2007-05-22 15:03:32 +00:00
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#include <stdlib.h>
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#include <stdio.h>
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#include "game.h"
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#include "mapres_image.h"
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#include "mapres_tilemap.h"
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using namespace baselib;
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static int texture_char_default = 0;
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static int texture_game = 0;
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static int texture_weapon = 0;
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static int texture_sun = 0;
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static int texture_particles = 0;
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struct weapontexcell
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{
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float x;
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float y;
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float w;
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float h;
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};
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struct renderparams
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{
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float sizex;
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float sizey;
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float offsetx;
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float offsety;
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};
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int numcellsx = 32;
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int numcellsy = 32;
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renderparams weaponrenderparams[WEAPON_NUMWEAPONS];
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renderparams modifierrenderparams[WEAPON_NUMWEAPONS];
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weapontexcell weaponprojtexcoord[WEAPON_NUMWEAPONS];
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weapontexcell weapontexcoord[WEAPON_NUMWEAPONS];
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weapontexcell weapontexcoordcursor[WEAPON_NUMWEAPONS];
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weapontexcell poweruptexcoord[POWERUP_TYPE_NUMPOWERUPS];
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weapontexcell modifiertexcoord[MODIFIER_NUMMODIFIERS];
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weapontexcell modifiertexcoordcursor[MODIFIER_NUMMODIFIERS];
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int nummuzzletex[WEAPON_NUMWEAPONS];
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weapontexcell muzzletexcoord[WEAPON_NUMWEAPONS][3];
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renderparams muzzleparams[WEAPON_NUMWEAPONS];
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#define NUMHADOKENS 6
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#define NUMSTARS 2
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#define NUMPARTICLES 9
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int particlesnumcellsx = 16;
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int particlesnumcellsy = 16;
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weapontexcell chaintexcoord;
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weapontexcell chainheadtexcoord;
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weapontexcell stars[NUMSTARS];
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float lifemodifier[NUMPARTICLES];
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vec4 particlecolors[NUMPARTICLES];
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weapontexcell particlestexcoord[NUMPARTICLES];
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int charnumcellsx = 8;
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int charnumcellsy = 32;
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int charoffsety = 2;
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weapontexcell body[2];
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weapontexcell leye;
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weapontexcell reye;
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weapontexcell feet[2];
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int charids[16] = { 2,10,0,4,12,6,14,1,9,15,13,11,7,5,8,3 };
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renderparams hadokenparams[6];
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weapontexcell hadoken[6];
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float recoils[WEAPON_NUMWEAPONS] = { 10.0f, 10.0f, 10.0f, 10.0f };
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static int font_texture = 0;
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static vec2 mouse_pos;
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static vec2 local_player_pos;
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static obj_player *local_player;
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float frandom()
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{
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return rand()/(float)(RAND_MAX);
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}
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float sign(float f)
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{
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return f<0.0f?-1.0f:1.0f;
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}
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// sound helpers
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template<int N>
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class sound_kit
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{
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private:
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int sounds[N];
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int last_id;
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public:
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sound_kit() : last_id(-1) { }
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int& operator[](int id) { return sounds[id]; }
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inline void play_random(float vol = 1.0f, float pan = 0.0f);
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};
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template<>
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inline void sound_kit<1>::play_random(float vol, float pan)
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{
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snd_play(sounds[0], SND_PLAY_ONCE, vol, pan);
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}
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template<int N>
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inline void sound_kit<N>::play_random(float vol, float pan)
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{
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int id;
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do {
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id = rand() % N;
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} while(id == last_id);
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snd_play(sounds[id], SND_PLAY_ONCE, vol, pan);
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last_id = id;
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}
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// sound volume tweak
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static const float stereo_separation = 0.01f;
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static const float stereo_separation_deadzone = 512.0f;
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static const float volume_distance_falloff = 100.0f;
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static const float volume_distance_deadzone = 512.0f;
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static const float volume_gun = 0.5f;
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static const float volume_tee = 0.5f;
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static const float volume_hit = 0.5f;
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static const float volume_music = 0.8f;
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// sounds
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sound_kit<3> sound_gun_fire;
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sound_kit<3> sound_shotty_fire;
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sound_kit<3> sound_flump_launch;
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sound_kit<3> sound_hammer_swing;
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sound_kit<3> sound_ninja_attack;
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sound_kit<3> sound_flump_explode;
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sound_kit<4> sound_ninja_hit;
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sound_kit<3> sound_weapon_switch;
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sound_kit<12> sound_pain_short;
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sound_kit<2> sound_pain_long;
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sound_kit<4> sound_body_jump;
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sound_kit<4> sound_body_land;
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sound_kit<2> sound_body_splat;
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sound_kit<7> sound_spawn;
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sound_kit<2> sound_tee_cry;
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sound_kit<1> sound_hook_loop;
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sound_kit<3> sound_hook_attach;
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void sound_vol_pan(const vec2& p, float *vol, float *pan)
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{
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vec2 player_to_ev = p - local_player_pos;
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*pan = 0.0f;
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*vol = 1.0f;
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if(abs(player_to_ev.x) > stereo_separation_deadzone)
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{
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*pan = stereo_separation * (player_to_ev.x - sign(player_to_ev.x)*stereo_separation_deadzone);
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if(*pan < -1.0f) *pan = -1.0f;
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if(*pan > 1.0f) *pan = 1.0f;
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}
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float len = length(player_to_ev);
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if(len > volume_distance_deadzone)
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{
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*vol = volume_distance_falloff / (len - volume_distance_deadzone);
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if(*vol < 0.0f) *vol = 0.0f;
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if(*vol > 1.0f) *vol = 1.0f;
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}
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}
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// TODO: we should do something nicer then this
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static void cell_select_ex(int cx, int cy, float x, float y, float w, float h)
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{
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gfx_quads_setsubset(x/(float)cx,y/(float)cy,(x+w)/(float)cx,(y+h)/(float)cy);
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}
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static void cell_select_ex_flip_x(int cx, int cy, float x, float y, float w, float h)
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{
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gfx_quads_setsubset((x+w)/(float)cx,y/(float)cy,x /(float)cx,(y+h)/(float)cy);
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}
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static void cell_select_ex_flip_y(int cx, int cy, float x, float y, float w, float h)
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{
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gfx_quads_setsubset(x/(float)cx,(y+h)/(float)cy,(x+w)/(float)cx,y/(float)cy);
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}
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static void cell_select(int x, int y, int w, int h)
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{
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gfx_quads_setsubset(x/16.0f,y/16.0f,(x+w)/16.0f,(y+h)/16.0f);
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}
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inline void cell_select_flip_x(int x, int y, int w, int h)
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{
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gfx_quads_setsubset((x+w)/16.0f,y/16.0f,(x)/16.0f,(y+h)/16.0f);
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}
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inline void cell_select_flip_y(int x, int y, int w, int h)
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{
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gfx_quads_setsubset(x/16.0f,(y+h)/16.0f,(x+w)/16.0f,(y)/16.0f);
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}
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struct particle
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{
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vec2 pos;
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vec2 vel;
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float life;
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float max_life;
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float size;
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float rot;
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float rotspeed;
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float gravity;
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float friction;
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int iparticle;
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vec4 color;
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};
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void move_point(vec2 *inout_pos, vec2 *inout_vel, float elasticity)
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{
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vec2 pos = *inout_pos;
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vec2 vel = *inout_vel;
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if(col_check_point(pos + vel))
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{
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int affected = 0;
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if(col_check_point(pos.x + vel.x, pos.y))
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{
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inout_vel->x *= -elasticity;
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affected++;
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}
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if(col_check_point(pos.x, pos.y + vel.y))
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{
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inout_vel->y *= -elasticity;
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affected++;
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}
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if(affected == 0)
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{
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inout_vel->x *= -elasticity;
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inout_vel->y *= -elasticity;
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}
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}
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else
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{
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*inout_pos = pos + vel;
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}
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}
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class health_texts
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{
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public:
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int64 lastupdate;
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struct item
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{
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vec2 pos;
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vec2 vel;
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int amount;
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int istar;
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float life;
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float startangle;
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};
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enum
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{
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MAX_ITEMS=16,
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};
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health_texts()
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{
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lastupdate = 0;
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}
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item items[MAX_ITEMS];
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int num_items;
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item *create_i()
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{
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if (num_items < MAX_ITEMS)
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{
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item *p = &items[num_items];
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num_items++;
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return p;
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}
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return 0;
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}
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void destroy_i(item *i)
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{
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num_items--;
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*i = items[num_items];
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}
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void create(vec2 pos, int amount)
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{
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amount = max(1,amount);
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for (int j = 0; j < amount; j++)
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{
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float a = j/(float)amount-0.5f;
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item *i = create_i();
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if (i)
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{
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i->pos = pos;
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i->pos.y -= 20.0f;
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i->pos.x += ((float)rand()/(float)RAND_MAX) * 5.0f;
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i->amount = amount;
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i->life = 1.5f;
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i->istar = rand() % NUMSTARS;
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i->vel = vec2(((float)rand()/(float)RAND_MAX) * 50.0f,-150.0f);
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i->startangle = (( (float)rand()/(float)RAND_MAX) - 1.0f) * 2.0f * pi;
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}
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}
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}
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void render()
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{
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if (!lastupdate)
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lastupdate = time_get();
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int64 lasttime = lastupdate;
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lastupdate = time_get();
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float delta = (float) (lastupdate - lasttime) / (float)time_freq();
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gfx_texture_set(texture_particles);
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gfx_quads_begin();
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for(int i = 0; i < num_items;)
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{
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items[i].vel += vec2(0,500.0f) * delta;
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items[i].pos += items[i].vel * delta;
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items[i].life -= delta;
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//items[i].pos.y -= frametime*15.0f;
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if(items[i].life < 0.0f)
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destroy_i(&items[i]);
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else
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{
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gfx_quads_setcolor(1.0f,1.0f,1.0f, items[i].life / 1.5f);
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gfx_quads_setrotation(items[i].startangle + items[i].life * 2.0f);
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float size = 64.0f;
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cell_select_ex(particlesnumcellsx,particlesnumcellsy, stars[items[i].istar].x,stars[items[i].istar].y, stars[items[i].istar].w, stars[items[i].istar].h);
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gfx_quads_draw(items[i].pos.x-size/2, items[i].pos.y-size/2, size, size);
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/*char buf[32];
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if(items[i].amount < 0)
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{
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sprintf(buf, "%d", items[i].amount*-1);
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}
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else
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{
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sprintf(buf, "%d", items[i].amount);
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}
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float size = 42.0f;
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if(items[i].life > 1.25f)
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size += 42.0f * ((items[i].life - 1.25f) * 4);
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gfx_quads_text(items[i].pos.x-size/2, items[i].pos.y, size, buf);*/
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i++;
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}
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}
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gfx_quads_end();
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}
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};
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/*class texture_animator
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{
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public:
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int texture;
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int numframes;
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float duration;
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float* framereltime;
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weapontexcell* params;
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texture_animator()
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{
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texture = -1;
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|
|
numframes = 0;
|
|
|
|
duration = 0;
|
|
|
|
framereltime = 0;
|
|
|
|
params = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
~texture_animator()
|
|
|
|
{
|
|
|
|
if (params)
|
|
|
|
mem_free(params);
|
|
|
|
if (framereltime)
|
|
|
|
mem_free(framereltime);
|
|
|
|
}
|
|
|
|
|
|
|
|
void create_anim(int texture, int numframes, float duration)
|
|
|
|
{
|
|
|
|
framereltime = 0;
|
|
|
|
params = 0;
|
|
|
|
this->texture = texture;
|
|
|
|
this->numframes = numframes;
|
|
|
|
this->duration = duration;
|
|
|
|
if (numframes)
|
|
|
|
{
|
|
|
|
framereltime = (float*)mem_alloc(sizeof(float) * numframes,1);
|
|
|
|
params = (weapontexcell*)mem_alloc(sizeof(renderparams) * numframes,1);
|
|
|
|
float delta = 1.0f / (float)(numframes - 1);
|
|
|
|
for (int i = 0; i < numframes; i++)
|
|
|
|
{
|
|
|
|
framereltime[i] = delta * i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void create_gunmuzzle(texture_animator& anim, int texture, float duration)
|
|
|
|
{
|
|
|
|
anim.create_anim(texture, 3, duration);
|
|
|
|
anim.params[0].x = 8;
|
|
|
|
anim.params[0].y = 4;
|
|
|
|
anim.params[0].w = 3;
|
|
|
|
anim.params[0].h = 2;
|
|
|
|
anim.params[1].x = 12;
|
|
|
|
anim.params[1].y = 4;
|
|
|
|
anim.params[1].w = 3;
|
|
|
|
anim.params[1].h = 2;
|
|
|
|
anim.params[2].x = 16;
|
|
|
|
anim.params[2].y = 4;
|
|
|
|
anim.params[2].w = 3;
|
|
|
|
anim.params[2].h = 2;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void create_shotgunmuzzle()
|
|
|
|
{
|
|
|
|
|
|
|
|
}
|
|
|
|
};*/
|
|
|
|
|
|
|
|
class keyframe
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
vec2 pos;
|
|
|
|
float angle;
|
|
|
|
float relativetime;
|
|
|
|
};
|
|
|
|
|
|
|
|
class anim
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
keyframe* keyframes;
|
|
|
|
int numframes;
|
|
|
|
float duration;
|
|
|
|
anim()
|
|
|
|
{
|
|
|
|
numframes = 0;
|
|
|
|
keyframes = 0;
|
|
|
|
}
|
|
|
|
~anim()
|
|
|
|
{
|
|
|
|
if (keyframes)
|
|
|
|
mem_free(keyframes);
|
|
|
|
}
|
|
|
|
|
|
|
|
void create_anim(int numframes, float duration)
|
|
|
|
{
|
|
|
|
if (keyframes)
|
|
|
|
mem_free(keyframes);
|
|
|
|
|
|
|
|
this->numframes = numframes;
|
|
|
|
this->duration = duration;
|
|
|
|
keyframes = (keyframe*)mem_alloc(sizeof(keyframe) * numframes,1);
|
|
|
|
float delta = 1.0f / (float) (numframes - 1);
|
|
|
|
for (int i = 0; i < numframes; i++)
|
|
|
|
{
|
|
|
|
keyframes[i].pos = vec2(0.0f,0.0f);
|
|
|
|
keyframes[i].angle = 0;
|
|
|
|
keyframes[i].relativetime = delta * (float)i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void getframes(float relativetime, keyframe*& frame1, keyframe*& frame2, float& blend)
|
|
|
|
{
|
|
|
|
for (int i = 1; i < numframes; i++)
|
|
|
|
{
|
|
|
|
if (keyframes[i-1].relativetime <= relativetime && keyframes[i].relativetime >= relativetime)
|
|
|
|
{
|
|
|
|
frame1 = &keyframes[i-1];
|
|
|
|
frame2 = &keyframes[i];
|
|
|
|
blend = (relativetime - frame1->relativetime) / (frame2->relativetime - frame1->relativetime);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void evalanim(float time, vec2& pos, float& angle)
|
|
|
|
{
|
|
|
|
float reltime = max(0.0f, min(1.0f, time / duration));
|
|
|
|
keyframe* frame1 = 0;
|
|
|
|
keyframe* frame2 = 0;
|
|
|
|
float blend = 0.0f;
|
|
|
|
getframes(reltime, frame1, frame2, blend);
|
|
|
|
|
|
|
|
if (frame1 && frame2)
|
|
|
|
{
|
|
|
|
pos = mix(frame1->pos, frame2->pos, blend);
|
|
|
|
angle = LERP(frame1->angle, frame2->angle, blend);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void setup_hammer(anim& hammeranim)
|
|
|
|
{
|
|
|
|
// straight up = -0.25
|
|
|
|
// frame0 = standard pose time 0
|
|
|
|
// frame1 = back a little time 0.3
|
|
|
|
// frame2 = over head time 0.4
|
|
|
|
// frame3 = on ground smashed time 0.5
|
|
|
|
// frame4 = back to standard pose time 1.0
|
|
|
|
hammeranim.create_anim(5, 1.0f);
|
|
|
|
// only angles... (for now...)
|
|
|
|
hammeranim.keyframes[0].angle = -0.35f * pi * 2.0f;
|
|
|
|
hammeranim.keyframes[1].angle = -0.4f * pi * 2.0f;
|
|
|
|
hammeranim.keyframes[1].relativetime = 0.3f;
|
|
|
|
hammeranim.keyframes[2].angle = -0.25f;
|
|
|
|
hammeranim.keyframes[2].relativetime = 0.4f;
|
|
|
|
hammeranim.keyframes[3].angle = 0.0f * pi * 2.0f;
|
|
|
|
hammeranim.keyframes[3].relativetime = 0.5f;
|
|
|
|
hammeranim.keyframes[4].angle = -0.35f * pi * 2.0f;
|
|
|
|
hammeranim.keyframes[4].relativetime = 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void setup_ninja(anim& ninjanim)
|
|
|
|
{
|
|
|
|
// (straight up = -0.25)
|
|
|
|
// frame0 = standard pose straight back time 0.0
|
|
|
|
// frame1 = overhead attack frame 1 time 0.1
|
|
|
|
// frame2 = attack end frame time 0.15
|
|
|
|
// frame3 = attack hold frame (a bit up) time 0.4
|
|
|
|
// frame4 = attack hold frame end time 0.7
|
|
|
|
// frame5 = endframe time 1.0
|
|
|
|
ninjanim.create_anim(6, 1.0f);
|
|
|
|
// only angles... (for now...)
|
|
|
|
ninjanim.keyframes[0].angle = -0.5f * pi * 2.0f;
|
|
|
|
|
|
|
|
ninjanim.keyframes[1].angle = -0.3f * pi * 2.0f;
|
|
|
|
ninjanim.keyframes[1].relativetime = 0.1f;
|
|
|
|
|
|
|
|
ninjanim.keyframes[2].angle = 0.1f * pi * 2.0f;
|
|
|
|
ninjanim.keyframes[2].relativetime = 0.15f;
|
|
|
|
|
|
|
|
ninjanim.keyframes[3].angle = -0.05f * pi * 2.0f;
|
|
|
|
ninjanim.keyframes[3].relativetime = 0.42;
|
|
|
|
|
|
|
|
ninjanim.keyframes[4].angle = -0.05f * pi * 2.0f;
|
|
|
|
ninjanim.keyframes[4].relativetime = 0.5f;
|
|
|
|
|
|
|
|
ninjanim.keyframes[5].angle = -0.5f * pi * 2.0f;
|
|
|
|
ninjanim.keyframes[5].relativetime = 1.0f;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
static anim hammeranim;
|
|
|
|
static anim ninjaanim;
|
|
|
|
static health_texts healthmods;
|
|
|
|
|
|
|
|
class particle_system
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
enum
|
|
|
|
{
|
|
|
|
MAX_PARTICLES=1024,
|
|
|
|
};
|
|
|
|
|
|
|
|
particle particles[MAX_PARTICLES];
|
|
|
|
int num_particles;
|
|
|
|
|
|
|
|
particle_system()
|
|
|
|
{
|
|
|
|
num_particles = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void new_particle(vec2 pos, vec2 vel, float life, float size, float gravity, float friction)
|
|
|
|
{
|
|
|
|
if (num_particles >= MAX_PARTICLES)
|
|
|
|
return;
|
|
|
|
|
|
|
|
particles[num_particles].iparticle = rand() % NUMPARTICLES;
|
|
|
|
particles[num_particles].pos = pos;
|
|
|
|
particles[num_particles].vel = vel;
|
|
|
|
particles[num_particles].life = life - lifemodifier[particles[num_particles].iparticle] * life;
|
|
|
|
particles[num_particles].size = size;
|
|
|
|
particles[num_particles].max_life = life;
|
|
|
|
particles[num_particles].gravity = gravity;
|
|
|
|
particles[num_particles].friction = friction;
|
|
|
|
particles[num_particles].rot = frandom()*pi*2;
|
|
|
|
particles[num_particles].rotspeed = frandom() * 10.0f;
|
|
|
|
num_particles++;
|
|
|
|
}
|
|
|
|
|
|
|
|
void update(float time_passed)
|
|
|
|
{
|
|
|
|
for(int i = 0; i < num_particles; i++)
|
|
|
|
{
|
|
|
|
particles[i].vel.y += particles[i].gravity*time_passed;
|
|
|
|
particles[i].vel *= particles[i].friction;
|
|
|
|
vec2 vel = particles[i].vel*time_passed;
|
|
|
|
move_point(&particles[i].pos, &vel, 0.1f+0.9f*frandom());
|
|
|
|
particles[i].vel = vel* (1.0f/time_passed);
|
|
|
|
particles[i].life += time_passed;
|
|
|
|
particles[i].rot += time_passed * particles[i].rotspeed;
|
|
|
|
|
|
|
|
// check particle death
|
|
|
|
if(particles[i].life > particles[i].max_life)
|
|
|
|
{
|
|
|
|
num_particles--;
|
|
|
|
particles[i] = particles[num_particles];
|
|
|
|
i--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void render()
|
|
|
|
{
|
|
|
|
gfx_blend_additive();
|
|
|
|
gfx_texture_set(texture_particles);
|
|
|
|
gfx_quads_begin();
|
|
|
|
//cell_select(4,1,1,1);
|
|
|
|
//cell_select(0,6,2,2);
|
|
|
|
//gfx_quads_setrotation(get_angle(vec2(proj->vx, proj->vy)));
|
|
|
|
for(int i = 0; i < num_particles; i++)
|
|
|
|
{
|
|
|
|
int type = particles[i].iparticle;
|
|
|
|
cell_select_ex(particlesnumcellsx,particlesnumcellsy,particlestexcoord[type].x, particlestexcoord[type].y, particlestexcoord[type].w, particlestexcoord[type].h);
|
|
|
|
float a = 1 - particles[i].life / particles[i].max_life;
|
|
|
|
vec2 p = particles[i].pos;
|
|
|
|
//a *= length(particles[i].vel) * 0.01f;
|
|
|
|
gfx_quads_setrotation(particles[i].rot);
|
|
|
|
gfx_quads_setcolor(particlecolors[type].x,particlecolors[type].y,particlecolors[type].z,pow(a,0.75f));
|
|
|
|
//gfx_quads_setcolor(particlecolors[type].x * 0.5,particlecolors[type].y * 0.5,particlecolors[type].z* 0.5,pow(a,0.75f));
|
|
|
|
//gfx_quads_setcolor(particlecolors[type].x * 0.0,particlecolors[type].y * 0.0,particlecolors[type].z* 0.0,pow(a,0.75f));
|
|
|
|
//gfx_quads_setcolor(0.64f*2,0.28f*2,0.16f*2,pow(a,0.75f));
|
|
|
|
gfx_quads_draw(p.x, p.y,particles[i].size,particles[i].size);
|
|
|
|
}
|
|
|
|
gfx_quads_end();
|
|
|
|
gfx_blend_normal();
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
static particle_system temp_system;
|
|
|
|
|
|
|
|
void modc_init()
|
|
|
|
{
|
|
|
|
// load textures
|
|
|
|
texture_weapon = gfx_load_texture_tga("data/tileset_weapons.tga");
|
|
|
|
texture_game = gfx_load_texture_tga("data/game_main.tga");
|
|
|
|
texture_char_default = gfx_load_texture_tga("data/char_teefault.tga");
|
|
|
|
texture_sun = gfx_load_texture_tga("data/sun.tga");
|
|
|
|
texture_particles = gfx_load_texture_tga("data/tileset_particles.tga");
|
|
|
|
font_texture = gfx_load_texture_tga("data/debug_font.tga");
|
|
|
|
|
|
|
|
|
|
|
|
// load sounds
|
|
|
|
sound_gun_fire[0] = snd_load_wav("data/audio/wp_gun_fire-01.wav");
|
|
|
|
sound_gun_fire[0] = snd_load_wav("data/audio/wp_gun_fire-01.wav");
|
|
|
|
sound_gun_fire[1] = snd_load_wav("data/audio/wp_gun_fire-02.wav");
|
|
|
|
sound_shotty_fire[0] = snd_load_wav("data/audio/wp_shotty_fire-01.wav");
|
|
|
|
sound_shotty_fire[1] = snd_load_wav("data/audio/wp_shotty_fire-02.wav");
|
|
|
|
sound_shotty_fire[2] = snd_load_wav("data/audio/wp_shotty_fire-03.wav");
|
|
|
|
sound_flump_launch[0] = snd_load_wav("data/audio/wp_flump_launch-01.wav");
|
|
|
|
sound_flump_launch[1] = snd_load_wav("data/audio/wp_flump_launch-02.wav");
|
|
|
|
sound_flump_launch[2] = snd_load_wav("data/audio/wp_flump_launch-03.wav");
|
|
|
|
sound_hammer_swing[0] = snd_load_wav("data/audio/wp_hammer_swing-01.wav");
|
|
|
|
sound_hammer_swing[1] = snd_load_wav("data/audio/wp_hammer_swing-02.wav");
|
|
|
|
sound_hammer_swing[2] = snd_load_wav("data/audio/wp_hammer_swing-03.wav");
|
|
|
|
sound_ninja_attack[0] = snd_load_wav("data/audio/wp_ninja_attack-01.wav");
|
|
|
|
sound_ninja_attack[1] = snd_load_wav("data/audio/wp_ninja_attack-02.wav");
|
|
|
|
sound_ninja_attack[2] = snd_load_wav("data/audio/wp_ninja_attack-03.wav");
|
|
|
|
|
|
|
|
sound_flump_explode[0] = snd_load_wav("data/audio/wp_flump_explo-01.wav");
|
|
|
|
sound_flump_explode[1] = snd_load_wav("data/audio/wp_flump_explo-02.wav");
|
|
|
|
sound_flump_explode[2] = snd_load_wav("data/audio/wp_flump_explo-03.wav");
|
|
|
|
sound_ninja_hit[0] = snd_load_wav("data/audio/wp_ninja_hit-01.wav");
|
|
|
|
sound_ninja_hit[1] = snd_load_wav("data/audio/wp_ninja_hit-02.wav");
|
|
|
|
sound_ninja_hit[2] = snd_load_wav("data/audio/wp_ninja_hit-03.wav");
|
|
|
|
sound_ninja_hit[3] = snd_load_wav("data/audio/wp_ninja_hit-04.wav");
|
|
|
|
|
|
|
|
sound_weapon_switch[0] = snd_load_wav("data/audio/wp_switch-01.wav");
|
|
|
|
sound_weapon_switch[1] = snd_load_wav("data/audio/wp_switch-02.wav");
|
|
|
|
sound_weapon_switch[2] = snd_load_wav("data/audio/wp_switch-03.wav");
|
|
|
|
|
|
|
|
sound_pain_short[0] = snd_load_wav("data/audio/vo_teefault_pain_short-01.wav");
|
|
|
|
sound_pain_short[1] = snd_load_wav("data/audio/vo_teefault_pain_short-02.wav");
|
|
|
|
sound_pain_short[2] = snd_load_wav("data/audio/vo_teefault_pain_short-03.wav");
|
|
|
|
sound_pain_short[3] = snd_load_wav("data/audio/vo_teefault_pain_short-04.wav");
|
|
|
|
sound_pain_short[4] = snd_load_wav("data/audio/vo_teefault_pain_short-05.wav");
|
|
|
|
sound_pain_short[5] = snd_load_wav("data/audio/vo_teefault_pain_short-06.wav");
|
|
|
|
sound_pain_short[6] = snd_load_wav("data/audio/vo_teefault_pain_short-07.wav");
|
|
|
|
sound_pain_short[7] = snd_load_wav("data/audio/vo_teefault_pain_short-08.wav");
|
|
|
|
sound_pain_short[8] = snd_load_wav("data/audio/vo_teefault_pain_short-09.wav");
|
|
|
|
sound_pain_short[9] = snd_load_wav("data/audio/vo_teefault_pain_short-10.wav");
|
|
|
|
sound_pain_short[10] = snd_load_wav("data/audio/vo_teefault_pain_short-11.wav");
|
|
|
|
sound_pain_short[11] = snd_load_wav("data/audio/vo_teefault_pain_short-12.wav");
|
|
|
|
|
|
|
|
sound_pain_long[0] = snd_load_wav("data/audio/vo_teefault_pain_long-01.wav");
|
|
|
|
sound_pain_long[1] = snd_load_wav("data/audio/vo_teefault_pain_long-02.wav");
|
|
|
|
|
|
|
|
sound_body_land[0] = snd_load_wav("data/audio/foley_land-01.wav");
|
|
|
|
sound_body_land[1] = snd_load_wav("data/audio/foley_land-02.wav");
|
|
|
|
sound_body_land[2] = snd_load_wav("data/audio/foley_land-03.wav");
|
|
|
|
sound_body_land[3] = snd_load_wav("data/audio/foley_land-04.wav");
|
|
|
|
sound_body_jump[0] = snd_load_wav("data/audio/foley_foot_left-01.wav");
|
|
|
|
sound_body_jump[1] = snd_load_wav("data/audio/foley_foot_left-02.wav");
|
|
|
|
sound_body_jump[2] = snd_load_wav("data/audio/foley_foot_left-03.wav");
|
|
|
|
sound_body_jump[3] = snd_load_wav("data/audio/foley_foot_left-04.wav");
|
|
|
|
sound_body_jump[4] = snd_load_wav("data/audio/foley_foot_right-01.wav");
|
|
|
|
sound_body_jump[5] = snd_load_wav("data/audio/foley_foot_right-02.wav");
|
|
|
|
sound_body_jump[6] = snd_load_wav("data/audio/foley_foot_right-03.wav");
|
|
|
|
sound_body_jump[7] = snd_load_wav("data/audio/foley_foot_right-04.wav");
|
|
|
|
|
|
|
|
sound_body_splat[1] = snd_load_wav("data/audio/foley_body_splat-02.wav");
|
|
|
|
sound_body_splat[2] = snd_load_wav("data/audio/foley_body_splat-03.wav");
|
|
|
|
sound_body_splat[3] = snd_load_wav("data/audio/foley_body_splat-04.wav");
|
|
|
|
|
|
|
|
sound_spawn[0] = snd_load_wav("data/audio/vo_teefault_spawn-01.wav");
|
|
|
|
sound_spawn[1] = snd_load_wav("data/audio/vo_teefault_spawn-02.wav");
|
|
|
|
sound_spawn[2] = snd_load_wav("data/audio/vo_teefault_spawn-03.wav");
|
|
|
|
sound_spawn[3] = snd_load_wav("data/audio/vo_teefault_spawn-04.wav");
|
|
|
|
sound_spawn[4] = snd_load_wav("data/audio/vo_teefault_spawn-05.wav");
|
|
|
|
sound_spawn[5] = snd_load_wav("data/audio/vo_teefault_spawn-06.wav");
|
|
|
|
sound_spawn[6] = snd_load_wav("data/audio/vo_teefault_spawn-07.wav");
|
|
|
|
|
|
|
|
sound_tee_cry[0] = snd_load_wav("data/audio/vo_teefault_cry-01.wav");
|
|
|
|
sound_tee_cry[1] = snd_load_wav("data/audio/vo_teefault_cry-02.wav");
|
|
|
|
|
|
|
|
//sound_hook_loop[0] = snd_load_wav("data/audio/hook_loop-01.wav");
|
|
|
|
sound_hook_loop[0] = snd_load_wav("data/audio/hook_loop-02.wav");
|
|
|
|
sound_hook_attach[0] = snd_load_wav("data/audio/hook_attach-01.wav");
|
|
|
|
sound_hook_attach[1] = snd_load_wav("data/audio/hook_attach-02.wav");
|
|
|
|
sound_hook_attach[2] = snd_load_wav("data/audio/hook_attach-03.wav");
|
|
|
|
|
|
|
|
poweruptexcoord[POWERUP_TYPE_HEALTH].x = 10;
|
|
|
|
poweruptexcoord[POWERUP_TYPE_HEALTH].y = 2;
|
|
|
|
poweruptexcoord[POWERUP_TYPE_HEALTH].w = 2;
|
|
|
|
poweruptexcoord[POWERUP_TYPE_HEALTH].h = 2;
|
|
|
|
|
|
|
|
poweruptexcoord[POWERUP_TYPE_ARMOR].x = 12;
|
|
|
|
poweruptexcoord[POWERUP_TYPE_ARMOR].y = 2;
|
|
|
|
poweruptexcoord[POWERUP_TYPE_ARMOR].w = 2;
|
|
|
|
poweruptexcoord[POWERUP_TYPE_ARMOR].h = 2;
|
|
|
|
|
|
|
|
poweruptexcoord[POWERUP_TYPE_WEAPON].x = 3;
|
|
|
|
poweruptexcoord[POWERUP_TYPE_WEAPON].y = 0;
|
|
|
|
poweruptexcoord[POWERUP_TYPE_WEAPON].w = 6;
|
|
|
|
poweruptexcoord[POWERUP_TYPE_WEAPON].h = 2;
|
|
|
|
|
|
|
|
poweruptexcoord[POWERUP_TYPE_NINJA].x = 3;
|
|
|
|
poweruptexcoord[POWERUP_TYPE_NINJA].y = 10;
|
|
|
|
poweruptexcoord[POWERUP_TYPE_NINJA].w = 7;
|
|
|
|
poweruptexcoord[POWERUP_TYPE_NINJA].h = 2;
|
|
|
|
|
|
|
|
poweruptexcoord[POWERUP_TYPE_TIMEFIELD].x = 3;
|
|
|
|
poweruptexcoord[POWERUP_TYPE_TIMEFIELD].y = 0;
|
|
|
|
poweruptexcoord[POWERUP_TYPE_TIMEFIELD].w = 6;
|
|
|
|
poweruptexcoord[POWERUP_TYPE_TIMEFIELD].h = 2;
|
|
|
|
|
|
|
|
// Setup weapon cell coords
|
|
|
|
float sizemodifier = 1.0f;
|
|
|
|
weaponrenderparams[WEAPON_TYPE_GUN].sizex = 60.0f * sizemodifier;
|
|
|
|
weaponrenderparams[WEAPON_TYPE_GUN].sizey = 30.0f * sizemodifier;
|
|
|
|
weaponrenderparams[WEAPON_TYPE_GUN].offsetx = 32.0f;
|
|
|
|
weaponrenderparams[WEAPON_TYPE_GUN].offsety = 4.0f;
|
|
|
|
weapontexcoordcursor[WEAPON_TYPE_GUN].x = 0;
|
|
|
|
weapontexcoordcursor[WEAPON_TYPE_GUN].y = 4;
|
|
|
|
weapontexcoordcursor[WEAPON_TYPE_GUN].w = 2;
|
|
|
|
weapontexcoordcursor[WEAPON_TYPE_GUN].h = 2;
|
|
|
|
weapontexcoord[WEAPON_TYPE_GUN].x = 2;
|
|
|
|
weapontexcoord[WEAPON_TYPE_GUN].y = 4;
|
|
|
|
weapontexcoord[WEAPON_TYPE_GUN].w = 4;
|
|
|
|
weapontexcoord[WEAPON_TYPE_GUN].h = 2;
|
|
|
|
weaponprojtexcoord[WEAPON_TYPE_GUN].x = 6;
|
|
|
|
weaponprojtexcoord[WEAPON_TYPE_GUN].y = 4;
|
|
|
|
weaponprojtexcoord[WEAPON_TYPE_GUN].w = 2;
|
|
|
|
weaponprojtexcoord[WEAPON_TYPE_GUN].h = 2;
|
|
|
|
|
|
|
|
nummuzzletex[WEAPON_TYPE_GUN] = 3;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_GUN][0].x = 8;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_GUN][0].y = 4;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_GUN][0].w = 3;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_GUN][0].h = 2;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_GUN][1].x = 12;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_GUN][1].y = 4;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_GUN][1].w = 3;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_GUN][1].h = 2;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_GUN][2].x = 16;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_GUN][2].y = 4;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_GUN][2].w = 3;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_GUN][2].h = 2;
|
|
|
|
|
|
|
|
muzzleparams[WEAPON_TYPE_GUN].sizex = 60.0f * sizemodifier;
|
|
|
|
muzzleparams[WEAPON_TYPE_GUN].sizey = 40.0f * sizemodifier;
|
|
|
|
muzzleparams[WEAPON_TYPE_GUN].offsetx = 50.0f * sizemodifier;
|
|
|
|
muzzleparams[WEAPON_TYPE_GUN].offsety = 6.0f * sizemodifier;
|
|
|
|
|
|
|
|
sizemodifier = 1.3f;
|
|
|
|
weaponrenderparams[WEAPON_TYPE_ROCKET].sizex = 70.0f * sizemodifier;
|
|
|
|
weaponrenderparams[WEAPON_TYPE_ROCKET].sizey = 20.0f * sizemodifier;
|
|
|
|
weaponrenderparams[WEAPON_TYPE_ROCKET].offsetx = 24.0f;
|
|
|
|
weaponrenderparams[WEAPON_TYPE_ROCKET].offsety = -2.0f;
|
|
|
|
weapontexcoordcursor[WEAPON_TYPE_ROCKET].x = 0;
|
|
|
|
weapontexcoordcursor[WEAPON_TYPE_ROCKET].y = 8;
|
|
|
|
weapontexcoordcursor[WEAPON_TYPE_ROCKET].w = 2;
|
|
|
|
weapontexcoordcursor[WEAPON_TYPE_ROCKET].h = 2;
|
|
|
|
weapontexcoord[WEAPON_TYPE_ROCKET].x = 2;
|
|
|
|
weapontexcoord[WEAPON_TYPE_ROCKET].y = 8;
|
|
|
|
weapontexcoord[WEAPON_TYPE_ROCKET].w = 7;
|
|
|
|
weapontexcoord[WEAPON_TYPE_ROCKET].h = 2;
|
|
|
|
weaponprojtexcoord[WEAPON_TYPE_ROCKET].x = 10;
|
|
|
|
weaponprojtexcoord[WEAPON_TYPE_ROCKET].y = 8;
|
|
|
|
weaponprojtexcoord[WEAPON_TYPE_ROCKET].w = 2;
|
|
|
|
weaponprojtexcoord[WEAPON_TYPE_ROCKET].h = 2;
|
|
|
|
|
|
|
|
/*weaponrenderparams[WEAPON_TYPE_SNIPER].sizex = 60.0f;
|
|
|
|
weaponrenderparams[WEAPON_TYPE_SNIPER].sizey = 20.0f;
|
|
|
|
weaponrenderparams[WEAPON_TYPE_SNIPER].offsetx = 16.0f;
|
|
|
|
weaponrenderparams[WEAPON_TYPE_SNIPER].offsety = 4.0f;
|
|
|
|
weapontexcoordcursor[WEAPON_TYPE_SNIPER].x = 0;
|
|
|
|
weapontexcoordcursor[WEAPON_TYPE_SNIPER].y = 6;
|
|
|
|
weapontexcoordcursor[WEAPON_TYPE_SNIPER].w = 2;
|
|
|
|
weapontexcoordcursor[WEAPON_TYPE_SNIPER].h = 2;
|
|
|
|
weapontexcoord[WEAPON_TYPE_SNIPER].x = 3;
|
|
|
|
weapontexcoord[WEAPON_TYPE_SNIPER].y = 6;
|
|
|
|
weapontexcoord[WEAPON_TYPE_SNIPER].w = 6;
|
|
|
|
weapontexcoord[WEAPON_TYPE_SNIPER].h = 2;
|
|
|
|
weaponprojtexcoord[WEAPON_TYPE_SNIPER].x = 10;
|
|
|
|
weaponprojtexcoord[WEAPON_TYPE_SNIPER].y = 6;
|
|
|
|
weaponprojtexcoord[WEAPON_TYPE_SNIPER].w = 1;
|
|
|
|
weaponprojtexcoord[WEAPON_TYPE_SNIPER].h = 1;*/
|
|
|
|
|
|
|
|
weaponrenderparams[WEAPON_TYPE_SHOTGUN].sizex = 80.0f * sizemodifier;
|
|
|
|
weaponrenderparams[WEAPON_TYPE_SHOTGUN].sizey = 20.0f * sizemodifier;
|
|
|
|
weaponrenderparams[WEAPON_TYPE_SHOTGUN].offsetx = 24.0f;
|
|
|
|
weaponrenderparams[WEAPON_TYPE_SHOTGUN].offsety = -2.0f;
|
|
|
|
weapontexcoordcursor[WEAPON_TYPE_SHOTGUN].x = 0;
|
|
|
|
weapontexcoordcursor[WEAPON_TYPE_SHOTGUN].y = 6;
|
|
|
|
weapontexcoordcursor[WEAPON_TYPE_SHOTGUN].w = 2;
|
|
|
|
weapontexcoordcursor[WEAPON_TYPE_SHOTGUN].h = 2;
|
|
|
|
weapontexcoord[WEAPON_TYPE_SHOTGUN].x = 2;
|
|
|
|
weapontexcoord[WEAPON_TYPE_SHOTGUN].y = 6;
|
|
|
|
weapontexcoord[WEAPON_TYPE_SHOTGUN].w = 8;
|
|
|
|
weapontexcoord[WEAPON_TYPE_SHOTGUN].h = 2;
|
|
|
|
weaponprojtexcoord[WEAPON_TYPE_SHOTGUN].x = 10;
|
|
|
|
weaponprojtexcoord[WEAPON_TYPE_SHOTGUN].y = 6;
|
|
|
|
weaponprojtexcoord[WEAPON_TYPE_SHOTGUN].w = 2;
|
|
|
|
weaponprojtexcoord[WEAPON_TYPE_SHOTGUN].h = 2;
|
|
|
|
|
|
|
|
nummuzzletex[WEAPON_TYPE_SHOTGUN] = 3;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_SHOTGUN][0].x = 12;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_SHOTGUN][0].y = 6;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_SHOTGUN][0].w = 3;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_SHOTGUN][0].h = 2;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_SHOTGUN][1].x = 16;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_SHOTGUN][1].y = 6;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_SHOTGUN][1].w = 3;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_SHOTGUN][1].h = 2;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_SHOTGUN][2].x = 20;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_SHOTGUN][2].y = 6;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_SHOTGUN][2].w = 3;
|
|
|
|
muzzletexcoord[WEAPON_TYPE_SHOTGUN][2].h = 2;
|
|
|
|
|
|
|
|
muzzleparams[WEAPON_TYPE_SHOTGUN].sizex = 60.0f * sizemodifier;
|
|
|
|
muzzleparams[WEAPON_TYPE_SHOTGUN].sizey = 40.0f * sizemodifier;
|
|
|
|
muzzleparams[WEAPON_TYPE_SHOTGUN].offsetx = 50.0f * sizemodifier;
|
|
|
|
muzzleparams[WEAPON_TYPE_SHOTGUN].offsety = 6.0f * sizemodifier;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
weaponrenderparams[WEAPON_TYPE_MELEE].sizex = 60.0f * sizemodifier;
|
|
|
|
weaponrenderparams[WEAPON_TYPE_MELEE].sizey = 50.0f * sizemodifier;
|
|
|
|
weaponrenderparams[WEAPON_TYPE_MELEE].offsetx = 20.0f;
|
|
|
|
weaponrenderparams[WEAPON_TYPE_MELEE].offsety = -4.0f;
|
|
|
|
weapontexcoordcursor[WEAPON_TYPE_MELEE].x = 0;
|
|
|
|
weapontexcoordcursor[WEAPON_TYPE_MELEE].y = 0;
|
|
|
|
weapontexcoordcursor[WEAPON_TYPE_MELEE].w = 2;
|
|
|
|
weapontexcoordcursor[WEAPON_TYPE_MELEE].h = 2;
|
|
|
|
weapontexcoord[WEAPON_TYPE_MELEE].x = 2;
|
|
|
|
weapontexcoord[WEAPON_TYPE_MELEE].y = 1;
|
|
|
|
weapontexcoord[WEAPON_TYPE_MELEE].w = 4;
|
|
|
|
weapontexcoord[WEAPON_TYPE_MELEE].h = 3;
|
|
|
|
weaponprojtexcoord[WEAPON_TYPE_MELEE].x = 0;
|
|
|
|
weaponprojtexcoord[WEAPON_TYPE_MELEE].y = 0;
|
|
|
|
weaponprojtexcoord[WEAPON_TYPE_MELEE].w = 0;
|
|
|
|
weaponprojtexcoord[WEAPON_TYPE_MELEE].h = 0;
|
|
|
|
|
|
|
|
|
|
|
|
// MODIFIERS
|
|
|
|
sizemodifier = 2.0;
|
|
|
|
modifierrenderparams[MODIFIER_TYPE_NINJA].sizex = 60.0f * sizemodifier;
|
|
|
|
modifierrenderparams[MODIFIER_TYPE_NINJA].sizey = 20.0f * sizemodifier;
|
|
|
|
modifierrenderparams[MODIFIER_TYPE_NINJA].offsetx = 20.0f;
|
|
|
|
modifierrenderparams[MODIFIER_TYPE_NINJA].offsety = 4.0f;
|
|
|
|
modifiertexcoord[MODIFIER_TYPE_NINJA].x = 2;
|
|
|
|
modifiertexcoord[MODIFIER_TYPE_NINJA].y = 10;
|
|
|
|
modifiertexcoord[MODIFIER_TYPE_NINJA].w = 7;
|
|
|
|
modifiertexcoord[MODIFIER_TYPE_NINJA].h = 2;
|
|
|
|
modifiertexcoordcursor[MODIFIER_TYPE_NINJA].x = 0;
|
|
|
|
modifiertexcoordcursor[MODIFIER_TYPE_NINJA].y = 10;
|
|
|
|
modifiertexcoordcursor[MODIFIER_TYPE_NINJA].w = 2;
|
|
|
|
modifiertexcoordcursor[MODIFIER_TYPE_NINJA].h = 2;
|
|
|
|
|
|
|
|
modifierrenderparams[MODIFIER_TYPE_TIMEFIELD].sizex = 60.0f * sizemodifier;
|
|
|
|
modifierrenderparams[MODIFIER_TYPE_TIMEFIELD].sizey = 20.0f * sizemodifier;
|
|
|
|
modifierrenderparams[MODIFIER_TYPE_TIMEFIELD].offsetx = 16.0f;
|
|
|
|
modifierrenderparams[MODIFIER_TYPE_TIMEFIELD].offsety = 4.0f;
|
|
|
|
modifiertexcoord[MODIFIER_TYPE_TIMEFIELD].x = 0;
|
|
|
|
modifiertexcoord[MODIFIER_TYPE_TIMEFIELD].y = 0;
|
|
|
|
modifiertexcoord[MODIFIER_TYPE_TIMEFIELD].w = 0;
|
|
|
|
modifiertexcoord[MODIFIER_TYPE_TIMEFIELD].h = 0;
|
|
|
|
|
|
|
|
stars[0].x = 0;
|
|
|
|
stars[0].y = 0;
|
|
|
|
stars[0].w = 2;
|
|
|
|
stars[0].h = 2;
|
|
|
|
|
|
|
|
stars[1].x = 0;
|
|
|
|
stars[1].y = 2;
|
|
|
|
stars[1].w = 2;
|
|
|
|
stars[1].h = 2;
|
|
|
|
|
|
|
|
particlecolors[0].x = 0.7f;
|
|
|
|
particlecolors[0].y = 0.7f;
|
|
|
|
particlecolors[0].z = 0.7f;
|
|
|
|
particlecolors[0].w = 1.0f;
|
|
|
|
particlestexcoord[0].x = 2;
|
|
|
|
particlestexcoord[0].y = 0;
|
|
|
|
particlestexcoord[0].w = 2;
|
|
|
|
particlestexcoord[0].h = 2;
|
|
|
|
particlecolors[1].x = 1.0f;
|
|
|
|
particlecolors[1].y = 1.0f;
|
|
|
|
particlecolors[1].z = 1.0f;
|
|
|
|
particlecolors[1].w = 1.0f;
|
|
|
|
particlestexcoord[1].x = 4;
|
|
|
|
particlestexcoord[1].y = 0;
|
|
|
|
particlestexcoord[1].w = 2;
|
|
|
|
particlestexcoord[1].h = 2;
|
|
|
|
particlecolors[2].x = 0.8f;
|
|
|
|
particlecolors[2].y = 0.8f;
|
|
|
|
particlecolors[2].z = 0.8f;
|
|
|
|
particlecolors[2].w = 1.0f;
|
|
|
|
particlestexcoord[2].x = 6;
|
|
|
|
particlestexcoord[2].y = 0;
|
|
|
|
particlestexcoord[2].w = 2;
|
|
|
|
particlestexcoord[2].h = 2;
|
|
|
|
particlecolors[3].x = 0.988f;
|
|
|
|
particlecolors[3].y = 1.0f;
|
|
|
|
particlecolors[3].z = 0.16f;
|
|
|
|
particlecolors[3].w = 1.0f;
|
|
|
|
particlestexcoord[3].x = 8;
|
|
|
|
particlestexcoord[3].y = 0;
|
|
|
|
particlestexcoord[3].w = 2;
|
|
|
|
particlestexcoord[3].h = 2;
|
|
|
|
particlecolors[4].x = 1.0f;
|
|
|
|
particlecolors[4].y = 1.0f;
|
|
|
|
particlecolors[4].z = 1.0f;
|
|
|
|
particlecolors[4].w = 1.0f;
|
|
|
|
particlestexcoord[4].x = 10;
|
|
|
|
particlestexcoord[4].y = 0;
|
|
|
|
particlestexcoord[4].w = 2;
|
|
|
|
particlestexcoord[4].h = 2;
|
|
|
|
particlecolors[5].x = 0.6f;
|
|
|
|
particlecolors[5].y = 0.6f;
|
|
|
|
particlecolors[5].z = 0.6f;
|
|
|
|
particlecolors[5].w = 1.0f;
|
|
|
|
particlestexcoord[5].x = 2;
|
|
|
|
particlestexcoord[5].y = 2;
|
|
|
|
particlestexcoord[5].w = 2;
|
|
|
|
particlestexcoord[5].h = 2;
|
|
|
|
particlecolors[6].x = 1.0f;
|
|
|
|
particlecolors[6].y = 1.0f;
|
|
|
|
particlecolors[6].z = 1.0f;
|
|
|
|
particlecolors[6].w = 1.0f;
|
|
|
|
particlestexcoord[6].x = 4;
|
|
|
|
particlestexcoord[6].y = 2;
|
|
|
|
particlestexcoord[6].w = 2;
|
|
|
|
particlestexcoord[6].h = 2;
|
|
|
|
particlecolors[5].x = 0.9f;
|
|
|
|
particlecolors[5].y = 0.9f;
|
|
|
|
particlecolors[5].z = 0.9f;
|
|
|
|
particlecolors[5].w = 1.0f;
|
|
|
|
particlestexcoord[7].x = 6;
|
|
|
|
particlestexcoord[7].y = 2;
|
|
|
|
particlestexcoord[7].w = 2;
|
|
|
|
particlestexcoord[7].h = 2;
|
|
|
|
particlecolors[8].x = 1.0f;
|
|
|
|
particlecolors[8].y = 1.0f;
|
|
|
|
particlecolors[8].z = 1.0f;
|
|
|
|
particlecolors[8].w = 1.0f;
|
|
|
|
particlestexcoord[8].x = 8;
|
|
|
|
particlestexcoord[8].y = 2;
|
|
|
|
particlestexcoord[8].w = 2;
|
|
|
|
particlestexcoord[8].h = 2;
|
|
|
|
lifemodifier[0] = 0.5f;
|
|
|
|
lifemodifier[1] = 0.5f;
|
|
|
|
lifemodifier[2] = 0.5f;
|
|
|
|
lifemodifier[3] = 0.7f;
|
|
|
|
lifemodifier[4] = 0.7f;
|
|
|
|
lifemodifier[5] = 1.0f;
|
|
|
|
lifemodifier[6] = 1.0f;
|
|
|
|
lifemodifier[7] = 1.5f;
|
|
|
|
lifemodifier[8] = 0.4f;
|
|
|
|
|
|
|
|
chaintexcoord.x = 2;
|
|
|
|
chaintexcoord.y = 0;
|
|
|
|
chaintexcoord.w = 1;
|
|
|
|
chaintexcoord.h = 1;
|
|
|
|
|
|
|
|
chainheadtexcoord.x = 3;
|
|
|
|
chainheadtexcoord.y = 0;
|
|
|
|
chainheadtexcoord.w = 2;
|
|
|
|
chainheadtexcoord.h = 1;
|
|
|
|
|
|
|
|
|
|
|
|
// anims
|
|
|
|
anim::setup_hammer(hammeranim);
|
|
|
|
anim::setup_ninja(ninjaanim);
|
|
|
|
|
|
|
|
for (int i = 0; i < NUMHADOKENS; i++)
|
|
|
|
{
|
|
|
|
hadoken[i].x = 1;
|
|
|
|
hadoken[i].y = 12;
|
|
|
|
hadoken[i].w = 7;
|
|
|
|
hadoken[i].h = 4;
|
|
|
|
hadokenparams[i].sizex = 0.0f;
|
|
|
|
hadokenparams[i].sizey = 0.0f;
|
|
|
|
hadokenparams[i].offsetx = 0.0f;
|
|
|
|
hadokenparams[i].offsety = 0.0f;//-hadokenparams[0].sizey * 0.15f;
|
|
|
|
}
|
|
|
|
|
|
|
|
// hadoken
|
|
|
|
hadoken[0].x = 1;
|
|
|
|
hadoken[0].y = 12;
|
|
|
|
hadoken[0].w = 7;
|
|
|
|
hadoken[0].h = 4;
|
|
|
|
hadokenparams[0].sizex = 70.0f * 2.5f;
|
|
|
|
hadokenparams[0].sizey = 40.0f * 2.5f;
|
|
|
|
hadokenparams[0].offsetx = -60.0f;
|
|
|
|
hadokenparams[0].offsety = 0;//-hadokenparams[0].sizey * 0.15f;
|
|
|
|
|
|
|
|
hadoken[2].x = 8;
|
|
|
|
hadoken[2].y = 12;
|
|
|
|
hadoken[2].w = 8;
|
|
|
|
hadoken[2].h = 4;
|
|
|
|
hadokenparams[2].sizex = 80.0f * 2.5f;
|
|
|
|
hadokenparams[2].sizey = 40.0f * 2.5f;
|
|
|
|
hadokenparams[2].offsetx = -60.0f;
|
|
|
|
hadokenparams[2].offsety = 0;//-hadokenparams[1].sizey * 0.5f;
|
|
|
|
|
|
|
|
hadoken[4].x = 17;
|
|
|
|
hadoken[4].y = 12;
|
|
|
|
hadoken[4].w = 7;
|
|
|
|
hadoken[4].h = 4;
|
|
|
|
hadokenparams[4].sizex = 70.0f * 2.5f;
|
|
|
|
hadokenparams[4].sizey = 40.0f * 2.5f;
|
|
|
|
hadokenparams[4].offsetx = -60.0f;
|
|
|
|
hadokenparams[4].offsety = 0;//-hadokenparams[2].sizey * 0.5f;
|
|
|
|
|
|
|
|
// 0 = outline, 1 = body
|
|
|
|
body[0].x = 2;
|
|
|
|
body[0].y = 0;
|
|
|
|
body[0].w = 2;
|
|
|
|
body[0].h = 2;
|
|
|
|
body[1].x = 0;
|
|
|
|
body[1].y = 0;
|
|
|
|
body[1].w = 2;
|
|
|
|
body[1].h = 2;
|
|
|
|
|
|
|
|
feet[0].x = 4;
|
|
|
|
feet[0].y = 1;
|
|
|
|
feet[0].w = 1;
|
|
|
|
feet[0].h = 0.5;
|
|
|
|
feet[1].x = 4;
|
|
|
|
feet[1].y = 1.52;
|
|
|
|
feet[1].w = 1;
|
|
|
|
feet[1].h = 0.48;
|
|
|
|
|
|
|
|
leye.x = 5;
|
|
|
|
leye.y = 1;
|
|
|
|
leye.w = 0.5;
|
|
|
|
leye.h = 0.5;
|
2007-05-23 06:35:07 +00:00
|
|
|
|
2007-05-22 15:03:32 +00:00
|
|
|
reye.x = 5;
|
2007-05-23 06:35:07 +00:00
|
|
|
reye.y = 1.0;
|
2007-05-22 15:03:32 +00:00
|
|
|
reye.w = 0.5;
|
|
|
|
reye.h = 0.5;
|
|
|
|
}
|
|
|
|
|
|
|
|
void modc_entergame()
|
|
|
|
{
|
|
|
|
col_init(32);
|
|
|
|
img_init();
|
|
|
|
tilemap_init();
|
|
|
|
}
|
|
|
|
|
|
|
|
void modc_shutdown()
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void modc_newsnapshot()
|
|
|
|
{
|
|
|
|
int num = snap_num_items(SNAP_CURRENT);
|
|
|
|
for(int i = 0; i < num; i++)
|
|
|
|
{
|
|
|
|
snap_item item;
|
|
|
|
void *data = snap_get_item(SNAP_CURRENT, i, &item);
|
|
|
|
|
|
|
|
if(item.type == EVENT_HEALTHMOD)
|
|
|
|
{
|
|
|
|
ev_healthmod *ev = (ev_healthmod *)data;
|
|
|
|
healthmods.create(vec2(ev->x, ev->y), ev->amount);
|
|
|
|
}
|
|
|
|
else if(item.type == EVENT_EXPLOSION)
|
|
|
|
{
|
|
|
|
ev_explosion *ev = (ev_explosion *)data;
|
|
|
|
vec2 p(ev->x, ev->y);
|
|
|
|
|
|
|
|
// center explosion
|
|
|
|
temp_system.new_particle(p, vec2(0,0), 0.3f, 96.0f, 0, 0.95f);
|
|
|
|
temp_system.new_particle(p, vec2(0,0), 0.3f, 64.0f, 0, 0.95f);
|
|
|
|
temp_system.new_particle(p, vec2(0,0), 0.3f, 32.0f, 0, 0.95f);
|
|
|
|
temp_system.new_particle(p, vec2(0,0), 0.3f, 16.0f, 0, 0.95f);
|
|
|
|
|
|
|
|
for(int i = 0; i < 16; i++)
|
|
|
|
{
|
|
|
|
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(128.0f+frandom()*128.0f);
|
|
|
|
temp_system.new_particle(p, v, 0.2f+0.25f*frandom(), 16.0f, 0, 0.985f);
|
|
|
|
}
|
|
|
|
|
|
|
|
for(int i = 0; i < 16; i++)
|
|
|
|
{
|
|
|
|
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(256.0f+frandom()*512.0f);
|
|
|
|
temp_system.new_particle(p, v, 0.2f+0.25f*frandom(), 16.0f, 128.0f, 0.985f);
|
|
|
|
}
|
|
|
|
|
|
|
|
for(int i = 0; i < 64; i++)
|
|
|
|
{
|
|
|
|
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(frandom()*256.0f);
|
|
|
|
temp_system.new_particle(p, v, 0.2f+0.25f*frandom(), 24.0f, 128.0f, 0.985f);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(item.type == EVENT_SMOKE)
|
|
|
|
{
|
|
|
|
ev_explosion *ev = (ev_explosion *)data;
|
|
|
|
vec2 p(ev->x, ev->y);
|
|
|
|
|
|
|
|
// center explosion
|
|
|
|
vec2 v = normalize(vec2(frandom()-0.5f, -frandom()))*(32.0f+frandom()*32.0f);
|
|
|
|
temp_system.new_particle(p, v, 1.2f, 64.0f, 0, 0.95f);
|
|
|
|
v = normalize(vec2(frandom()-0.5f, -frandom()))*(128.0f+frandom()*128.0f);
|
|
|
|
temp_system.new_particle(p, v, 1.2f, 32.0f, 0, 0.95f);
|
|
|
|
v = normalize(vec2(frandom()-0.5f, -frandom()))*(128.0f+frandom()*128.0f);
|
|
|
|
temp_system.new_particle(p, v, 1.2f, 16.0f, 0, 0.95f);
|
|
|
|
|
|
|
|
for(int i = 0; i < 8; i++)
|
|
|
|
{
|
|
|
|
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(64.0f+frandom()*64.0f);
|
|
|
|
temp_system.new_particle(p, v, 0.5f+0.5f*frandom(), 16.0f, 0, 0.985f);
|
|
|
|
}
|
|
|
|
|
|
|
|
for(int i = 0; i < 8; i++)
|
|
|
|
{
|
|
|
|
vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(128.0f+frandom()*256.0f);
|
|
|
|
temp_system.new_particle(p, v, 0.5f+0.5f*frandom(), 16.0f, 128.0f, 0.985f);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(item.type == EVENT_SOUND)
|
|
|
|
{
|
|
|
|
ev_sound *ev = (ev_sound *)data;
|
|
|
|
vec2 p(ev->x, ev->y);
|
|
|
|
int sound = (ev->sound & SOUND_MASK);
|
|
|
|
bool bstartloop = (ev->sound & SOUND_LOOPFLAG_STARTLOOP) != 0;
|
|
|
|
bool bstoploop = (ev->sound & SOUND_LOOPFLAG_STOPLOOP) != 0;
|
|
|
|
float vol, pan;
|
|
|
|
sound_vol_pan(p, &vol, &pan);
|
|
|
|
|
|
|
|
switch(sound)
|
|
|
|
{
|
|
|
|
|
|
|
|
// FIRE!
|
|
|
|
case SOUND_FIRE_GUN:
|
|
|
|
sound_gun_fire.play_random(volume_gun*vol, pan);
|
|
|
|
break;
|
|
|
|
case SOUND_FIRE_SHOTGUN:
|
|
|
|
sound_shotty_fire.play_random(volume_gun*vol, pan);
|
|
|
|
break;
|
|
|
|
case SOUND_FIRE_ROCKET:
|
|
|
|
sound_flump_launch.play_random(volume_gun*vol, pan);
|
|
|
|
break;
|
|
|
|
case SOUND_FIRE_MELEE:
|
|
|
|
sound_hammer_swing.play_random(volume_gun*vol, pan);
|
|
|
|
break;
|
|
|
|
case SOUND_FIRE_NINJA:
|
|
|
|
sound_ninja_attack.play_random(volume_gun*vol, pan);
|
|
|
|
break;
|
|
|
|
|
|
|
|
// IMPACT
|
|
|
|
case SOUND_IMPACT_PROJECTILE_GUN:
|
|
|
|
break;
|
|
|
|
case SOUND_IMPACT_PROJECTILE_SHOTGUN:
|
|
|
|
break;
|
|
|
|
case SOUND_IMPACT_PROJECTILE_ROCKET:
|
|
|
|
sound_flump_explode.play_random(volume_hit*vol, pan);
|
|
|
|
break;
|
|
|
|
|
|
|
|
// PLAYER
|
|
|
|
case SOUND_PLAYER_JUMP:
|
|
|
|
sound_body_jump.play_random(volume_tee*vol, pan);
|
|
|
|
break;
|
|
|
|
case SOUND_PLAYER_HURT_SHORT:
|
|
|
|
sound_pain_short.play_random(volume_tee*vol, pan);
|
|
|
|
break;
|
|
|
|
case SOUND_PLAYER_HURT_LONG:
|
|
|
|
sound_pain_long.play_random(volume_tee*vol, pan);
|
|
|
|
break;
|
|
|
|
case SOUND_PLAYER_SPAWN:
|
|
|
|
sound_spawn.play_random(volume_tee*vol, pan);
|
|
|
|
break;
|
|
|
|
case SOUND_PLAYER_CHAIN_LOOP:
|
|
|
|
sound_hook_loop.play_random(volume_gun*vol, pan);
|
|
|
|
break;
|
|
|
|
case SOUND_PLAYER_CHAIN_IMPACT:
|
|
|
|
sound_hook_attach.play_random(volume_gun*vol, pan);
|
|
|
|
break;
|
|
|
|
case SOUND_PLAYER_IMPACT:
|
|
|
|
sound_body_land.play_random(volume_hit*vol, pan);
|
|
|
|
break;
|
|
|
|
case SOUND_PLAYER_IMPACT_NINJA:
|
|
|
|
sound_ninja_hit.play_random(volume_hit*vol, pan);
|
|
|
|
break;
|
|
|
|
case SOUND_PLAYER_DIE:
|
|
|
|
sound_body_splat.play_random(volume_tee*vol, pan);
|
|
|
|
break;
|
|
|
|
case SOUND_PLAYER_SWITCHWEAPON:
|
|
|
|
sound_weapon_switch.play_random(volume_gun*vol, pan);
|
|
|
|
break;
|
|
|
|
case SOUND_PLAYER_EQUIP:
|
|
|
|
break;
|
|
|
|
case SOUND_PLAYER_LAND:
|
|
|
|
sound_body_land.play_random(volume_tee*vol, pan);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void render_projectile(obj_projectile *prev, obj_projectile *current)
|
|
|
|
{
|
|
|
|
gfx_texture_set(texture_weapon);
|
|
|
|
gfx_quads_begin();
|
|
|
|
cell_select_ex(numcellsx,numcellsy,weaponprojtexcoord[current->type].x, weaponprojtexcoord[current->type].y, weaponprojtexcoord[current->type].w, weaponprojtexcoord[current->type].h);
|
|
|
|
vec2 vel(current->vx, current->vy);
|
|
|
|
|
|
|
|
// TODO: interpolare angle aswell
|
|
|
|
if(length(vel) > 0.00001f)
|
|
|
|
gfx_quads_setrotation(get_angle(vel));
|
|
|
|
else
|
|
|
|
gfx_quads_setrotation(0);
|
|
|
|
|
|
|
|
vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), snap_intratick());
|
|
|
|
gfx_quads_draw(pos.x, pos.y,32,32);
|
|
|
|
gfx_quads_setrotation(0);
|
|
|
|
gfx_quads_end();
|
|
|
|
}
|
|
|
|
|
|
|
|
static void render_powerup(obj_powerup *prev, obj_powerup *current)
|
|
|
|
{
|
|
|
|
//dbg_msg("client", "rendering powerup at %d,%d", current->x, current->y);
|
|
|
|
|
|
|
|
gfx_texture_set(texture_weapon);
|
|
|
|
gfx_quads_begin();
|
|
|
|
float angle = 0.0f;
|
|
|
|
float sizex = 64.0f;
|
|
|
|
float sizey = 64.0f;
|
|
|
|
if (current->type == POWERUP_TYPE_WEAPON)
|
|
|
|
{
|
|
|
|
angle = -0.25f * pi * 2.0f;
|
|
|
|
cell_select_ex(numcellsx,numcellsy,weapontexcoord[current->subtype].x, weapontexcoord[current->subtype].y, weapontexcoord[current->subtype].w, weapontexcoord[current->subtype].h);
|
|
|
|
sizex = weaponrenderparams[current->subtype].sizex;
|
|
|
|
sizey = weaponrenderparams[current->subtype].sizey;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
cell_select_ex(numcellsx,numcellsy,poweruptexcoord[current->type].x, poweruptexcoord[current->type].y, poweruptexcoord[current->type].w, poweruptexcoord[current->type].h);
|
|
|
|
vec2 vel(current->vx, current->vy);
|
|
|
|
|
|
|
|
gfx_quads_setrotation(angle);
|
|
|
|
// TODO: interpolare angle aswell
|
|
|
|
/*if(length(vel) > 0.00001f)
|
|
|
|
gfx_quads_setrotation(get_angle(vel));
|
|
|
|
else
|
|
|
|
gfx_quads_setrotation(0);*/
|
|
|
|
|
|
|
|
vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), snap_intratick());
|
|
|
|
float offset = pos.y/32.0f + pos.x/32.0f;
|
|
|
|
gfx_quads_draw(pos.x+cosf(client_localtime()*2.0f+offset)*2.5f, pos.y+sinf(client_localtime()*2.0f+offset)*2.5f,sizex * 0.65f,sizey * 0.65f);
|
|
|
|
gfx_quads_setrotation(0);
|
|
|
|
gfx_quads_end();
|
|
|
|
}
|
|
|
|
|
|
|
|
float getmeleeangle(vec2 direction, obj_player* prev, obj_player* player)
|
|
|
|
{
|
|
|
|
vec2 meleedir(0.53, -0.84);
|
|
|
|
meleedir = normalize(meleedir);
|
|
|
|
vec2 meleedirattack(0.95, -0.3);
|
|
|
|
meleedirattack = normalize(meleedirattack);
|
|
|
|
|
|
|
|
if(direction.x < 0)
|
|
|
|
{
|
|
|
|
meleedir.x = -meleedir.x;
|
|
|
|
meleedirattack.x = -meleedirattack.x;
|
|
|
|
}
|
|
|
|
|
|
|
|
// 0 -> visualtimeattack go to end pose, (len - visualime) -> go back to normal pose
|
|
|
|
|
|
|
|
float angle = get_angle(meleedir);
|
|
|
|
if (prev->attackticks)
|
|
|
|
{
|
|
|
|
float angleattack = get_angle(meleedirattack);
|
|
|
|
int phase1tick = (player->attacklen - player->attackticks);
|
|
|
|
if (phase1tick < player->visualtimeattack)
|
|
|
|
{
|
|
|
|
float intratick = snap_intratick();
|
|
|
|
float t = ((((float)phase1tick) + intratick)/(float)player->visualtimeattack);
|
|
|
|
angle = LERP(angle, angleattack, min(1.0f,max(0.0f,t)));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// go back to normal pose
|
|
|
|
int phase2tick = (player->attacklen - player->visualtimeattack - player->attackticks);
|
|
|
|
float intratick = snap_intratick();
|
|
|
|
float t = ((((float)phase2tick) + intratick)/(float)player->visualtimeattack);
|
|
|
|
angle = LERP(angleattack, angle, min(1.0f,max(0.0f,t)));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/*if (prev->attackticks && !player->attackticks)
|
|
|
|
{
|
|
|
|
// blend back to normal
|
|
|
|
float angleattack = get_angle(meleedirattack);
|
|
|
|
angle = LERP(angleattack, angle, min(1.0f,max(0.0f,snap_intratick())));
|
|
|
|
}
|
|
|
|
else if (player->attackticks)
|
|
|
|
{
|
|
|
|
float angleattack = get_angle(meleedirattack);
|
|
|
|
float intratick = snap_intratick();
|
|
|
|
float t = ((((float)player->attackticks) - intratick)/(float)player->attacklen);
|
|
|
|
angle = LERP(angleattack, angle, min(1.0f,max(0.0f,t)));
|
|
|
|
}*/
|
|
|
|
|
|
|
|
return angle;
|
|
|
|
}
|
|
|
|
|
|
|
|
float gethammereangle(vec2 direction, obj_player* prev, obj_player* player)
|
|
|
|
{
|
|
|
|
float t = 0.0f;
|
|
|
|
if (prev->attackticks)
|
|
|
|
t = 1.0f - ((((float)player->attackticks) - snap_intratick())/(float)player->attacklen);
|
|
|
|
|
|
|
|
vec2 pos;
|
|
|
|
float angle = 0.0f;
|
|
|
|
hammeranim.evalanim(t,pos,angle);
|
|
|
|
if(direction.x < 0)
|
|
|
|
angle = pi -angle;// + ;
|
|
|
|
//dbg_msg("anim", "Time: %f", t);
|
|
|
|
return angle;
|
|
|
|
}
|
|
|
|
|
|
|
|
float getninjaangle(vec2 direction, obj_player* prev, obj_player* player)
|
|
|
|
{
|
|
|
|
float t = 0.0f;
|
|
|
|
if (prev->attackticks)
|
|
|
|
t = 1.0f - ((((float)player->attackticks) - snap_intratick())/(float)player->attacklen);
|
|
|
|
|
|
|
|
vec2 pos;
|
|
|
|
float angle = 0.0f;
|
|
|
|
ninjaanim.evalanim(t,pos,angle);
|
|
|
|
if(direction.x < 0)
|
|
|
|
angle = pi -angle;// + ;
|
|
|
|
//dbg_msg("anim", "Time: %f", t);
|
|
|
|
return angle;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
float getrecoil(obj_player* prev, obj_player* player)
|
|
|
|
{
|
|
|
|
// attack = -10
|
|
|
|
float recoil = 0.0f;
|
|
|
|
if (prev->attackticks)
|
|
|
|
{
|
|
|
|
float attackrecoil = recoils[player->weapon];
|
|
|
|
int phase1tick = (player->attacklen - player->attackticks);
|
|
|
|
if (phase1tick < player->visualtimeattack)
|
|
|
|
{
|
|
|
|
float intratick = snap_intratick();
|
|
|
|
float t = ((((float)phase1tick) + intratick)/(float)player->visualtimeattack);
|
|
|
|
recoil = LERP(0, attackrecoil, min(1.0f,max(0.0f,t)));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// go back to normal pose
|
|
|
|
int phase2tick = (player->attacklen - player->visualtimeattack - player->attackticks);
|
|
|
|
float intratick = snap_intratick();
|
|
|
|
float t = ((((float)phase2tick) + intratick)/(float)(player->attacklen - player->visualtimeattack));
|
|
|
|
recoil = LERP(attackrecoil, 0.0f, min(1.0f,max(0.0f,t)));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return recoil;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void render_player(obj_player *prev, obj_player *player)
|
|
|
|
{
|
|
|
|
vec2 direction = get_direction(player->angle);
|
|
|
|
float angle = player->angle/256.0f;
|
|
|
|
vec2 position = mix(vec2(prev->x, prev->y), vec2(player->x, player->y), snap_intratick());
|
|
|
|
|
|
|
|
// draw hook
|
|
|
|
if(player->hook_active)
|
|
|
|
{
|
|
|
|
gfx_texture_set(texture_weapon);
|
|
|
|
gfx_quads_begin();
|
|
|
|
//gfx_quads_begin();
|
|
|
|
|
|
|
|
vec2 pos = position;
|
|
|
|
|
|
|
|
vec2 hook_pos = mix(vec2(prev->hook_x, prev->hook_y), vec2(player->hook_x, player->hook_y), snap_intratick());
|
|
|
|
|
|
|
|
float d = distance(pos, hook_pos);
|
|
|
|
vec2 dir = normalize(pos-hook_pos);
|
|
|
|
|
|
|
|
gfx_quads_setrotation(get_angle(dir)+pi);
|
|
|
|
|
|
|
|
// render head
|
|
|
|
cell_select_ex(numcellsx,numcellsy, chainheadtexcoord.x,chainheadtexcoord.y, chainheadtexcoord.w, chainheadtexcoord.h);
|
|
|
|
gfx_quads_draw(hook_pos.x, hook_pos.y, 24,16);
|
|
|
|
|
|
|
|
// render chain
|
|
|
|
cell_select_ex(numcellsx,numcellsy, chaintexcoord.x, chaintexcoord.y, chaintexcoord.w, chaintexcoord.h);
|
|
|
|
for(float f = 24; f < d; f += 24)
|
|
|
|
{
|
|
|
|
vec2 p = hook_pos + dir*f;
|
|
|
|
gfx_quads_draw(p.x, p.y,24,16);
|
|
|
|
}
|
|
|
|
|
|
|
|
gfx_quads_setrotation(0);
|
|
|
|
gfx_quads_end();
|
|
|
|
}
|
|
|
|
|
|
|
|
// draw gun
|
|
|
|
{
|
|
|
|
gfx_texture_set(texture_weapon);
|
|
|
|
gfx_quads_begin();
|
|
|
|
gfx_quads_setrotation(angle);
|
|
|
|
|
|
|
|
if (player->modifier & (1 << MODIFIER_TYPE_NINJA))
|
|
|
|
{
|
|
|
|
float playerangle = angle;
|
|
|
|
// render NINJA!!! (0.53, 0.84) when idle to -> (0.95, 0.3) at the end of attack
|
|
|
|
if(direction.x < 0)
|
|
|
|
cell_select_ex_flip_y(numcellsx, numcellsy, modifiertexcoord[MODIFIER_TYPE_NINJA].x, modifiertexcoord[MODIFIER_TYPE_NINJA].y, modifiertexcoord[MODIFIER_TYPE_NINJA].w, modifiertexcoord[MODIFIER_TYPE_NINJA].h);
|
|
|
|
else
|
|
|
|
cell_select_ex(numcellsx, numcellsy, modifiertexcoord[MODIFIER_TYPE_NINJA].x, modifiertexcoord[MODIFIER_TYPE_NINJA].y, modifiertexcoord[MODIFIER_TYPE_NINJA].w, modifiertexcoord[MODIFIER_TYPE_NINJA].h);
|
|
|
|
|
|
|
|
angle = getninjaangle(direction, prev, player);//getmeleeangle(direction, prev, player);
|
|
|
|
vec2 ninjadir = get_direction(angle * 256.0f);
|
|
|
|
gfx_quads_setrotation(angle);
|
|
|
|
vec2 p = position + vec2(0,modifierrenderparams[MODIFIER_TYPE_NINJA].offsety)+ ninjadir * modifierrenderparams[MODIFIER_TYPE_NINJA].offsetx;
|
|
|
|
// if attack is active hold it differently and draw speedlines behind us?
|
|
|
|
gfx_quads_draw(p.x,p.y/*+bob*/,modifierrenderparams[MODIFIER_TYPE_NINJA].sizex, modifierrenderparams[MODIFIER_TYPE_NINJA].sizey);
|
|
|
|
|
|
|
|
if ((player->attacklen - player->attackticks) <= (SERVER_TICK_SPEED / 5))
|
|
|
|
{
|
|
|
|
gfx_quads_setrotation(playerangle);
|
|
|
|
int ihadoken = rand() % NUMHADOKENS;
|
|
|
|
cell_select_ex(numcellsx, numcellsy, hadoken[ihadoken].x, hadoken[ihadoken].y, hadoken[ihadoken].w, hadoken[ihadoken].h);
|
|
|
|
vec2 p = position + vec2(0,hadokenparams[ihadoken].offsety)+ direction * hadokenparams[ihadoken].offsetx;
|
|
|
|
gfx_quads_draw(p.x,p.y/*+bob*/,hadokenparams[ihadoken].sizex, hadokenparams[ihadoken].sizey);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// normal weapons
|
|
|
|
if(direction.x < 0)
|
|
|
|
cell_select_ex_flip_y(numcellsx, numcellsy, weapontexcoord[player->weapon].x, weapontexcoord[player->weapon].y, weapontexcoord[player->weapon].w, weapontexcoord[player->weapon].h);
|
|
|
|
else
|
|
|
|
cell_select_ex(numcellsx, numcellsy, weapontexcoord[player->weapon].x, weapontexcoord[player->weapon].y, weapontexcoord[player->weapon].w, weapontexcoord[player->weapon].h);
|
|
|
|
|
|
|
|
vec2 dir = direction;
|
|
|
|
float recoil = 0.0f;
|
|
|
|
if (player->weapon == WEAPON_TYPE_MELEE)
|
|
|
|
{
|
|
|
|
// if attack is under way, bash stuffs
|
|
|
|
//angle = getmeleeangle(direction, prev, player);
|
|
|
|
angle = gethammereangle(direction, prev, player);
|
|
|
|
gfx_quads_setrotation(angle);
|
|
|
|
dir = get_direction(angle * 256.0f);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
recoil = getrecoil(prev, player);
|
|
|
|
}
|
|
|
|
|
|
|
|
vec2 p = position + vec2(0,weaponrenderparams[player->weapon].offsety) + dir * weaponrenderparams[player->weapon].offsetx - dir * recoil;
|
|
|
|
gfx_quads_draw(p.x,p.y/*+bob*/,weaponrenderparams[player->weapon].sizex, weaponrenderparams[player->weapon].sizey);
|
|
|
|
// draw muzzleflare
|
|
|
|
if (player->weapon == WEAPON_TYPE_GUN || player->weapon == WEAPON_TYPE_SHOTGUN)
|
|
|
|
{
|
|
|
|
// check if we're firing stuff
|
|
|
|
if (true)///prev->attackticks)
|
|
|
|
{
|
|
|
|
float alpha = 0.0f;
|
|
|
|
int phase1tick = (player->attacklen - player->attackticks);
|
|
|
|
if (phase1tick < (player->visualtimeattack + 3))
|
|
|
|
{
|
|
|
|
float intratick = snap_intratick();
|
|
|
|
float t = ((((float)phase1tick) + intratick)/(float)player->visualtimeattack);
|
|
|
|
alpha = LERP(2.0, 0.0f, min(1.0f,max(0.0f,t)));
|
|
|
|
}
|
|
|
|
|
|
|
|
if (alpha > 0.0f)
|
|
|
|
{
|
|
|
|
float offsety = -muzzleparams[player->weapon].offsety;
|
|
|
|
int itex = rand() % nummuzzletex[player->weapon];
|
|
|
|
if(direction.x < 0)
|
|
|
|
{
|
|
|
|
offsety = -offsety;
|
|
|
|
cell_select_ex_flip_y(numcellsx, numcellsy, muzzletexcoord[player->weapon][itex].x, muzzletexcoord[player->weapon][itex].y, muzzletexcoord[player->weapon][itex].w, muzzletexcoord[player->weapon][itex].h);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
cell_select_ex(numcellsx, numcellsy, muzzletexcoord[player->weapon][itex].x, muzzletexcoord[player->weapon][itex].y, muzzletexcoord[player->weapon][itex].w, muzzletexcoord[player->weapon][itex].h);
|
|
|
|
|
|
|
|
gfx_quads_setcolor(1.0f,1.0f,1.0f,alpha);
|
|
|
|
vec2 diry(-dir.y,dir.x);
|
|
|
|
p += dir * muzzleparams[player->weapon].offsetx + diry * offsety;
|
|
|
|
gfx_quads_draw(p.x,p.y/*+bob*/,muzzleparams[player->weapon].sizex, muzzleparams[player->weapon].sizey);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/*else
|
|
|
|
{
|
|
|
|
// minigun
|
|
|
|
if(direction.x < 0)
|
|
|
|
cell_select_flip_y(4,4,8,2);
|
|
|
|
else
|
|
|
|
cell_select(4,4,8,2);
|
|
|
|
vec2 p = position + vec2(0,3);
|
|
|
|
gfx_quads_draw(p.x,p.y,8*8,8*2);
|
|
|
|
}*/
|
|
|
|
|
|
|
|
gfx_quads_setrotation(0);
|
|
|
|
gfx_quads_end();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
gfx_texture_set(texture_char_default);
|
|
|
|
gfx_quads_begin();
|
|
|
|
|
|
|
|
float bob = 0;
|
|
|
|
|
|
|
|
// draw foots
|
|
|
|
const float cyclelength = 128.0f;
|
|
|
|
const float steplength = 26;
|
|
|
|
const float lift = 4.0f;
|
|
|
|
bool stationary = player->vx < 1 && player->vx > -1;
|
|
|
|
bool inair = col_check_point(player->x, player->y+16) == 0;
|
|
|
|
|
|
|
|
for(int p = 0; p < 2; p++)
|
|
|
|
{
|
|
|
|
// first pass we draw the outline
|
|
|
|
// second pass we draw the filling
|
|
|
|
|
|
|
|
//int v_offset = p?0:5;
|
|
|
|
int outline = p;// ? 1 : 0;
|
|
|
|
float offsety = charids[player->clientid % 16] * 2.0f;
|
|
|
|
|
|
|
|
for(int f = 0; f < 2; f++)
|
|
|
|
{
|
|
|
|
float basesize = 10.0f;
|
|
|
|
if(f == 1)
|
|
|
|
{
|
|
|
|
// draw body
|
|
|
|
float t = fmod(position.x, cyclelength/2)/(cyclelength/2);
|
|
|
|
bob = -sinf(pow(t,2)*pi) * 3;
|
|
|
|
cell_select_ex(charnumcellsx,charnumcellsy, body[outline].x,body[outline].y + offsety,body[outline].w,body[outline].h);
|
|
|
|
//cell_select_ex(16,16, 0,0+v_offset,4,4);
|
|
|
|
//const float size = 64.0f;
|
|
|
|
if(stationary || inair)
|
|
|
|
bob = 0;
|
|
|
|
gfx_quads_draw(position.x, position.y-5+bob, 4*basesize, 4*basesize);
|
|
|
|
|
|
|
|
// draw eyes
|
|
|
|
if(p == 1)
|
|
|
|
{
|
|
|
|
//cell_select_ex(16,16, 8,3,1,1);
|
|
|
|
vec2 md = get_direction(player->angle);
|
|
|
|
float mouse_dir_x = md.x;
|
|
|
|
float mouse_dir_y = md.y;
|
|
|
|
|
|
|
|
// normal
|
|
|
|
cell_select_ex(charnumcellsx,charnumcellsy, leye.x,leye.y + offsety,leye.w,leye.h);
|
|
|
|
gfx_quads_draw(position.x-4+mouse_dir_x*4, position.y-8+mouse_dir_y*3+bob, basesize, basesize);
|
|
|
|
cell_select_ex(charnumcellsx,charnumcellsy, reye.x,reye.y + offsety,reye.w,reye.h);
|
|
|
|
gfx_quads_draw(position.x+4+mouse_dir_x*4, position.y-8+mouse_dir_y*3+bob, basesize, basesize);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// draw feet
|
|
|
|
//cell_select_ex(16,16, 5,2+v_offset, 2,2);
|
|
|
|
cell_select_ex(charnumcellsx,charnumcellsy, feet[outline].x,feet[outline].y + offsety, feet[outline].w,feet[outline].h);
|
|
|
|
float w = basesize*2.5f;
|
|
|
|
float h = basesize*1.425f;
|
|
|
|
if(inair)
|
|
|
|
{
|
|
|
|
float r = 0.0f;
|
|
|
|
if(player->vy < 0.0f)
|
|
|
|
r = player->vy/3.0f;
|
|
|
|
else
|
|
|
|
r = player->vy/15.0f;
|
|
|
|
|
|
|
|
// clamp the rotation
|
|
|
|
if(r > 0.5f) r = 0.5f;
|
|
|
|
if(r < -0.5f) r = -0.5f;
|
|
|
|
|
|
|
|
if(player->vx > 0.0f)
|
|
|
|
r *= -1.0f;
|
|
|
|
gfx_quads_setrotation(r);
|
|
|
|
gfx_quads_drawTL(position.x-4+f*7-w/2, position.y+16 - h, w, h);
|
|
|
|
gfx_quads_setrotation(0);
|
|
|
|
}
|
|
|
|
else if(stationary)
|
|
|
|
{
|
|
|
|
// stationary
|
|
|
|
gfx_quads_drawTL(position.x-7+f*14-w/2, position.y+16 - h, w, h);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
/*
|
|
|
|
The walk cycle, 2 parts
|
|
|
|
|
|
|
|
111
|
|
|
|
1 1
|
|
|
|
2 1
|
|
|
|
2 1
|
|
|
|
2222221
|
|
|
|
GROUND GROUND GROUND
|
|
|
|
*/
|
|
|
|
|
|
|
|
// moving
|
|
|
|
float tx = position.x+f*(cyclelength/2);
|
|
|
|
float t = fmod(tx, cyclelength) / cyclelength;
|
|
|
|
if(player->vx < 0)
|
|
|
|
t = 1.0f-t;
|
|
|
|
|
|
|
|
float y;
|
|
|
|
float x = 0;
|
|
|
|
float r = 0;
|
|
|
|
float r_back = 1.5f;
|
|
|
|
|
|
|
|
if(t < 0.5f)
|
|
|
|
{
|
|
|
|
// stomp down foot (part 1)
|
|
|
|
float st = t*2;
|
|
|
|
y = 1.0f-pow(st, 0.5f) + sinf(pow(st,2)*pi)*0.5f;
|
|
|
|
x = -steplength/2 + st*steplength;
|
|
|
|
r = r_back*(1-st) + sinf(pow(st,1.5f)*pi*2);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// lift foot up again (part 2)
|
|
|
|
float st = (t-0.5f)*2;
|
|
|
|
y = pow(st, 5.0f);
|
|
|
|
x = steplength/2 - st*steplength;
|
|
|
|
r = y*r_back;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if(player->vx > 0)
|
|
|
|
{
|
|
|
|
gfx_quads_setrotation(r);
|
|
|
|
gfx_quads_drawTL(position.x+x-w/2, position.y+16-y*lift - h, w, h);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
gfx_quads_setrotation(-r);
|
|
|
|
gfx_quads_drawTL(position.x-x-w/2, position.y+16-y*lift - h, w, h);
|
|
|
|
}
|
|
|
|
gfx_quads_setrotation(0);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
gfx_quads_end();
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
static player_input oldinput;
|
|
|
|
static bool bfirst = true;
|
|
|
|
void modc_render()
|
|
|
|
{
|
|
|
|
if (bfirst)
|
|
|
|
{
|
|
|
|
bfirst = false;
|
|
|
|
oldinput.activeweapon = 0;
|
|
|
|
oldinput.angle = 0;
|
|
|
|
oldinput.blink = 0;
|
|
|
|
oldinput.fire = 0;
|
|
|
|
oldinput.hook = 0;
|
|
|
|
oldinput.jump = 0;
|
|
|
|
oldinput.left = 0;
|
|
|
|
oldinput.right = 0;
|
|
|
|
}
|
|
|
|
// fetch new input
|
|
|
|
{
|
|
|
|
int x, y;
|
|
|
|
inp_mouse_relative(&x, &y);
|
|
|
|
mouse_pos += vec2(x, y);
|
|
|
|
float l = length(mouse_pos);
|
|
|
|
if(l > 600.0f)
|
|
|
|
mouse_pos = normalize(mouse_pos)*600.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
// snap input
|
|
|
|
{
|
|
|
|
player_input input;
|
|
|
|
input.left = inp_key_pressed('A');
|
|
|
|
input.right = inp_key_pressed('D');
|
|
|
|
float a = atan((float)mouse_pos.y/(float)mouse_pos.x);
|
|
|
|
if(mouse_pos.x < 0)
|
|
|
|
a = a+pi;
|
|
|
|
input.angle = (int)(a*256.0f);
|
|
|
|
input.jump = inp_key_pressed(baselib::keys::space) || inp_key_pressed('W');
|
|
|
|
|
|
|
|
input.fire = inp_mouse_button_pressed(0);// | (oldinput.fire << 16);
|
|
|
|
//oldinput.fire = input.fire & 0x0000ffff;
|
|
|
|
|
|
|
|
input.hook = inp_mouse_button_pressed(1) || inp_key_pressed(baselib::keys::lctrl); // be nice to mac users O.o
|
|
|
|
input.blink = inp_key_pressed('S');
|
|
|
|
|
|
|
|
// Weapon switching
|
|
|
|
input.activeweapon = inp_key_pressed('1') ? 0x80000000 : 0;
|
|
|
|
if (!input.activeweapon)
|
|
|
|
input.activeweapon = inp_key_pressed('2') ? 0x80000000 | 1 : 0;
|
|
|
|
if (!input.activeweapon)
|
|
|
|
input.activeweapon = inp_key_pressed('3') ? 0x80000000 | 2 : 0;
|
|
|
|
if (!input.activeweapon)
|
|
|
|
input.activeweapon = inp_key_pressed('4') ? 0x80000000 | 3 : 0;
|
|
|
|
/*if (!input.activeweapon)
|
|
|
|
input.activeweapon = inp_key_pressed('5') ? 0x80000000 | 4 : 0;*/
|
|
|
|
|
|
|
|
snap_input(&input, sizeof(input));
|
|
|
|
}
|
|
|
|
|
|
|
|
// setup world view
|
|
|
|
{
|
|
|
|
// 1. fetch local player
|
|
|
|
// 2. set him to the center
|
|
|
|
|
|
|
|
int num = snap_num_items(SNAP_CURRENT);
|
|
|
|
for(int i = 0; i < num; i++)
|
|
|
|
{
|
|
|
|
snap_item item;
|
|
|
|
void *data = snap_get_item(SNAP_CURRENT, i, &item);
|
|
|
|
|
|
|
|
if(item.type == OBJTYPE_PLAYER)
|
|
|
|
{
|
|
|
|
obj_player *player = (obj_player *)data;
|
|
|
|
if(player->local)
|
|
|
|
{
|
|
|
|
local_player = player;
|
|
|
|
local_player_pos = vec2(player->x, player->y);
|
|
|
|
|
|
|
|
void *p = snap_find_item(SNAP_PREV, item.type, item.id);
|
|
|
|
if(p)
|
|
|
|
local_player_pos = mix(vec2(((obj_player *)p)->x, ((obj_player *)p)->y), local_player_pos, snap_intratick());
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// pseudo format
|
|
|
|
float zoom = inp_key_pressed('T') ? 1.0 : 3.0f;
|
|
|
|
|
|
|
|
float width = 400*zoom;
|
|
|
|
float height = 300*zoom;
|
|
|
|
float screen_x = 0;
|
|
|
|
float screen_y = 0;
|
|
|
|
|
|
|
|
// center at char but can be moved when mouse is far away
|
|
|
|
float offx = 0, offy = 0;
|
|
|
|
int deadzone = 300;
|
|
|
|
if(mouse_pos.x > deadzone) offx = mouse_pos.x-deadzone;
|
|
|
|
if(mouse_pos.x <-deadzone) offx = mouse_pos.x+deadzone;
|
|
|
|
if(mouse_pos.y > deadzone) offy = mouse_pos.y-deadzone;
|
|
|
|
if(mouse_pos.y <-deadzone) offy = mouse_pos.y+deadzone;
|
|
|
|
offx = offx*2/3;
|
|
|
|
offy = offy*2/3;
|
|
|
|
|
|
|
|
screen_x = local_player_pos.x+offx;
|
|
|
|
screen_y = local_player_pos.y+offy;
|
|
|
|
|
|
|
|
gfx_mapscreen(screen_x-width/2, screen_y-height/2, screen_x+width/2, screen_y+height/2);
|
|
|
|
|
|
|
|
// draw background
|
|
|
|
gfx_clear(0.65f,0.78f,0.9f);
|
|
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
vec2 pos(local_player_pos.x*0.5f, local_player_pos.y*0.5f);
|
|
|
|
|
|
|
|
gfx_texture_set(-1);
|
|
|
|
gfx_blend_additive();
|
|
|
|
gfx_quads_begin();
|
|
|
|
const int rays = 10;
|
|
|
|
gfx_quads_setcolor(1.0f,1.0f,1.0f,0.025f);
|
|
|
|
for(int r = 0; r < rays; r++)
|
|
|
|
{
|
|
|
|
float a = r/(float)rays + client_localtime()*0.05f;
|
|
|
|
float size = (1.0f/(float)rays)*0.25f;
|
|
|
|
vec2 dir0(sinf((a-size)*pi*2.0f), cosf((a-size)*pi*2.0f));
|
|
|
|
vec2 dir1(sinf((a+size)*pi*2.0f), cosf((a+size)*pi*2.0f));
|
|
|
|
|
|
|
|
//gfx_quads_draw_freeform(0,0, -100,0, -100,-100, 0,-100);
|
|
|
|
|
|
|
|
gfx_quads_setcolorvertex(0, 1.0f,1.0f,1.0f,0.025f);
|
|
|
|
gfx_quads_setcolorvertex(1, 1.0f,1.0f,1.0f,0.025f);
|
|
|
|
gfx_quads_setcolorvertex(2, 1.0f,1.0f,1.0f,0.0f);
|
|
|
|
gfx_quads_setcolorvertex(3, 1.0f,1.0f,1.0f,0.0f);
|
|
|
|
const float range = 1000.0f;
|
|
|
|
gfx_quads_draw_freeform(
|
|
|
|
pos.x+dir0.x, pos.y+dir0.y,
|
|
|
|
pos.x+dir1.x, pos.y+dir1.y,
|
|
|
|
pos.x+dir0.x*range, pos.y+dir0.y*range,
|
|
|
|
pos.x+dir1.x*range, pos.y+dir1.y*range);
|
|
|
|
}
|
|
|
|
gfx_quads_end();
|
|
|
|
gfx_blend_normal();
|
|
|
|
|
|
|
|
gfx_texture_set(texture_sun);
|
|
|
|
gfx_quads_begin();
|
|
|
|
gfx_quads_draw(pos.x, pos.y, 256, 256);
|
|
|
|
gfx_quads_end();
|
|
|
|
}
|
|
|
|
|
|
|
|
// render map
|
|
|
|
tilemap_render(32.0f, 0);
|
|
|
|
#ifdef _DEBUG
|
|
|
|
float speed = 0.0f;
|
|
|
|
#endif
|
|
|
|
// render items
|
|
|
|
int num = snap_num_items(SNAP_CURRENT);
|
|
|
|
for(int i = 0; i < num; i++)
|
|
|
|
{
|
|
|
|
snap_item item;
|
|
|
|
void *data = snap_get_item(SNAP_CURRENT, i, &item);
|
|
|
|
|
|
|
|
if(item.type == OBJTYPE_PLAYER)
|
|
|
|
{
|
|
|
|
void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
|
|
|
|
if(prev)
|
|
|
|
{
|
|
|
|
render_player((obj_player *)prev, (obj_player *)data);
|
|
|
|
/*#ifdef _DEBUG
|
|
|
|
{
|
|
|
|
obj_player *p = (obj_player *)prev;
|
|
|
|
obj_player *c = (obj_player *)data;
|
|
|
|
vec2 positionold = vec2(p->x, p->y);
|
|
|
|
vec2 poscur = vec2(c->x, c->y);
|
|
|
|
speed = distance(positionold,poscur);
|
|
|
|
}
|
|
|
|
#endif*/
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(item.type == OBJTYPE_PROJECTILE)
|
|
|
|
{
|
|
|
|
void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
|
|
|
|
if(prev)
|
|
|
|
render_projectile((obj_projectile *)prev, (obj_projectile *)data);
|
|
|
|
}
|
|
|
|
else if(item.type == OBJTYPE_POWERUP)
|
|
|
|
{
|
|
|
|
void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
|
|
|
|
if(prev)
|
|
|
|
render_powerup((obj_powerup*)prev, (obj_powerup *)data);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// render particles
|
|
|
|
temp_system.update(client_frametime());
|
|
|
|
temp_system.render();
|
|
|
|
|
|
|
|
tilemap_render(32.0f, 1);
|
|
|
|
|
|
|
|
// render health mods
|
|
|
|
healthmods.render();
|
|
|
|
|
|
|
|
// render cursor
|
|
|
|
// FIXME CURSOR!!!
|
|
|
|
|
|
|
|
if(local_player)
|
|
|
|
{
|
|
|
|
gfx_texture_set(texture_weapon);
|
|
|
|
gfx_quads_begin();
|
|
|
|
if (local_player->modifier & (1 << MODIFIER_TYPE_NINJA))
|
|
|
|
cell_select_ex(numcellsx,numcellsy, modifiertexcoordcursor[MODIFIER_TYPE_NINJA].x, modifiertexcoordcursor[MODIFIER_TYPE_NINJA].y, modifiertexcoordcursor[MODIFIER_TYPE_NINJA].w, modifiertexcoordcursor[MODIFIER_TYPE_NINJA].h);
|
|
|
|
else
|
|
|
|
cell_select_ex(numcellsx,numcellsy, weapontexcoordcursor[local_player->weapon].x, weapontexcoordcursor[local_player->weapon].y, weapontexcoordcursor[local_player->weapon].w, weapontexcoordcursor[local_player->weapon].h);
|
|
|
|
float cursorsize = 64;
|
|
|
|
gfx_quads_draw(local_player_pos.x+mouse_pos.x, local_player_pos.y+mouse_pos.y,cursorsize,cursorsize);
|
|
|
|
|
|
|
|
|
|
|
|
// render ammo count
|
|
|
|
// render gui stuff
|
|
|
|
gfx_quads_end();
|
|
|
|
gfx_quads_begin();
|
|
|
|
gfx_mapscreen(0,0,400,300);
|
|
|
|
cell_select_ex(numcellsx,numcellsy, weaponprojtexcoord[local_player->weapon].x, weaponprojtexcoord[local_player->weapon].y, weaponprojtexcoord[local_player->weapon].w, weaponprojtexcoord[local_player->weapon].h);
|
|
|
|
for (int i = 0; i < local_player->ammocount; i++)
|
|
|
|
{
|
|
|
|
gfx_quads_drawTL(10+i*12,34,10,10);
|
|
|
|
}
|
|
|
|
gfx_quads_end();
|
|
|
|
|
|
|
|
gfx_texture_set(texture_game);
|
|
|
|
gfx_quads_begin();
|
|
|
|
int h = 0;
|
|
|
|
cell_select_ex(32,16, 0,0, 4,4);
|
|
|
|
for(; h < local_player->health; h++)
|
|
|
|
gfx_quads_drawTL(10+h*12,10,10,10);
|
|
|
|
|
|
|
|
cell_select_ex(32,16, 5,0, 4,4);
|
|
|
|
for(; h < 10; h++)
|
|
|
|
gfx_quads_drawTL(10+h*12,10,10,10);
|
|
|
|
|
|
|
|
h = 0;
|
|
|
|
cell_select_ex(32,16, 0,5, 4,4);
|
|
|
|
for(; h < local_player->armor; h++)
|
|
|
|
gfx_quads_drawTL(10+h*12,22,10,10);
|
|
|
|
|
|
|
|
cell_select_ex(32,16, 5,5, 4,4);
|
|
|
|
for(; h < 10; h++)
|
|
|
|
gfx_quads_drawTL(10+h*12,22,10,10);
|
|
|
|
gfx_quads_end();
|
|
|
|
|
|
|
|
// render speed
|
|
|
|
/*#ifdef _DEBUG
|
|
|
|
gfx_texture_set(font_texture);
|
|
|
|
char text[256];
|
|
|
|
sprintf(text,"speed: %f",speed);
|
|
|
|
gfx_quads_text(300,20,10,text);
|
|
|
|
#endif*/
|
|
|
|
}
|
|
|
|
// render gui stuff
|
|
|
|
gfx_mapscreen(0,0,400,300);
|
|
|
|
// render score board
|
|
|
|
if(inp_key_pressed(baselib::keys::tab))
|
|
|
|
{
|
|
|
|
gfx_texture_set(font_texture);
|
|
|
|
gfx_quads_text(10, 50, 8, "Score Board");
|
|
|
|
|
|
|
|
int num = snap_num_items(SNAP_CURRENT);
|
|
|
|
int row = 1;
|
|
|
|
for(int i = 0; i < num; i++)
|
|
|
|
{
|
|
|
|
snap_item item;
|
|
|
|
void *data = snap_get_item(SNAP_CURRENT, i, &item);
|
|
|
|
|
|
|
|
if(item.type == OBJTYPE_PLAYER)
|
|
|
|
{
|
|
|
|
obj_player *player = (obj_player *)data;
|
|
|
|
if(player)
|
|
|
|
{
|
|
|
|
char buf[128];
|
|
|
|
char name[32];
|
|
|
|
snap_decode_string(player->name, name, 32);
|
|
|
|
sprintf(buf, "%4d %s", player->score, name);
|
|
|
|
gfx_quads_text(10, 50 + 10 * row, 8, buf);
|
|
|
|
row++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|