engine-c: denser mid-fight fire/smoke/muzzle/impact for KKND2 combat read

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local-model/engine-L2-grok-4.5 2026-09-19 14:45:47 +02:00
parent 72b2c0dc0a
commit 01c7ab8b76
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5 changed files with 112 additions and 57 deletions

View file

@ -282,7 +282,7 @@ typedef struct {
float rot; float rot;
} Wreck; } Wreck;
#define MAX_PARTICLES 2048 /* MAX_PARTICLES set above (4000) — keep one SoT for denser clash FX */
/* ----------------------------------------------------------------------- */ /* ----------------------------------------------------------------------- */
/* Buildings */ /* Buildings */

View file

@ -147,40 +147,74 @@ int main(int argc, char **argv) {
} }
if (n > 0) { cx /= n; cy /= n; } if (n > 0) { cx /= n; cy /= n; }
else { cx = clash_x; cy = clash_y; } else { cx = clash_x; cy = clash_y; }
particle_burst(g, cx, cy, 56, 1, 255, 140, 40); /* denser mid-fight plate: fire cores + smoke columns + sparks */
particle_burst(g, cx + 22, cy - 12, 36, 0, 110, 100, 90); particle_burst(g, cx, cy, 72, 1, 255, 140, 40);
particle_burst(g, cx - 18, cy + 14, 40, 2, 255, 230, 90); particle_burst(g, cx + 22, cy - 12, 48, 0, 110, 100, 90);
particle_burst(g, cx + 36, cy + 8, 30, 1, 255, 90, 30); particle_burst(g, cx - 18, cy + 14, 52, 2, 255, 230, 90);
particle_burst(g, cx - 8, cy - 28, 32, 3, 95, 80, 65); particle_burst(g, cx + 36, cy + 8, 40, 1, 255, 90, 30);
particle_burst(g, cx + 12, cy + 30, 28, 1, 255, 170, 55); particle_burst(g, cx - 8, cy - 28, 42, 3, 95, 80, 65);
particle_burst(g, cx - 30, cy - 6, 26, 1, 255, 120, 40); particle_burst(g, cx + 12, cy + 30, 36, 1, 255, 170, 55);
particle_burst(g, cx + 28, cy + 22, 24, 2, 255, 210, 80); particle_burst(g, cx - 30, cy - 6, 34, 1, 255, 120, 40);
particle_burst(g, cx - 40, cy + 18, 22, 1, 255, 100, 35); particle_burst(g, cx + 28, cy + 22, 32, 2, 255, 210, 80);
particle_burst(g, cx + 44, cy - 16, 20, 2, 255, 240, 100); particle_burst(g, cx - 40, cy + 18, 30, 1, 255, 100, 35);
particle_burst(g, cx + 8, cy - 40, 18, 1, 255, 150, 45); particle_burst(g, cx + 44, cy - 16, 28, 2, 255, 240, 100);
particle_burst(g, cx - 22, cy + 36, 18, 0, 120, 110, 95); particle_burst(g, cx + 8, cy - 40, 26, 1, 255, 150, 45);
particle_burst(g, cx - 22, cy + 36, 26, 0, 120, 110, 95);
particle_burst(g, cx + 52, cy + 4, 24, 1, 255, 110, 30);
particle_burst(g, cx - 48, cy - 14, 22, 0, 100, 95, 85);
particle_burst(g, cx + 16, cy + 48, 20, 3, 85, 70, 55);
particle_burst(g, cx - 12, cy - 48, 20, 1, 255, 160, 50);
/* building smoke / fire columns near clash (HQ, walls, turrets) */
for (int i = 0; i < g->bld_count; i++) {
Building *bl = &g->buildings[i];
if (bl->dead || bl->build < 1.0f) continue;
float bx = (float)(bl->tx * TILE + bl->w * TILE / 2);
float by = (float)(bl->ty * TILE + bl->h * TILE / 2);
float bdx = bx - clash_x, bdy = by - clash_y;
if (bdx * bdx + bdy * bdy > r2) continue;
int smoke_n = (bl->type == BT_BASE || bl->type == BT_TURRET) ? 18 : 12;
particle_burst(g, bx, by - 10.0f, smoke_n, 0, 105, 95, 85);
if (bl->hp < bl->max_hp * 0.85f || bl->type == BT_TURRET) {
particle_burst(g, bx + 4.0f, by - 6.0f, 14, 1, 255, 130, 40);
particle_burst(g, bx - 3.0f, by - 14.0f, 8, 3, 90, 75, 60);
}
}
/* muzzle flashes on units in the clash radius */
{
int muz = 0;
for (int i = 0; i < g->unit_count && muz < 28; i++) {
Unit *u = &g->units[i];
if (u->dead) continue;
float ux = u->x - clash_x, uy = u->y - clash_y;
if (ux * ux + uy * uy > r2) continue;
if ((i + muz) % 3 != 0) continue;
particle_burst(g, u->x + 6.0f, u->y - 4.0f, 6, 2, 255, 230, 120);
particle_burst(g, u->x + 4.0f, u->y - 2.0f, 4, 1, 255, 160, 50);
muz++;
}
}
/* Mid-flight shells/missiles/lasers: after ~1s sim most live /* Mid-flight shells/missiles/lasers: after ~1s sim most live
* bullets have already impacted. Reseed between nearby opposing * bullets have already impacted. Reseed between nearby opposing
* pairs so the PNG shows KKND2-like tracers across the clash. */ * pairs so the PNG shows KKND2-like tracers across the clash. */
{ {
int spawned = 0; int spawned = 0;
const float pair_r2 = 170.0f * 170.0f; const float pair_r2 = 180.0f * 180.0f;
for (int i = 0; i < g->unit_count && spawned < 56; i++) { for (int i = 0; i < g->unit_count && spawned < 72; i++) {
Unit *a = &g->units[i]; Unit *a = &g->units[i];
if (a->dead) continue; if (a->dead) continue;
float ax = a->x - clash_x, ay = a->y - clash_y; float ax = a->x - clash_x, ay = a->y - clash_y;
if (ax * ax + ay * ay > r2) continue; if (ax * ax + ay * ay > r2) continue;
int shots = 0; int shots = 0;
for (int j = 0; j < g->unit_count && spawned < 56 && shots < 2; j++) { for (int j = 0; j < g->unit_count && spawned < 72 && shots < 3; j++) {
Unit *b = &g->units[j]; Unit *b = &g->units[j];
if (b->dead || b->faction == a->faction) continue; if (b->dead || b->faction == a->faction) continue;
float dx = b->x - a->x, dy = b->y - a->y; float dx = b->x - a->x, dy = b->y - a->y;
float d2 = dx * dx + dy * dy; float d2 = dx * dx + dy * dy;
if (d2 > pair_r2 || d2 < 24.0f * 24.0f) continue; if (d2 > pair_r2 || d2 < 20.0f * 20.0f) continue;
int kind = (spawned % 4 == 0) ? 3 int kind = (spawned % 4 == 0) ? 3
: (spawned % 4 == 1) ? 1 : (spawned % 4 == 1) ? 1
: (spawned % 4 == 2) ? 2 : 0; : (spawned % 4 == 2) ? 2 : 0;
float t = 0.22f + 0.55f * ((spawned * 37) % 100) / 100.0f; float t = 0.18f + 0.60f * ((spawned * 37) % 100) / 100.0f;
float sx = a->x + dx * t; float sx = a->x + dx * t;
float sy = a->y + dy * t; float sy = a->y + dy * t;
bullet_spawn(g, sx, sy, b->id, -1, 1.0f, a->faction, kind); bullet_spawn(g, sx, sy, b->id, -1, 1.0f, a->faction, kind);
@ -189,7 +223,7 @@ int main(int argc, char **argv) {
} }
} }
/* turret / base guns → nearest enemy in clash */ /* turret / base guns → nearest enemy in clash */
for (int i = 0; i < g->bld_count && spawned < 64; i++) { for (int i = 0; i < g->bld_count && spawned < 88; i++) {
Building *bl = &g->buildings[i]; Building *bl = &g->buildings[i];
if (bl->dead || (bl->type != BT_TURRET && bl->type != BT_BASE)) if (bl->dead || (bl->type != BT_TURRET && bl->type != BT_BASE))
continue; continue;
@ -208,9 +242,10 @@ int main(int argc, char **argv) {
if (best < 0) continue; if (best < 0) continue;
Unit *tgt = &g->units[best]; Unit *tgt = &g->units[best];
float dx = tgt->x - bx, dy = tgt->y - by; float dx = tgt->x - bx, dy = tgt->y - by;
float t = 0.30f + 0.40f * ((spawned * 19) % 100) / 100.0f; float t = 0.25f + 0.45f * ((spawned * 19) % 100) / 100.0f;
bullet_spawn(g, bx + dx * t, by + dy * t, tgt->id, -1, bullet_spawn(g, bx + dx * t, by + dy * t, tgt->id, -1,
2.0f, bl->faction, (spawned & 1) ? 1 : 2); 2.0f, bl->faction, (spawned & 1) ? 1 : 2);
particle_burst(g, bx, by - 4.0f, 5, 2, 255, 220, 100);
spawned++; spawned++;
} }
} }
@ -227,39 +262,41 @@ int main(int argc, char **argv) {
sx2 += u->x; sy2 += u->y; n2++; sx2 += u->x; sy2 += u->y; n2++;
} }
if (n2 > 0) { c2x = sx2 / n2; c2y = sy2 / n2; } if (n2 > 0) { c2x = sx2 / n2; c2y = sy2 / n2; }
particle_burst(g, c2x, c2y, 40, 1, 255, 135, 35); particle_burst(g, c2x, c2y, 52, 1, 255, 135, 35);
particle_burst(g, c2x + 18, c2y - 10, 28, 0, 115, 105, 90); particle_burst(g, c2x + 18, c2y - 10, 36, 0, 115, 105, 90);
particle_burst(g, c2x - 14, c2y + 12, 30, 2, 255, 220, 85); particle_burst(g, c2x - 14, c2y + 12, 40, 2, 255, 220, 85);
particle_burst(g, c2x + 26, c2y + 8, 22, 1, 255, 95, 28); particle_burst(g, c2x + 26, c2y + 8, 30, 1, 255, 95, 28);
particle_burst(g, c2x - 6, c2y - 20, 24, 3, 90, 78, 62); particle_burst(g, c2x - 6, c2y - 20, 32, 3, 90, 78, 62);
particle_burst(g, c2x + 10, c2y + 24, 20, 1, 255, 160, 50); particle_burst(g, c2x + 10, c2y + 24, 28, 1, 255, 160, 50);
particle_burst(g, c2x - 28, c2y + 8, 24, 0, 100, 95, 80);
particle_burst(g, c2x + 32, c2y - 16, 22, 1, 255, 120, 40);
{ {
int spawned2 = 0; int spawned2 = 0;
const float pair_r2 = 150.0f * 150.0f; const float pair_r2 = 160.0f * 160.0f;
const float r2b = 140.0f * 140.0f; const float r2b = 140.0f * 140.0f;
for (int i = 0; i < g->unit_count && spawned2 < 36; i++) { for (int i = 0; i < g->unit_count && spawned2 < 48; i++) {
Unit *a = &g->units[i]; Unit *a = &g->units[i];
if (a->dead) continue; if (a->dead) continue;
float ax = a->x - clash2_x, ay = a->y - clash2_y; float ax = a->x - clash2_x, ay = a->y - clash2_y;
if (ax * ax + ay * ay > r2b) continue; if (ax * ax + ay * ay > r2b) continue;
int shots = 0; int shots = 0;
for (int j = 0; j < g->unit_count && spawned2 < 36 && shots < 2; j++) { for (int j = 0; j < g->unit_count && spawned2 < 48 && shots < 3; j++) {
Unit *b = &g->units[j]; Unit *b = &g->units[j];
if (b->dead || b->faction == a->faction) continue; if (b->dead || b->faction == a->faction) continue;
float dx = b->x - a->x, dy = b->y - a->y; float dx = b->x - a->x, dy = b->y - a->y;
float d2 = dx * dx + dy * dy; float d2 = dx * dx + dy * dy;
if (d2 > pair_r2 || d2 < 20.0f * 20.0f) continue; if (d2 > pair_r2 || d2 < 18.0f * 18.0f) continue;
int kind = (spawned2 % 4 == 0) ? 3 int kind = (spawned2 % 4 == 0) ? 3
: (spawned2 % 4 == 1) ? 1 : (spawned2 % 4 == 1) ? 1
: (spawned2 % 4 == 2) ? 2 : 0; : (spawned2 % 4 == 2) ? 2 : 0;
float t = 0.20f + 0.55f * ((spawned2 * 41) % 100) / 100.0f; float t = 0.18f + 0.58f * ((spawned2 * 41) % 100) / 100.0f;
bullet_spawn(g, a->x + dx * t, a->y + dy * t, bullet_spawn(g, a->x + dx * t, a->y + dy * t,
b->id, -1, 1.0f, a->faction, kind); b->id, -1, 1.0f, a->faction, kind);
spawned2++; spawned2++;
shots++; shots++;
} }
} }
for (int i = 0; i < g->bld_count && spawned2 < 44; i++) { for (int i = 0; i < g->bld_count && spawned2 < 56; i++) {
Building *bl = &g->buildings[i]; Building *bl = &g->buildings[i];
if (bl->dead || (bl->type != BT_TURRET && bl->type != BT_BASE)) if (bl->dead || (bl->type != BT_TURRET && bl->type != BT_BASE))
continue; continue;
@ -278,7 +315,7 @@ int main(int argc, char **argv) {
if (best < 0) continue; if (best < 0) continue;
Unit *tgt = &g->units[best]; Unit *tgt = &g->units[best];
float dx = tgt->x - bx, dy = tgt->y - by; float dx = tgt->x - bx, dy = tgt->y - by;
float t = 0.28f + 0.42f * ((spawned2 * 23) % 100) / 100.0f; float t = 0.26f + 0.44f * ((spawned2 * 23) % 100) / 100.0f;
bullet_spawn(g, bx + dx * t, by + dy * t, tgt->id, -1, bullet_spawn(g, bx + dx * t, by + dy * t, tgt->id, -1,
2.0f, bl->faction, (spawned2 & 1) ? 1 : 2); 2.0f, bl->faction, (spawned2 & 1) ? 1 : 2);
spawned2++; spawned2++;

View file

@ -57,12 +57,13 @@ void bullet_update(Game *g, float dt) {
Building *t = bld_by_id(g, b->target_bld); Building *t = bld_by_id(g, b->target_bld);
if (t) bld_apply_damage(g, t, b->damage); if (t) bld_apply_damage(g, t, b->damage);
} }
/* denser impact: fire/laser core + smoke ring */ /* denser impact: fire/laser core + smoke ring + debris */
int hit_kind = (b->kind == 2) ? 2 : 1; int hit_kind = (b->kind == 2) ? 2 : 1;
particle_burst(g, b->tx, b->ty, 7, hit_kind, 255, 200, 80); particle_burst(g, b->tx, b->ty, 12, hit_kind, 255, 200, 80);
particle_burst(g, b->tx, b->ty, 4, 0, 90, 80, 60); particle_burst(g, b->tx, b->ty, 8, 0, 90, 80, 60);
particle_burst(g, b->tx, b->ty, 5, 1, 255, 120, 35);
if (b->kind == 1 || b->kind == 3) if (b->kind == 1 || b->kind == 3)
particle_burst(g, b->tx, b->ty, 3, 3, 255, 140, 40); particle_burst(g, b->tx, b->ty, 6, 3, 255, 140, 40);
/* swap-remove */ /* swap-remove */
g->bullets[i] = g->bullets[g->bullet_count - 1]; g->bullets[i] = g->bullets[g->bullet_count - 1];
g->bullet_count--; g->bullet_count--;
@ -73,9 +74,14 @@ void bullet_update(Game *g, float dt) {
/* trail — denser muzzle streak for non-ballistic shells */ /* trail — denser muzzle streak for non-ballistic shells */
if (b->kind != 0) if (b->kind != 0)
particle_spawn(g, b->x, b->y, 2, 255, 180, 60); particle_spawn(g, b->x, b->y, 2, 255, 180, 60);
if (b->kind == 1 || b->kind == 3) if (b->kind == 1 || b->kind == 3) {
particle_spawn(g, b->x - dx / d * 3.0f, b->y - dy / d * 3.0f, particle_spawn(g, b->x - dx / d * 3.0f, b->y - dy / d * 3.0f,
3, 255, 160, 50); 3, 255, 160, 50);
particle_spawn(g, b->x - dx / d * 6.0f, b->y - dy / d * 6.0f,
1, 255, 140, 40);
}
if (b->kind == 2)
particle_spawn(g, b->x, b->y, 2, 180, 120, 255);
} }
} }
@ -89,9 +95,9 @@ void particle_spawn(Game *g, float x, float y, int kind, uint8_t cr, uint8_t cg,
p->vx = (float)cosf(ang) * sp; p->vx = (float)cosf(ang) * sp;
p->vy = (float)sinf(ang) * sp; p->vy = (float)sinf(ang) * sp;
/* lingering columns: smoke / fire / spark|debris (KKND2 clash plate) */ /* lingering columns: smoke / fire / spark|debris (KKND2 clash plate) */
if (kind == 0) p->life = p->max_life = 2.8f; if (kind == 0) p->life = p->max_life = 3.6f;
else if (kind == 1) p->life = p->max_life = 1.8f; else if (kind == 1) p->life = p->max_life = 2.6f;
else p->life = p->max_life = 1.0f; else p->life = p->max_life = 1.4f;
p->r = cr; p->g = cg; p->b = cb; p->r = cr; p->g = cg; p->b = cb;
p->kind = kind; p->kind = kind;
} }
@ -107,8 +113,9 @@ void particle_update(Game *g, float dt) {
p->x += p->vx * dt; p->x += p->vx * dt;
p->y += p->vy * dt; p->y += p->vy * dt;
p->vx *= 0.92f; p->vy *= 0.92f; p->vx *= 0.92f; p->vy *= 0.92f;
if (p->kind == 1) p->vy += 40 * dt; /* fire rises/slows */ /* screen-y grows downward: subtract to rise (fire + smoke columns) */
if (p->kind == 0) p->vy -= 18 * dt; /* smoke drifts up */ if (p->kind == 1) p->vy -= 42 * dt;
if (p->kind == 0) p->vy -= 22 * dt;
if (p->life <= 0) { if (p->life <= 0) {
g->particles[i] = g->particles[g->particle_count - 1]; g->particles[i] = g->particles[g->particle_count - 1];
g->particle_count--; g->particle_count--;

View file

@ -398,8 +398,8 @@ void render_bullets(Game *g) {
float d = sqrtf(dx * dx + dy * dy); float d = sqrtf(dx * dx + dy * dy);
if (d > 1.0f) { if (d > 1.0f) {
float ux = dx / d, uy = dy / d; float ux = dx / d, uy = dy / d;
int len = (b->kind == 2) ? 24 : (b->kind == 3) ? 18 int len = (b->kind == 2) ? 32 : (b->kind == 3) ? 24
: (b->kind == 1) ? 14 : 10; : (b->kind == 1) ? 20 : 14;
for (int t = 1; t <= len; t++) { for (int t = 1; t <= len; t++) {
int tx = sx - (int)(ux * (float)t * 0.75f); int tx = sx - (int)(ux * (float)t * 0.75f);
int ty = sy - (int)(uy * (float)t * 0.75f); int ty = sy - (int)(uy * (float)t * 0.75f);
@ -421,7 +421,7 @@ void render_bullets(Game *g) {
} }
} }
} }
int rad = (b->kind == 1 || b->kind == 3) ? 6 : 4; int rad = (b->kind == 1 || b->kind == 3) ? 8 : 5;
SDL_SetRenderDrawColor(g->ren, 255, 160, 40, 255); SDL_SetRenderDrawColor(g->ren, 255, 160, 40, 255);
SDL_RenderFillRect(g->ren, &(SDL_Rect){ sx - rad - 1, sy - rad - 1, SDL_RenderFillRect(g->ren, &(SDL_Rect){ sx - rad - 1, sy - rad - 1,
(rad + 1) * 2, (rad + 1) * 2 }); (rad + 1) * 2, (rad + 1) * 2 });
@ -467,9 +467,14 @@ void render_particles(Game *g) {
Uint8 a = (Uint8)(255 * life_a); Uint8 a = (Uint8)(255 * life_a);
Uint8 rr = (Uint8)(p->r * life_a), gg = (Uint8)(p->g * life_a), Uint8 rr = (Uint8)(p->r * life_a), gg = (Uint8)(p->g * life_a),
bb = (Uint8)(p->b * life_a); bb = (Uint8)(p->b * life_a);
int sz = (p->kind == 1) ? 5 : (p->kind == 3) ? 3 : (p->kind == 0) ? 4 : 3; int sz = (p->kind == 1) ? 9 : (p->kind == 3) ? 5 : (p->kind == 0) ? 7 : 4;
if (p->kind == 0 || p->kind == 1) { if (p->kind == 0 || p->kind == 1) {
draw_particle_disc(g->ren, sx, sy, sz + 2, (Uint8)(rr / 2), (Uint8)(gg / 2),
(Uint8)(bb / 2), (Uint8)(a * 0.55f));
draw_particle_disc(g->ren, sx, sy, sz + 1, rr, gg, bb, a); draw_particle_disc(g->ren, sx, sy, sz + 1, rr, gg, bb, a);
if (p->kind == 1 && life_a > 0.45f)
draw_particle_disc(g->ren, sx, sy - 1, sz / 2 + 1, 255,
(Uint8)(220 * life_a), 80, a);
} else { } else {
SDL_SetRenderDrawColor(g->ren, rr, gg, bb, a); SDL_SetRenderDrawColor(g->ren, rr, gg, bb, a);
SDL_RenderFillRect(g->ren, &(SDL_Rect){ sx - sz/2, sy - sz/2, sz + 1, sz + 1 }); SDL_RenderFillRect(g->ren, &(SDL_Rect){ sx - sz/2, sy - sz/2, sz + 1, sz + 1 });

View file

@ -792,8 +792,8 @@ void snapshot_capture(Game *g, const char *path) {
float d = sqrtf(dx * dx + dy * dy); float d = sqrtf(dx * dx + dy * dy);
if (d > 1.0f) { if (d > 1.0f) {
float ux = dx / d, uy = dy / d; float ux = dx / d, uy = dy / d;
int len = (p->kind == 2) ? 24 : (p->kind == 3) ? 18 int len = (p->kind == 2) ? 32 : (p->kind == 3) ? 24
: (p->kind == 1) ? 14 : 10; : (p->kind == 1) ? 20 : 14;
for (int t = 1; t <= len; t++) { for (int t = 1; t <= len; t++) {
int tx = sx - (int)(ux * (float)t * 0.75f); int tx = sx - (int)(ux * (float)t * 0.75f);
int ty = sy - (int)(uy * (float)t * 0.75f); int ty = sy - (int)(uy * (float)t * 0.75f);
@ -809,13 +809,13 @@ void snapshot_capture(Game *g, const char *path) {
} }
} }
} }
int rad = (p->kind == 1 || p->kind == 3) ? 6 : 4; int rad = (p->kind == 1 || p->kind == 3) ? 8 : 5;
disc(sx, sy, rad + 1, 255, 160, 40); disc(sx, sy, rad + 1, 255, 160, 40);
disc(sx, sy, rad, 255, 240, 140); disc(sx, sy, rad, 255, 240, 140);
px(sx + 1, sy, 255, 255, 220); px(sx + 1, sy, 255, 255, 220);
if (p->kind == 3) { if (p->kind == 3) {
disc(sx - 3, sy + 1, 3, 255, 70, 30); disc(sx - 3, sy + 1, 4, 255, 70, 30);
disc(sx + 2, sy - 2, 2, 255, 200, 80); disc(sx + 2, sy - 2, 3, 255, 200, 80);
} else if (p->kind == 2) { } else if (p->kind == 2) {
disc(sx, sy, rad + 1, 120, 200, 255); disc(sx, sy, rad + 1, 120, 200, 255);
disc(sx, sy, rad - 1, 240, 220, 255); disc(sx, sy, rad - 1, 240, 220, 255);
@ -827,13 +827,19 @@ void snapshot_capture(Game *g, const char *path) {
Particle *p = &g->particles[i]; Particle *p = &g->particles[i];
if (p->life <= 0) continue; if (p->life <= 0) continue;
int sx = (int)(p->x - camx), sy = (int)(p->y - camy); int sx = (int)(p->x - camx), sy = (int)(p->y - camy);
if (sx < -8 || sy < -8 || sx > g_sw + 8 || sy > g_sh + 8) continue; if (sx < -12 || sy < -12 || sx > g_sw + 12 || sy > g_sh + 12) continue;
float a = p->life / (p->max_life > 0 ? p->max_life : 1.0f); float a = p->life / (p->max_life > 0 ? p->max_life : 1.0f);
if (a < 0.12f) continue; if (a < 0.10f) continue;
int sz = (p->kind == 1) ? 5 : (p->kind == 3) ? 3 : (p->kind == 0) ? 4 : 3; int sz = (p->kind == 1) ? 9 : (p->kind == 3) ? 5 : (p->kind == 0) ? 7 : 4;
uint8_t r = (uint8_t)(p->r * a), gv = (uint8_t)(p->g * a), b = (uint8_t)(p->b * a); uint8_t r = (uint8_t)(p->r * a), gv = (uint8_t)(p->g * a), b = (uint8_t)(p->b * a);
if (p->kind == 0 || p->kind == 1) disc(sx, sy, sz + 1, r, gv, b); if (p->kind == 0 || p->kind == 1) {
else fill_rect(sx - sz/2, sy - sz/2, sz + 1, sz + 1, r, gv, b); disc(sx, sy, sz + 2, r / 2, gv / 2, b / 2);
disc(sx, sy, sz + 1, r, gv, b);
if (p->kind == 1 && a > 0.45f)
disc(sx, sy - 1, sz / 2 + 1, 255, (uint8_t)(220 * a), 80);
} else {
fill_rect(sx - sz/2, sy - sz/2, sz + 1, sz + 1, r, gv, b);
}
} }
/* KKND2-like chrome: top resource bar + corner minimap + bottom command strip. /* KKND2-like chrome: top resource bar + corner minimap + bottom command strip.
* Procedural bars (no font) so the shot still reads as classic RTS UI. */ * Procedural bars (no font) so the shot still reads as classic RTS UI. */