Rework electricity effect "line" generation
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Build and Publish WASM version of demo / Build-And-Deploy (push) Successful in 23s
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Build and Publish WASM version of demo / Build-And-Deploy (push) Successful in 23s
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4 changed files with 25 additions and 47 deletions
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@ -1,5 +1,8 @@
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#include "electricity_effect.h"
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// standard library includes
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#include <queue>
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// third party includes
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#include <raylib.h>
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#include <raymath.h>
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@ -18,54 +21,28 @@ ElectricityEffect::ElectricityEffect(Vector3 center, float radius,
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cylinders.reserve(line_count);
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// Generate cylinders.
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int sub_count = 0;
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Vector3 dir, pos;
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for (; line_count > 0; --line_count) {
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if (sub_count == 0) {
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dir.x = call_js_get_random() * 2.0F - 1.0F;
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dir.y = call_js_get_random() * 2.0F - 1.0F;
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dir.z = call_js_get_random() * 2.0F - 1.0F;
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dir = Vector3Normalize(dir);
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pos = center + dir * (radius * 0.7F);
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dir.x = call_js_get_random() * 2.0F - 1.0F;
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dir.y = call_js_get_random() * 2.0F - 1.0F;
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dir.z = call_js_get_random() * 2.0F - 1.0F;
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dir = Vector3Normalize(dir);
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auto coll = GetRayCollisionSphere(
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Ray{.position = center, .direction = dir}, center, radius);
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cylinders.push_back(Cylinder{.start = pos, .end = coll.point});
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pos = coll.point;
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} else {
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dir = Vector3Normalize(center - pos);
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pos = pos + dir * (radius * CYLINDER_EDGE_OFFSET);
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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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dir.x = call_js_get_random() * 2.0F - 1.0F;
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dir.y = call_js_get_random() * 2.0F - 1.0F;
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dir.z = call_js_get_random() * 2.0F - 1.0F;
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dir = Vector3Normalize(dir);
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auto coll = GetRayCollisionSphere(
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Ray{.position = pos, .direction = dir}, center, radius);
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cylinders.push_back(Cylinder{.start = pos, .end = coll.point});
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if (idx == CYLINDER_SPLIT_COUNT - 1) {
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pos = coll.point;
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positions.push(center);
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}
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}
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}
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if (++sub_count >= CYLINDER_SUB_COUNT_MAX) {
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sub_count = 0;
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while (line_count-- > 0 && !positions.empty()) {
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next = positions.front();
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positions.pop();
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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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auto coll = GetRayCollisionSphere(Ray{.position = next, .direction = dir},
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center, radius);
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cylinders.push_back(Cylinder{.start = next, .end = coll.point});
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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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}
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}
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}
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@ -7,7 +7,6 @@
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// third party includes
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#include <raylib.h>
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constexpr int CYLINDER_SUB_COUNT_MAX = 3;
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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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@ -101,8 +101,8 @@ 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, 15,
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1.0F));
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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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} else {
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controlled_walker_idx.reset();
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@ -29,6 +29,8 @@ constexpr float SURFACE_RESET_TIME = 4.0F;
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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 = 50;
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class TRunnerScreen : public Screen {
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public:
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struct SurfaceUnit {
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