Add urchin particles and update menus
parent
1382cf1370
commit
db8849a7de
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@ -147,10 +147,10 @@ static void level_scene_render_func(Scene_t* scene)
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selection_rec.x + current_spawn_selection * SELECTION_TILE_SIZE, selection_rec.y,
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selection_rec.x + current_spawn_selection * SELECTION_TILE_SIZE, selection_rec.y,
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SELECTION_TILE_SIZE, SELECTION_TILE_SIZE, GREEN
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SELECTION_TILE_SIZE, SELECTION_TILE_SIZE, GREEN
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);
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);
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DrawText("R to reset the map, Q/E to cycle the selection,\nF to toggle metal crates. T to toggle crate spawn behaviour\nZ to change tileset, X to toggle grid\nC to set spawn point, V to toggle free cam", selection_rec.x, selection_rec.y + selection_rec.height + 2, 14, BLACK);
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DrawText("R to reset the map, Q/E to cycle the selection,\nF to toggle metal crates. T to toggle crate spawn behaviour\nZ to change tileset, X to toggle grid\nC to set spawn point, V to toggle free cam, B to toggle slowmo", selection_rec.x, selection_rec.y + selection_rec.height + 2, 14, BLACK);
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draw_pos.x = game_rec.x + (MAX_SPAWN_TYPE + 1) * SELECTION_TILE_SIZE;
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draw_pos.x = game_rec.x + (MAX_SPAWN_TYPE + 1) * SELECTION_TILE_SIZE;
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sprintf(buffer, "Selection: %s", get_spawn_selection_string(current_spawn_selection));
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sprintf(buffer, "%s", get_spawn_selection_string(current_spawn_selection));
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DrawText(buffer, draw_pos.x, draw_pos.y, 20, BLACK);
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DrawText(buffer, draw_pos.x, draw_pos.y, 20, BLACK);
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draw_pos.y += 20 + 5;
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draw_pos.y += 20 + 5;
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sprintf(buffer, "Crate %s on spawn", crate_activation? "active" : "inactive");
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sprintf(buffer, "Crate %s on spawn", crate_activation? "active" : "inactive");
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@ -1566,8 +1566,8 @@ void init_sandbox_scene(LevelScene_t* scene)
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sc_map_put_64(&scene->scene.action_map, KEY_Z, ACTION_SWITCH_TILESET);
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sc_map_put_64(&scene->scene.action_map, KEY_Z, ACTION_SWITCH_TILESET);
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sc_map_put_64(&scene->scene.action_map, KEY_X, ACTION_TOGGLE_GRID);
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sc_map_put_64(&scene->scene.action_map, KEY_X, ACTION_TOGGLE_GRID);
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sc_map_put_64(&scene->scene.action_map, KEY_C, ACTION_SET_SPAWNPOINT);
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sc_map_put_64(&scene->scene.action_map, KEY_C, ACTION_SET_SPAWNPOINT);
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sc_map_put_64(&scene->scene.action_map, KEY_U, ACTION_TOGGLE_TIMESLOW);
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sc_map_put_64(&scene->scene.action_map, KEY_V, ACTION_LOOKAHEAD);
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sc_map_put_64(&scene->scene.action_map, KEY_V, ACTION_LOOKAHEAD);
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sc_map_put_64(&scene->scene.action_map, KEY_B, ACTION_TOGGLE_TIMESLOW);
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sc_map_put_64(&scene->scene.action_map, MOUSE_LEFT_BUTTON, ACTION_SPAWN_TILE);
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sc_map_put_64(&scene->scene.action_map, MOUSE_LEFT_BUTTON, ACTION_SPAWN_TILE);
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sc_map_put_64(&scene->scene.action_map, MOUSE_RIGHT_BUTTON, ACTION_REMOVE_TILE);
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sc_map_put_64(&scene->scene.action_map, MOUSE_RIGHT_BUTTON, ACTION_REMOVE_TILE);
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@ -261,7 +261,7 @@ static void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
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else if (p_ent->m_tag == URCHIN_ENT_TAG)
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else if (p_ent->m_tag == URCHIN_ENT_TAG)
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{
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{
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ParticleEmitter_t emitter = {
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ParticleEmitter_t emitter = {
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.spr = get_sprite(&scene->engine->assets, "p_spike"),
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.spr = get_sprite(&scene->engine->assets, "p_urc"),
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.config = get_emitter_conf(&scene->engine->assets, "pe_burst"),
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.config = get_emitter_conf(&scene->engine->assets, "pe_burst"),
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.position = Vector2Add(p_ent->position, half_size),
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.position = Vector2Add(p_ent->position, half_size),
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.n_particles = 8,
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.n_particles = 8,
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