engine-c: denser mid-fight fire/smoke/muzzle/impact for KKND2 combat read
This commit is contained in:
parent
72b2c0dc0a
commit
01c7ab8b76
5 changed files with 112 additions and 57 deletions
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@ -282,7 +282,7 @@ typedef struct {
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float rot;
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float rot;
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} Wreck;
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} Wreck;
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#define MAX_PARTICLES 2048
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/* MAX_PARTICLES set above (4000) — keep one SoT for denser clash FX */
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/* ----------------------------------------------------------------------- */
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/* ----------------------------------------------------------------------- */
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/* Buildings */
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/* Buildings */
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@ -147,40 +147,74 @@ int main(int argc, char **argv) {
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}
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}
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if (n > 0) { cx /= n; cy /= n; }
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if (n > 0) { cx /= n; cy /= n; }
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else { cx = clash_x; cy = clash_y; }
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else { cx = clash_x; cy = clash_y; }
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particle_burst(g, cx, cy, 56, 1, 255, 140, 40);
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/* denser mid-fight plate: fire cores + smoke columns + sparks */
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particle_burst(g, cx + 22, cy - 12, 36, 0, 110, 100, 90);
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particle_burst(g, cx, cy, 72, 1, 255, 140, 40);
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particle_burst(g, cx - 18, cy + 14, 40, 2, 255, 230, 90);
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particle_burst(g, cx + 22, cy - 12, 48, 0, 110, 100, 90);
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particle_burst(g, cx + 36, cy + 8, 30, 1, 255, 90, 30);
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particle_burst(g, cx - 18, cy + 14, 52, 2, 255, 230, 90);
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particle_burst(g, cx - 8, cy - 28, 32, 3, 95, 80, 65);
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particle_burst(g, cx + 36, cy + 8, 40, 1, 255, 90, 30);
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particle_burst(g, cx + 12, cy + 30, 28, 1, 255, 170, 55);
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particle_burst(g, cx - 8, cy - 28, 42, 3, 95, 80, 65);
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particle_burst(g, cx - 30, cy - 6, 26, 1, 255, 120, 40);
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particle_burst(g, cx + 12, cy + 30, 36, 1, 255, 170, 55);
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particle_burst(g, cx + 28, cy + 22, 24, 2, 255, 210, 80);
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particle_burst(g, cx - 30, cy - 6, 34, 1, 255, 120, 40);
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particle_burst(g, cx - 40, cy + 18, 22, 1, 255, 100, 35);
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particle_burst(g, cx + 28, cy + 22, 32, 2, 255, 210, 80);
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particle_burst(g, cx + 44, cy - 16, 20, 2, 255, 240, 100);
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particle_burst(g, cx - 40, cy + 18, 30, 1, 255, 100, 35);
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particle_burst(g, cx + 8, cy - 40, 18, 1, 255, 150, 45);
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particle_burst(g, cx + 44, cy - 16, 28, 2, 255, 240, 100);
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particle_burst(g, cx - 22, cy + 36, 18, 0, 120, 110, 95);
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particle_burst(g, cx + 8, cy - 40, 26, 1, 255, 150, 45);
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particle_burst(g, cx - 22, cy + 36, 26, 0, 120, 110, 95);
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particle_burst(g, cx + 52, cy + 4, 24, 1, 255, 110, 30);
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particle_burst(g, cx - 48, cy - 14, 22, 0, 100, 95, 85);
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particle_burst(g, cx + 16, cy + 48, 20, 3, 85, 70, 55);
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particle_burst(g, cx - 12, cy - 48, 20, 1, 255, 160, 50);
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/* building smoke / fire columns near clash (HQ, walls, turrets) */
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for (int i = 0; i < g->bld_count; i++) {
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Building *bl = &g->buildings[i];
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if (bl->dead || bl->build < 1.0f) continue;
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float bx = (float)(bl->tx * TILE + bl->w * TILE / 2);
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float by = (float)(bl->ty * TILE + bl->h * TILE / 2);
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float bdx = bx - clash_x, bdy = by - clash_y;
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if (bdx * bdx + bdy * bdy > r2) continue;
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int smoke_n = (bl->type == BT_BASE || bl->type == BT_TURRET) ? 18 : 12;
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particle_burst(g, bx, by - 10.0f, smoke_n, 0, 105, 95, 85);
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if (bl->hp < bl->max_hp * 0.85f || bl->type == BT_TURRET) {
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particle_burst(g, bx + 4.0f, by - 6.0f, 14, 1, 255, 130, 40);
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particle_burst(g, bx - 3.0f, by - 14.0f, 8, 3, 90, 75, 60);
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}
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}
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/* muzzle flashes on units in the clash radius */
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{
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int muz = 0;
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for (int i = 0; i < g->unit_count && muz < 28; i++) {
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Unit *u = &g->units[i];
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if (u->dead) continue;
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float ux = u->x - clash_x, uy = u->y - clash_y;
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if (ux * ux + uy * uy > r2) continue;
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if ((i + muz) % 3 != 0) continue;
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particle_burst(g, u->x + 6.0f, u->y - 4.0f, 6, 2, 255, 230, 120);
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particle_burst(g, u->x + 4.0f, u->y - 2.0f, 4, 1, 255, 160, 50);
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muz++;
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}
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}
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/* Mid-flight shells/missiles/lasers: after ~1s sim most live
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/* Mid-flight shells/missiles/lasers: after ~1s sim most live
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* bullets have already impacted. Reseed between nearby opposing
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* bullets have already impacted. Reseed between nearby opposing
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* pairs so the PNG shows KKND2-like tracers across the clash. */
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* pairs so the PNG shows KKND2-like tracers across the clash. */
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{
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{
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int spawned = 0;
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int spawned = 0;
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const float pair_r2 = 170.0f * 170.0f;
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const float pair_r2 = 180.0f * 180.0f;
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for (int i = 0; i < g->unit_count && spawned < 56; i++) {
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for (int i = 0; i < g->unit_count && spawned < 72; i++) {
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Unit *a = &g->units[i];
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Unit *a = &g->units[i];
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if (a->dead) continue;
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if (a->dead) continue;
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float ax = a->x - clash_x, ay = a->y - clash_y;
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float ax = a->x - clash_x, ay = a->y - clash_y;
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if (ax * ax + ay * ay > r2) continue;
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if (ax * ax + ay * ay > r2) continue;
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int shots = 0;
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int shots = 0;
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for (int j = 0; j < g->unit_count && spawned < 56 && shots < 2; j++) {
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for (int j = 0; j < g->unit_count && spawned < 72 && shots < 3; j++) {
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Unit *b = &g->units[j];
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Unit *b = &g->units[j];
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if (b->dead || b->faction == a->faction) continue;
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if (b->dead || b->faction == a->faction) continue;
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float dx = b->x - a->x, dy = b->y - a->y;
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float dx = b->x - a->x, dy = b->y - a->y;
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float d2 = dx * dx + dy * dy;
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float d2 = dx * dx + dy * dy;
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if (d2 > pair_r2 || d2 < 24.0f * 24.0f) continue;
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if (d2 > pair_r2 || d2 < 20.0f * 20.0f) continue;
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int kind = (spawned % 4 == 0) ? 3
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int kind = (spawned % 4 == 0) ? 3
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: (spawned % 4 == 1) ? 1
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: (spawned % 4 == 1) ? 1
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: (spawned % 4 == 2) ? 2 : 0;
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: (spawned % 4 == 2) ? 2 : 0;
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float t = 0.22f + 0.55f * ((spawned * 37) % 100) / 100.0f;
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float t = 0.18f + 0.60f * ((spawned * 37) % 100) / 100.0f;
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float sx = a->x + dx * t;
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float sx = a->x + dx * t;
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float sy = a->y + dy * t;
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float sy = a->y + dy * t;
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bullet_spawn(g, sx, sy, b->id, -1, 1.0f, a->faction, kind);
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bullet_spawn(g, sx, sy, b->id, -1, 1.0f, a->faction, kind);
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@ -189,7 +223,7 @@ int main(int argc, char **argv) {
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}
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}
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}
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}
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/* turret / base guns → nearest enemy in clash */
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/* turret / base guns → nearest enemy in clash */
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for (int i = 0; i < g->bld_count && spawned < 64; i++) {
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for (int i = 0; i < g->bld_count && spawned < 88; i++) {
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Building *bl = &g->buildings[i];
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Building *bl = &g->buildings[i];
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if (bl->dead || (bl->type != BT_TURRET && bl->type != BT_BASE))
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if (bl->dead || (bl->type != BT_TURRET && bl->type != BT_BASE))
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continue;
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continue;
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@ -208,9 +242,10 @@ int main(int argc, char **argv) {
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if (best < 0) continue;
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if (best < 0) continue;
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Unit *tgt = &g->units[best];
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Unit *tgt = &g->units[best];
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float dx = tgt->x - bx, dy = tgt->y - by;
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float dx = tgt->x - bx, dy = tgt->y - by;
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float t = 0.30f + 0.40f * ((spawned * 19) % 100) / 100.0f;
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float t = 0.25f + 0.45f * ((spawned * 19) % 100) / 100.0f;
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bullet_spawn(g, bx + dx * t, by + dy * t, tgt->id, -1,
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bullet_spawn(g, bx + dx * t, by + dy * t, tgt->id, -1,
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2.0f, bl->faction, (spawned & 1) ? 1 : 2);
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2.0f, bl->faction, (spawned & 1) ? 1 : 2);
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particle_burst(g, bx, by - 4.0f, 5, 2, 255, 220, 100);
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spawned++;
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spawned++;
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}
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}
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}
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}
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@ -227,39 +262,41 @@ int main(int argc, char **argv) {
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sx2 += u->x; sy2 += u->y; n2++;
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sx2 += u->x; sy2 += u->y; n2++;
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}
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}
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if (n2 > 0) { c2x = sx2 / n2; c2y = sy2 / n2; }
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if (n2 > 0) { c2x = sx2 / n2; c2y = sy2 / n2; }
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particle_burst(g, c2x, c2y, 40, 1, 255, 135, 35);
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particle_burst(g, c2x, c2y, 52, 1, 255, 135, 35);
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particle_burst(g, c2x + 18, c2y - 10, 28, 0, 115, 105, 90);
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particle_burst(g, c2x + 18, c2y - 10, 36, 0, 115, 105, 90);
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particle_burst(g, c2x - 14, c2y + 12, 30, 2, 255, 220, 85);
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particle_burst(g, c2x - 14, c2y + 12, 40, 2, 255, 220, 85);
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particle_burst(g, c2x + 26, c2y + 8, 22, 1, 255, 95, 28);
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particle_burst(g, c2x + 26, c2y + 8, 30, 1, 255, 95, 28);
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particle_burst(g, c2x - 6, c2y - 20, 24, 3, 90, 78, 62);
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particle_burst(g, c2x - 6, c2y - 20, 32, 3, 90, 78, 62);
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particle_burst(g, c2x + 10, c2y + 24, 20, 1, 255, 160, 50);
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particle_burst(g, c2x + 10, c2y + 24, 28, 1, 255, 160, 50);
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particle_burst(g, c2x - 28, c2y + 8, 24, 0, 100, 95, 80);
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particle_burst(g, c2x + 32, c2y - 16, 22, 1, 255, 120, 40);
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{
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{
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int spawned2 = 0;
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int spawned2 = 0;
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const float pair_r2 = 150.0f * 150.0f;
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const float pair_r2 = 160.0f * 160.0f;
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const float r2b = 140.0f * 140.0f;
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const float r2b = 140.0f * 140.0f;
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for (int i = 0; i < g->unit_count && spawned2 < 36; i++) {
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for (int i = 0; i < g->unit_count && spawned2 < 48; i++) {
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Unit *a = &g->units[i];
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Unit *a = &g->units[i];
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if (a->dead) continue;
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if (a->dead) continue;
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float ax = a->x - clash2_x, ay = a->y - clash2_y;
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float ax = a->x - clash2_x, ay = a->y - clash2_y;
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if (ax * ax + ay * ay > r2b) continue;
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if (ax * ax + ay * ay > r2b) continue;
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int shots = 0;
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int shots = 0;
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for (int j = 0; j < g->unit_count && spawned2 < 36 && shots < 2; j++) {
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for (int j = 0; j < g->unit_count && spawned2 < 48 && shots < 3; j++) {
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Unit *b = &g->units[j];
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Unit *b = &g->units[j];
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if (b->dead || b->faction == a->faction) continue;
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if (b->dead || b->faction == a->faction) continue;
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float dx = b->x - a->x, dy = b->y - a->y;
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float dx = b->x - a->x, dy = b->y - a->y;
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float d2 = dx * dx + dy * dy;
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float d2 = dx * dx + dy * dy;
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if (d2 > pair_r2 || d2 < 20.0f * 20.0f) continue;
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if (d2 > pair_r2 || d2 < 18.0f * 18.0f) continue;
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int kind = (spawned2 % 4 == 0) ? 3
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int kind = (spawned2 % 4 == 0) ? 3
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: (spawned2 % 4 == 1) ? 1
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: (spawned2 % 4 == 1) ? 1
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: (spawned2 % 4 == 2) ? 2 : 0;
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: (spawned2 % 4 == 2) ? 2 : 0;
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float t = 0.20f + 0.55f * ((spawned2 * 41) % 100) / 100.0f;
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float t = 0.18f + 0.58f * ((spawned2 * 41) % 100) / 100.0f;
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bullet_spawn(g, a->x + dx * t, a->y + dy * t,
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bullet_spawn(g, a->x + dx * t, a->y + dy * t,
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b->id, -1, 1.0f, a->faction, kind);
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b->id, -1, 1.0f, a->faction, kind);
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spawned2++;
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spawned2++;
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shots++;
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shots++;
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}
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}
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}
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}
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for (int i = 0; i < g->bld_count && spawned2 < 44; i++) {
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for (int i = 0; i < g->bld_count && spawned2 < 56; i++) {
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Building *bl = &g->buildings[i];
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Building *bl = &g->buildings[i];
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if (bl->dead || (bl->type != BT_TURRET && bl->type != BT_BASE))
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if (bl->dead || (bl->type != BT_TURRET && bl->type != BT_BASE))
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continue;
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continue;
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@ -278,7 +315,7 @@ int main(int argc, char **argv) {
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if (best < 0) continue;
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if (best < 0) continue;
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Unit *tgt = &g->units[best];
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Unit *tgt = &g->units[best];
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float dx = tgt->x - bx, dy = tgt->y - by;
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float dx = tgt->x - bx, dy = tgt->y - by;
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float t = 0.28f + 0.42f * ((spawned2 * 23) % 100) / 100.0f;
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float t = 0.26f + 0.44f * ((spawned2 * 23) % 100) / 100.0f;
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bullet_spawn(g, bx + dx * t, by + dy * t, tgt->id, -1,
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bullet_spawn(g, bx + dx * t, by + dy * t, tgt->id, -1,
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2.0f, bl->faction, (spawned2 & 1) ? 1 : 2);
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2.0f, bl->faction, (spawned2 & 1) ? 1 : 2);
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spawned2++;
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spawned2++;
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@ -57,12 +57,13 @@ void bullet_update(Game *g, float dt) {
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Building *t = bld_by_id(g, b->target_bld);
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Building *t = bld_by_id(g, b->target_bld);
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if (t) bld_apply_damage(g, t, b->damage);
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if (t) bld_apply_damage(g, t, b->damage);
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}
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}
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/* denser impact: fire/laser core + smoke ring */
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/* denser impact: fire/laser core + smoke ring + debris */
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int hit_kind = (b->kind == 2) ? 2 : 1;
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int hit_kind = (b->kind == 2) ? 2 : 1;
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particle_burst(g, b->tx, b->ty, 7, hit_kind, 255, 200, 80);
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particle_burst(g, b->tx, b->ty, 12, hit_kind, 255, 200, 80);
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particle_burst(g, b->tx, b->ty, 4, 0, 90, 80, 60);
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particle_burst(g, b->tx, b->ty, 8, 0, 90, 80, 60);
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particle_burst(g, b->tx, b->ty, 5, 1, 255, 120, 35);
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if (b->kind == 1 || b->kind == 3)
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if (b->kind == 1 || b->kind == 3)
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particle_burst(g, b->tx, b->ty, 3, 3, 255, 140, 40);
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particle_burst(g, b->tx, b->ty, 6, 3, 255, 140, 40);
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/* swap-remove */
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/* swap-remove */
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g->bullets[i] = g->bullets[g->bullet_count - 1];
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g->bullets[i] = g->bullets[g->bullet_count - 1];
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g->bullet_count--;
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g->bullet_count--;
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@ -73,9 +74,14 @@ void bullet_update(Game *g, float dt) {
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/* trail — denser muzzle streak for non-ballistic shells */
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/* trail — denser muzzle streak for non-ballistic shells */
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if (b->kind != 0)
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if (b->kind != 0)
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particle_spawn(g, b->x, b->y, 2, 255, 180, 60);
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particle_spawn(g, b->x, b->y, 2, 255, 180, 60);
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if (b->kind == 1 || b->kind == 3)
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if (b->kind == 1 || b->kind == 3) {
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particle_spawn(g, b->x - dx / d * 3.0f, b->y - dy / d * 3.0f,
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particle_spawn(g, b->x - dx / d * 3.0f, b->y - dy / d * 3.0f,
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3, 255, 160, 50);
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3, 255, 160, 50);
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particle_spawn(g, b->x - dx / d * 6.0f, b->y - dy / d * 6.0f,
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1, 255, 140, 40);
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}
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if (b->kind == 2)
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particle_spawn(g, b->x, b->y, 2, 180, 120, 255);
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}
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}
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}
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}
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@ -89,9 +95,9 @@ void particle_spawn(Game *g, float x, float y, int kind, uint8_t cr, uint8_t cg,
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p->vx = (float)cosf(ang) * sp;
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p->vx = (float)cosf(ang) * sp;
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p->vy = (float)sinf(ang) * sp;
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p->vy = (float)sinf(ang) * sp;
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/* lingering columns: smoke / fire / spark|debris (KKND2 clash plate) */
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/* lingering columns: smoke / fire / spark|debris (KKND2 clash plate) */
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if (kind == 0) p->life = p->max_life = 2.8f;
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if (kind == 0) p->life = p->max_life = 3.6f;
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else if (kind == 1) p->life = p->max_life = 1.8f;
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else if (kind == 1) p->life = p->max_life = 2.6f;
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else p->life = p->max_life = 1.0f;
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else p->life = p->max_life = 1.4f;
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p->r = cr; p->g = cg; p->b = cb;
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p->r = cr; p->g = cg; p->b = cb;
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p->kind = kind;
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p->kind = kind;
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}
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}
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@ -107,8 +113,9 @@ void particle_update(Game *g, float dt) {
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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--;
|
||||||
|
|
|
||||||
|
|
@ -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 });
|
||||||
|
|
|
||||||
|
|
@ -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. */
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue