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Improve border indicators
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parent
464e61160c
commit
9d3ae365c6
12
constants.h
12
constants.h
@ -279,14 +279,14 @@
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#define SFG_HUD_MARGIN (SFG_GAME_RESOLUTION_X / 40)
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#define SFG_HUD_HEALTH_INDICATOR_WIDTH_PIXELS \
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(SFG_GAME_RESOLUTION_Y / SFG_HUD_HEALTH_INDICATOR_WIDTH)
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#define SFG_HUD_BORDER_INDICATOR_WIDTH_PIXELS \
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(SFG_GAME_RESOLUTION_Y / SFG_HUD_BORDER_INDICATOR_WIDTH)
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#define SFG_HUD_HEALTH_INDICATOR_DURATION_FRAMES \
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(SFG_HUD_HEALTH_INDICATOR_DURATION / SFG_MS_PER_FRAME)
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#define SFG_HUD_BORDER_INDICATOR_DURATION_FRAMES \
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(SFG_HUD_BORDER_INDICATOR_DURATION / SFG_MS_PER_FRAME)
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#if SFG_HUD_HEALTH_INDICATOR_DURATION_FRAMES == 0
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#define SFG_HUD_HEALTH_INDICATOR_DURATION_FRAMES 1
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#if SFG_HUD_BORDER_INDICATOR_DURATION_FRAMES == 0
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#define SFG_HUD_BORDER_INDICATOR_DURATION_FRAMES 1
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#endif
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#define SFG_HUD_BAR_HEIGHT \
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45
main.c
45
main.c
@ -219,6 +219,7 @@ struct
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uint32_t weaponCooldownStartFrame; /**< frame from which weapon cooldown is
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counted */
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uint32_t lastHurtFrame;
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uint32_t lastItemTakenFrame;
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} SFG_player;
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RCL_RayConstraints SFG_rayConstraints;
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@ -905,6 +906,7 @@ void SFG_initPlayer()
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SFG_player.weaponCooldownStartFrame = SFG_gameFrame;
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SFG_player.lastHurtFrame = SFG_gameFrame;
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SFG_player.lastItemTakenFrame = SFG_gameFrame;
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SFG_player.health = SFG_PLAYER_MAX_HEALTH;
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}
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@ -2018,22 +2020,42 @@ void SFG_gameStep()
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)
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)
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{
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if (e->type == SFG_LEVEL_ELEMENT_HEALTH)
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uint8_t eliminate = 1;
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switch (e->type)
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{
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case SFG_LEVEL_ELEMENT_HEALTH:
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SFG_playerChangeHealth(SFG_HEALTH_KIT_VALUE);
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break;
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// take, eliminate the item
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case SFG_LEVEL_ELEMENT_BULLETS:
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break;
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case SFG_LEVEL_ELEMENT_ROCKETS:
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break;
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case SFG_LEVEL_ELEMENT_PLASMA:
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break;
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default:
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eliminate = 0;
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break;
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}
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if (eliminate)
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{
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SFG_removeItem(i);
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SFG_player.lastItemTakenFrame = SFG_gameFrame;
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i--;
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}
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else // collide
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{
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moveOffset = SFG_resolveCollisionWithElement(
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SFG_player.camera.position,moveOffset,ePos);
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}
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}
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}
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}
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#if SFG_PREVIEW_MODE
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SFG_player.camera.position.x +=
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@ -2555,7 +2577,11 @@ uint8_t SFG_drawNumber(
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return 5 - position;
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}
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void SFG_drawHealthChangeBorder(uint16_t width, uint8_t color)
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/**
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Draws a border that indicates something is happening, e.g. being hurt or
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taking an item.
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*/
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void SFG_drawIndicationBorder(uint16_t width, uint8_t color)
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{
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for (uint16_t j = 0; j < width; ++j)
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{
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@ -2832,9 +2858,16 @@ void SFG_draw()
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SFG_FONT_SIZE_MEDIUM,
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4);
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// border indicator
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if (SFG_gameFrame - SFG_player.lastHurtFrame
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<= SFG_HUD_HEALTH_INDICATOR_DURATION_FRAMES)
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SFG_drawHealthChangeBorder(SFG_HUD_HEALTH_INDICATOR_WIDTH_PIXELS,175);
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<= SFG_HUD_BORDER_INDICATOR_DURATION_FRAMES)
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SFG_drawIndicationBorder(SFG_HUD_BORDER_INDICATOR_WIDTH_PIXELS,
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SFG_HUD_HURT_INDICATION_COLOR);
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else if (SFG_gameFrame - SFG_player.lastItemTakenFrame
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<= SFG_HUD_BORDER_INDICATOR_DURATION_FRAMES)
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SFG_drawIndicationBorder(SFG_HUD_BORDER_INDICATOR_WIDTH_PIXELS,
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SFG_HUD_ITEM_TAKEN_INDICATION_COLOR);
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}
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}
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21
settings.h
21
settings.h
@ -50,7 +50,7 @@
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/**
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Turn on for previes mode for map editing (flying, noclip, fast movement etc.).
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*/
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#define SFG_PREVIEW_MODE 1
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#define SFG_PREVIEW_MODE 0
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/**
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How much faster movement is in the preview mode.
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@ -131,15 +131,24 @@
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#define SFG_SPRITE_ANIMATION_SPEED 4
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/**
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How wide the health indicator (screen border) is, in fractions of screen
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width.
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How wide the border indicator is, in fractions of screen width.
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*/
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#define SFG_HUD_HEALTH_INDICATOR_WIDTH 32
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#define SFG_HUD_BORDER_INDICATOR_WIDTH 32
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/**
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For how long health indicator stays shown, in ms.
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For how long border indication (being hurt etc.) stays shown, in ms.
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*/
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#define SFG_HUD_HEALTH_INDICATOR_DURATION 500
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#define SFG_HUD_BORDER_INDICATOR_DURATION 500
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/**
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Color (palette index) by which being hurt is indicated.
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*/
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#define SFG_HUD_HURT_INDICATION_COLOR 175
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/**
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Color (palette index) by which taking an item is indicated.
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*/
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#define SFG_HUD_ITEM_TAKEN_INDICATION_COLOR 207
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/**
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How many element (items, monsters, ...) distances will be checked per frame
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