Add coin and bubble emitter

scene_man
En Yi 2023-11-22 00:12:29 +08:00
parent 637319cfd0
commit dbf5b30366
1 changed files with 48 additions and 3 deletions

View File

@ -65,6 +65,7 @@ static inline void destroy_tile(LevelSceneData_t* lvl_data, unsigned int tile_id
.n_particles = 5,
.user_data = lvl_data,
.update_func = &simple_particle_system_update,
.emitter_update_func = NULL,
};
play_particle_emitter(&scene->part_sys, &emitter);
}
@ -250,6 +251,7 @@ void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
.n_particles = 5,
.user_data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data),
.update_func = &simple_particle_system_update,
.emitter_update_func = NULL,
};
play_particle_emitter(&scene->part_sys, &emitter);
}
@ -265,6 +267,7 @@ void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
.n_particles = 5,
.user_data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data),
.update_func = &simple_particle_system_update,
.emitter_update_func = NULL,
};
play_particle_emitter(&scene->part_sys, &emitter);
}
@ -278,8 +281,21 @@ void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
.n_particles = 5,
.user_data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data),
.update_func = &simple_particle_system_update,
.emitter_update_func = NULL,
};
play_particle_emitter(&scene->part_sys, &emitter);
ParticleEmitter_t emitter2 = {
.spr = get_sprite(&scene->engine->assets, "p_coin"),
.config = get_emitter_conf(&scene->engine->assets, "pe_single"),
.position = p_ctransform->position,
.n_particles = 1,
.user_data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data),
.update_func = &simple_particle_system_update,
.emitter_update_func = NULL,
};
play_particle_emitter(&scene->part_sys, &emitter2);
play_sfx(scene->engine, COIN_SFX);
}
else if (p_ent->m_tag == ARROW_ENT_TAG)
@ -292,6 +308,7 @@ void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
.n_particles = 2,
.user_data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data),
.update_func = &simple_particle_system_update,
.emitter_update_func = NULL,
};
play_particle_emitter(&scene->part_sys, &emitter);
play_sfx(scene->engine, ARROW_DESTROY_SFX);
@ -1484,10 +1501,13 @@ void state_transition_update_system(Scene_t* scene)
{
if (!is_emitter_handle_alive(&scene->part_sys, p_emitter->handle))
{
Vector2 new_pos = p_ctransform->position;
new_pos.y += p_bbox->half_size.y;
ParticleEmitter_t emitter = {
.spr = get_sprite(&scene->engine->assets, "p_water"),
.config = get_emitter_conf(&scene->engine->assets, "pe_bubbling"),
.position = p_ctransform->position,
.position = new_pos,
.n_particles = 5,
.user_data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data),
.update_func = &floating_particle_system_update,
@ -1513,9 +1533,11 @@ void update_entity_emitter_system(Scene_t* scene)
Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
Vector2 new_pos = p_ctransform->position;
new_pos.y += p_bbox->half_size.y;
if (is_emitter_handle_alive(&scene->part_sys, p_emitter->handle))
{
update_emitter_handle_position(&scene->part_sys, p_emitter->handle, p_ctransform->position);
update_emitter_handle_position(&scene->part_sys, p_emitter->handle, new_pos);
}
}
}
@ -1944,6 +1966,16 @@ void airtimer_update_system(Scene_t* scene)
{
p_air->curr_count--;
p_air->curr_ftimer = p_air->max_ftimer;
ParticleEmitter_t emitter = {
.spr = get_sprite(&scene->engine->assets, "p_bigbubble"),
.config = get_emitter_conf(&scene->engine->assets, "pe_slow"),
.position = p_ctransform->position,
.n_particles = 1,
.user_data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data),
.update_func = &floating_particle_system_update,
.emitter_update_func = NULL,
};
play_particle_emitter(&scene->part_sys, &emitter);
play_sfx(scene->engine, BUBBLE_SFX);
}
else
@ -2179,7 +2211,7 @@ void simple_particle_system_update(Particle_t* part, void* user_data)
}
}
void floating_particle_system_update(Particle_t* part, void* user_data)
void simple_float_particle_system_update(Particle_t* part, void* user_data)
{
LevelSceneData_t* lvl_data = (LevelSceneData_t*)user_data;
TileGrid_t tilemap = lvl_data->tilemap;
@ -2205,8 +2237,21 @@ void floating_particle_system_update(Particle_t* part, void* user_data)
{
part->timer = 0;
}
}
void floating_particle_system_update(Particle_t* part, void* user_data)
{
simple_float_particle_system_update(part, user_data);
LevelSceneData_t* lvl_data = (LevelSceneData_t*)user_data;
TileGrid_t tilemap = lvl_data->tilemap;
Vector2 center = Vector2AddValue(
part->position,
part->size / 2
);
center.y = part->position.y;
if (!is_point_in_water(center, tilemap))
{
part->timer = 0;