Rework electricity effect (again)
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Build and Publish WASM version of demo / Build-And-Deploy (push) Successful in 22s
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Build and Publish WASM version of demo / Build-And-Deploy (push) Successful in 22s
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4 changed files with 65 additions and 18 deletions
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@ -2,6 +2,7 @@
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// standard library includes
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#include <queue>
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#include <tuple>
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// third party includes
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#include <raylib.h>
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@ -13,39 +14,60 @@
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ElectricityEffect::ElectricityEffect(Vector3 center, float radius,
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int line_count, float lifetime)
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: cylinders(), lifetime(lifetime), timer(0.0F) {
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: cylinders(),
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center(center),
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radius(radius),
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lifetime(lifetime),
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timer(0.0F) {
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cylinders.reserve(line_count);
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const float line_max_length = radius * CYLINDER_LINE_MAX_LENGTH_RATIO;
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// Generate cylinders.
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std::queue<Vector3> positions;
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Vector3 next, dir;
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for (unsigned int idx = 0; idx < CYLINDER_SPLIT_COUNT; ++idx) {
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positions.push(center);
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std::queue<std::tuple<Vector3, int>> positions;
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std::tuple<Vector3, int> next;
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Vector3 next_pos, dir;
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for (unsigned int idx = 0; idx < CYLINDER_SPLIT_COUNT && line_count > 0;
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++idx, --line_count) {
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cylinders.push_back(Cylinder{.next_idx = -1,
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.point = center,
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.mdir = Vector3Normalize(Vector3{
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call_js_get_random() * 2.0F - 1.0F,
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call_js_get_random() * 2.0F - 1.0F,
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call_js_get_random() * 2.0F - 1.0F,
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})});
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positions.push({center, cylinders.size() - 1});
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}
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while (line_count-- > 0 && !positions.empty()) {
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next = positions.front();
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next_pos = std::get<Vector3>(next);
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positions.pop();
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dir = Vector3Normalize(center - next);
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dir = Vector3Normalize(center - next_pos);
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dir = Vector3Normalize(Vector3{call_js_get_random() * 2.0F - 1.0F,
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call_js_get_random() * 2.0F - 1.0F,
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call_js_get_random() * 2.0F - 1.0F} +
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dir);
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auto coll = GetRayCollisionSphere(Ray{.position = next, .direction = dir},
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center, radius);
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auto coll = GetRayCollisionSphere(
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Ray{.position = next_pos, .direction = dir}, center, radius);
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if (coll.distance > CYLINDER_LINE_MAX_LENGTH) {
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if (coll.distance > line_max_length) {
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coll.point =
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next + Vector3Normalize(coll.point - next) * CYLINDER_LINE_MAX_LENGTH;
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next_pos + Vector3Normalize(coll.point - next_pos) * line_max_length;
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}
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cylinders.push_back(Cylinder{.start = next, .end = coll.point});
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cylinders.push_back(Cylinder{
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.next_idx = std::get<int>(next),
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.point = coll.point,
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.mdir = Vector3Normalize(Vector3{call_js_get_random() * 2.0F - 1.0F,
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call_js_get_random() * 2.0F - 1.0F,
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call_js_get_random() * 2.0F - 1.0F})});
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dir = Vector3Normalize(center - coll.point);
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coll.point = coll.point + dir * (radius * CYLINDER_EDGE_OFFSET);
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for (unsigned int idx = 0; idx < CYLINDER_SPLIT_COUNT; ++idx) {
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positions.push(coll.point);
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positions.push({coll.point, cylinders.size() - 1});
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}
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}
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}
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@ -53,6 +75,21 @@ ElectricityEffect::ElectricityEffect(Vector3 center, float radius,
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bool ElectricityEffect::update(float dt) {
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timer += dt;
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for (auto &cylinder : cylinders) {
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cylinder.point = cylinder.point + cylinder.mdir * (dt * CYLINDER_MOVE_RATE);
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if (Vector3Distance(cylinder.point, center) > radius) {
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cylinder.point =
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cylinder.point - cylinder.mdir * (dt * CYLINDER_MOVE_RATE);
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Vector3 to_center = center - cylinder.point;
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Vector3 perpendicular = Vector3Normalize(Vector3Perpendicular(to_center));
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cylinder.mdir = Vector3Normalize(
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to_center + Vector3RotateByAxisAngle(perpendicular,
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Vector3Normalize(to_center),
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call_js_get_random() * PI * 2) *
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(call_js_get_random() * radius));
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}
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}
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return timer >= lifetime;
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}
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@ -60,7 +97,10 @@ void ElectricityEffect::draw(Color color) {
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float ratio = timer < lifetime ? (1.0F - timer / lifetime) : 0.0F;
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for (const auto &cylinder : cylinders) {
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DrawCylinderEx(cylinder.start, cylinder.end, CYLINDER_MAX_RADIUS * ratio,
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CYLINDER_MAX_RADIUS * ratio, CYLINDER_SIDES, color);
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if (cylinder.next_idx >= 0) {
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DrawCylinderEx(cylinder.point, cylinders.at(cylinder.next_idx).point,
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CYLINDER_MAX_RADIUS * ratio, CYLINDER_MAX_RADIUS * ratio,
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CYLINDER_SIDES, color);
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}
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}
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}
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@ -11,7 +11,8 @@ constexpr int CYLINDER_SPLIT_COUNT = 3;
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constexpr int CYLINDER_SIDES = 3;
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constexpr float CYLINDER_MAX_RADIUS = 0.03F;
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constexpr float CYLINDER_EDGE_OFFSET = 0.01F;
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constexpr float CYLINDER_LINE_MAX_LENGTH = 1.5F;
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constexpr float CYLINDER_LINE_MAX_LENGTH_RATIO = 0.85F;
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constexpr float CYLINDER_MOVE_RATE = 0.05F;
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class ElectricityEffect {
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public:
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@ -25,10 +26,13 @@ class ElectricityEffect {
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private:
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struct Cylinder {
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Vector3 start, end;
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int next_idx;
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Vector3 point, mdir;
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};
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std::vector<Cylinder> cylinders;
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Vector3 center;
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float radius;
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float lifetime;
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float timer;
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};
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@ -101,8 +101,9 @@ bool TRunnerScreen::update(float dt, bool is_resized) {
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if (walker_hack_success && controlled_walker_idx.has_value()) {
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walkers[controlled_walker_idx.value()].set_player_controlled(true);
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electricityEffects.push_back(ElectricityEffect(
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walkers[controlled_walker_idx.value()].get_body_pos(), 1.7F,
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ELECTRICITY_EFFECT_LINE_COUNT, 1.0F));
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walkers[controlled_walker_idx.value()].get_body_pos(),
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ELECTRICITY_EFFECT_RADIUS, ELECTRICITY_EFFECT_LINE_COUNT,
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ELECTRICITY_EFFECT_LIFETIME));
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} else {
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controlled_walker_idx.reset();
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@ -30,6 +30,8 @@ constexpr float SURFACE_RESET_TIME_TRI_DRAW = 3.0F;
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constexpr float SURFACE_RESET_Y_OFFSET = 40.0F;
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constexpr int ELECTRICITY_EFFECT_LINE_COUNT = 35;
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constexpr float ELECTRICITY_EFFECT_RADIUS = 2.0F;
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constexpr float ELECTRICITY_EFFECT_LIFETIME = 3.0F;
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class TRunnerScreen : public Screen {
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public:
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