Integrate afterimages

master
En Yi 2020-02-20 21:48:49 +08:00
parent c1e58bb6c3
commit da1f38cc88
5 changed files with 58 additions and 19 deletions

View File

@ -12,6 +12,8 @@
struct afterImage
{
Vector2 velocity;
Vector2 pos;
Vector2 top_vertices[BEZIER_POINTS+1];
Vector2 bottom_vertices[BEZIER_POINTS+1];
Vector2 left_vertices[BEZIER_POINTS+1];
@ -116,6 +118,7 @@ struct squishy_square init_squishy_square(struct kinematic_obj *parent, Color co
void update_squishy(struct squishy_square *square);
void draw_squishy(struct squishy_square *square);
void set_squish_target_offset(struct squishy_square *square, unsigned int dir, int val);
void draw_afterimages(struct player_obj *player);
//Player stuff, player.c
struct player_obj init_player_obj();

2
main.c
View File

@ -81,6 +81,7 @@ int main()
ClearBackground(RAYWHITE);
draw_squishy(&sqr);
draw_afterimages(&player);
BeginMode2D(camera);
current = kinematic_HEAD;
@ -96,6 +97,7 @@ int main()
EndMode2D();
EndDrawing();
remove_last_afterimage(&player);
//----------------------------------------------------------------------------------
}

View File

@ -17,11 +17,12 @@ static unsigned int frame_counter = 0;
static int run_dir = 1;
static enum PLAYER_STATE state_buffer = IDLE;
static unsigned int dash_count = 1;
static Vector2 dash_vec = (Vector2){0.0, 0.0};
const unsigned int run_start_frames = 10;
const unsigned int jump_squat_frames = 4;
const unsigned int land_lag_frames = 6;
const unsigned int dash_time_frames = 3;
const unsigned int dash_time_frames = 5;
unsigned int PLAYER_SIZE = 30;
@ -186,10 +187,13 @@ void player_input_check(struct player_obj *player){
break;
case DASHING:
create_afterimage(player);
player->kinematic.velocity.x = dash_vec.x;
player->kinematic.velocity.y = dash_vec.y;
++frame_counter;
if (frame_counter > dash_time_frames){
player->state = JUMPING;
allow_friction = true;
//allow_friction = true;
}
break;
case DASH_END:
@ -208,31 +212,32 @@ void player_input_check(struct player_obj *player){
}
if (IsKeyPressed(DASH) && dash_count > 0){
// Determine the direction of dashing
Vector2 dash_dir = (Vector2){0.0, 0.0};
dash_vec.x = 0;
if (IsKeyDown(RIGHT))
++dash_dir.x;
++dash_vec.x;
if (IsKeyDown(LEFT))
--dash_dir.x;
--dash_vec.x;
dash_vec.y = 0;
//if (player->kinematic.velocity.y > 0)
if (IsKeyDown(DOWN))
++dash_dir.y;
++dash_vec.y;
if (IsKeyDown(UP))
--dash_dir.y;
--dash_vec.y;
// Default a direction
if (dash_dir.x == 0 && dash_dir.y == 0){
dash_dir.x = sign(player->kinematic.velocity.x);
if (dash_vec.x == 0 && dash_vec.y == 0){
dash_vec.x = sign(player->kinematic.velocity.x);
}
// Apply the scalar value, normalised to the unit direction
double m = mag(dash_dir);
player->kinematic.velocity.x = dash_dir.x * DASH_SPD/m;
double m = mag(dash_vec);
dash_vec.x = dash_vec.x * DASH_SPD/m;
//if (player->kinematic.velocity.y == 0)
player->kinematic.velocity.y = dash_dir.y * DASH_SPD/m;
allow_friction = false;
dash_vec.y = dash_vec.y * DASH_SPD/m;
//allow_friction = false;
--dash_count;
frame_counter=0;
player->state = DASHING;
}
@ -250,7 +255,8 @@ void player_input_check(struct player_obj *player){
else
accel.x -= player->kinematic.velocity.x * 1.0;
if (player->state != DASHING && !place_meeting(&player->kinematic, (Vector2){0,1}) ){
//if (player->state != DASHING && !place_meeting(&player->kinematic, (Vector2){0,1}) ){
if (!place_meeting(&player->kinematic, (Vector2){0,1}) ){
accel.y = GRAV;
}

View File

@ -140,6 +140,30 @@ void draw_squishy(struct squishy_square *square){
rlPopMatrix();
}
void draw_afterimages(struct player_obj *player){
struct afterImage *current = player->after_img_head;
int i;
while (current != NULL){
rlPushMatrix();
shear_mat[4] = -current->velocity.x / 600;
rlMultMatrixf(shear_mat);
translate_mat[12] = current->pos.x;
translate_mat[13] = current->pos.y;
rlMultMatrixf(translate_mat);
Color c = (Color){ 0, 0, 0, 255 * current->opacity};
for(i=0;i<BEZIER_POINTS;++i){
DrawTriangle(current->top_vertices[i], (Vector2){0,0}, current->top_vertices[i+1], c);
DrawTriangle(current->bottom_vertices[i], (Vector2){0,0}, current->bottom_vertices[i+1], c);
DrawTriangle(current->left_vertices[i], (Vector2){0,0}, current->left_vertices[i+1], c);
DrawTriangle(current->right_vertices[i], (Vector2){0,0}, current->right_vertices[i+1], c);
}
current->opacity -= 0.1;
rlPopMatrix();
current = current->next;
}
}
void three_point_beizer(Vector2 start, Vector2 mid, Vector2 end, Vector2* arr){
/* Generate the vertices for a beizer curve
*/

View File

@ -44,6 +44,8 @@ void create_afterimage(struct player_obj *player){
img->left_vertices[i] = player->image->left_vertices[i];
img->right_vertices[i] = player->image->right_vertices[i];
}
img->pos = (Vector2){player->image->center.x, player->image->center.y};
img->velocity = (Vector2){player->kinematic.velocity.x, player->kinematic.velocity.y};
img->opacity = 1.0;
img->prev = NULL;
if (player->after_img_head == NULL){
@ -66,11 +68,13 @@ void remove_last_afterimage(struct player_obj *player){
player->after_img_tail = player->after_img_tail->prev;
last->prev = NULL;
free(last);
player->after_img_tail->next = NULL;
}
// This happens if the last tail is the head
if (player->after_img_tail == NULL)
player->after_img_head == NULL;
if (player->after_img_tail == NULL){
player->after_img_head = NULL;
}else{
player->after_img_tail->next = NULL;
}
}
}
@ -86,4 +90,4 @@ void free_afterimages(struct player_obj *player){
}
player->after_img_head = NULL;
player->after_img_tail = NULL;
}
}