Adjust bubbles draw position
parent
d5c6d05558
commit
f3d48281f5
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@ -1504,9 +1504,9 @@ void update_entity_emitter_system(Scene_t* scene)
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{
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Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
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CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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Vector2 new_pos = p_ctransform->position;
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new_pos.y += p_bbox->half_size.y;
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//CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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Vector2 new_pos = Vector2Add(p_ctransform->position,p_emitter->offset);
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//new_pos.y += p_bbox->half_size.y;
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if (is_emitter_handle_alive(&scene->part_sys, p_emitter->handle))
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{
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update_emitter_handle_position(&scene->part_sys, p_emitter->handle, new_pos);
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@ -1936,13 +1936,14 @@ void airtimer_update_system(Scene_t* scene)
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{
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if (!is_emitter_handle_alive(&scene->part_sys, p_emitter->handle))
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{
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Vector2 new_pos = p_ctransform->position;
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new_pos.y += p_bbox->half_size.y;
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//Vector2 new_pos = p_ctransform->position;
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//new_pos.y += p_bbox->half_size.y;
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ParticleEmitter_t emitter = {
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.spr = get_sprite(&scene->engine->assets, "p_water"),
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.config = get_emitter_conf(&scene->engine->assets, "pe_bubbling"),
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.position = new_pos,
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//.position = new_pos,
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.position = p_ctransform->position,
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.n_particles = 5,
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.user_data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data),
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.update_func = &floating_particle_system_update,
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@ -105,7 +105,8 @@ Entity_t* create_player(EntityManager_t* ent_manager)
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p_cspr->sprites = player_sprite_map;
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p_cspr->transition_func = &player_sprite_transition_func;
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add_component(p_ent, CEMITTER_T);
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CEmitter_t* p_emitter = add_component(p_ent, CEMITTER_T);
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p_emitter->offset = (Vector2){7,0};
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return p_ent;
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}
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