops) {
auto e = spawn_fairy(pos, item_drops,
ECLASS_HP_SUPER_FAIRY, ECLASS_ORDER_SUPER_FAIRY, res_anim("enemy/superfairy")
);
INVOKE_TASK(fairy_circle, ENT_BOX(e),
.sprite = res_sprite("fairy_circle_big_and_mean"),
.color = *RGBA(1, 1, 1, 0.6),
.spin_rate = 5 * DEG2RAD,
.scale_base = 0.9f,
.scale_osc_ampl = 0.1f,
.scale_osc_freq = 1.0f / 15.0f,
);
INVOKE_TASK(fairy_flame_emitter, ENT_BOX(e),
.period = 5,
.color = *RGBA(0.2, 0.0, 0.3, 0.0)
);
INVOKE_TASK(fairy_stardust_emitter, ENT_BOX(e),
.period = 15,
.color = *RGBA(0.0, 0.0, 0.0, 0.8)
);
return e;
}
float ecls_anyenemy_set_scale(Enemy *e, float s) {
BaseEnemyVisualParams *vp = e->visual.drawdata;
float olds = vp->scale;
vp->scale = s;
return olds;
}
float ecls_anyenemy_get_scale(Enemy *e) {
BaseEnemyVisualParams *vp = e->visual.drawdata;
return vp->scale;
}
float ecls_anyenemy_set_opacity(Enemy *e, float o) {
BaseEnemyVisualParams *vp = e->visual.drawdata;
float oldo = vp->opacity;
vp->opacity = o;
return oldo;
}
float ecls_anyenemy_get_opacity(Enemy *e) {
BaseEnemyVisualParams *vp = e->visual.drawdata;
return vp->opacity;
}
static inline void spawnanim_set_flags(Enemy *e, EnemyFlag *tempflags) {
EnemyFlag flags = EFLAG_NO_HIT | EFLAG_NO_HURT | EFLAG_INVULNERABLE;
*tempflags = flags & ~e->flags;
e->flags |= flags;
}
static inline void spawnanim_restore_flags(Enemy *e, EnemyFlag *tempflags) {
e->flags &= ~*tempflags;
}
void ecls_anyenemy_fake3dmovein(
Enemy *e,
Camera3D *cam,
vec3 initpos_3d,
int duration
) {
assert(duration > 0);
BaseEnemyVisualParams *vp = e->visual.drawdata;
vec3 initpos_projected;
camera3d_project(cam, initpos_3d, initpos_projected);
vp->fakepos.pos = CMPLXF(initpos_projected[0], initpos_projected[1]);
EnemyFlag tempflags;
spawnanim_set_flags(e, &tempflags);
DrawLayer layer = e->ent.draw_layer;
e->ent.draw_layer = LAYER_ENEMY_BACKGROUND | (layer & LAYER_LOW_MASK);
for(int i = 1;;) {
float f = i / (float)duration;
vp->fakepos.blendfactor = (1.0 - glm_ease_sine_inout(f));
vp->scale = glm_ease_sine_inout(f);
vp->opacity = glm_ease_sine_out(f);
if(i == duration) {
break;
}
++i;
YIELD;
}
spawnanim_restore_flags(e, &tempflags);
e->ent.draw_layer = layer;
}
void ecls_anyfairy_summon(Enemy *e, int duration) {
assert(duration > 0);
FairyVisualParams *vp = e->visual.drawdata;
EnemyFlag tempflags;
spawnanim_set_flags(e, &tempflags);
DrawLayer elayer = e->ent.draw_layer;
e->ent.draw_layer = LAYER_NODRAW;
vp->summon.progress = 0;
vp->summon.cloak = 0.75;
vp->summon.mask_ofs_bits.bits = rng_u32();
Projectile *circle = NOT_NULL(ENT_UNBOX(vp->circle));
Color circle_basecolor = circle->color;
Color circle_spawncolor = *color_mul(
COLOR_COPY(&circle_basecolor),
RGBA(2, 2, 2, 0)
);
float fairy_delay = 0.1f;
for(int i = 1;;) {
float f = i / (float)duration;
vp->base.opacity = glm_ease_quint_in(clampf(f * 2.0f, 0.0f, 1.0f));
vp->base.scale = lerpf(3.0f, 1.0f, glm_ease_back_out( glm_ease_sine_inout(f)));
if(f >= fairy_delay) {
vp->summon.progress = glm_ease_sine_inout(
(f - fairy_delay) / (1.0f - fairy_delay) * 0.875f);
e->ent.draw_layer = elayer;
}
if((circle = ENT_UNBOX(vp->circle))) {
circle->color = *color_lerp(
COLOR_COPY(&circle_spawncolor),
&circle_basecolor,
glm_ease_quad_in(f)
);
}
if(i == duration) {
break;
}
++i;
YIELD;
}
vp->summon.progress = 1;
spawnanim_restore_flags(e, &tempflags);
}