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mirror of https://github.com/moparisthebest/minetest synced 2024-11-05 08:55:01 -05:00

Replace constant red hurt screen with fade out red

This commit is contained in:
PilzAdam 2013-01-02 21:57:04 +01:00
parent 2c472a66d1
commit 8493979d86

View File

@ -1307,7 +1307,7 @@ void the_game(
bool digging = false;
bool ldown_for_dig = false;
float damage_flash_timer = 0;
float damage_flash = 0;
s16 farmesh_range = 20*MAP_BLOCKSIZE;
const float object_hit_delay = 0.2;
@ -2055,10 +2055,8 @@ void the_game(
{
//u16 damage = event.player_damage.amount;
//infostream<<"Player damage: "<<damage<<std::endl;
damage_flash_timer = 0.05;
if(event.player_damage.amount >= 2){
damage_flash_timer += 0.05 * event.player_damage.amount;
}
damage_flash += 100.0;
damage_flash += 8.0 * event.player_damage.amount;
}
else if(event.type == CE_PLAYER_FORCE_MOVE)
{
@ -2088,7 +2086,7 @@ void the_game(
/* Handle visualization */
damage_flash_timer = 0;
damage_flash = 0;
/*LocalPlayer* player = client.getLocalPlayer();
player->setPosition(player->getPosition() + v3f(0,-BS,0));
@ -3049,14 +3047,14 @@ void the_game(
/*
Damage flash
*/
if(damage_flash_timer > 0.0)
if(damage_flash > 0.0)
{
damage_flash_timer -= dtime;
video::SColor color(128,255,0,0);
video::SColor color(std::min(damage_flash, 220.0f),180,0,0);
driver->draw2DRectangle(color,
core::rect<s32>(0,0,screensize.X,screensize.Y),
NULL);
damage_flash -= 100.0*dtime;
}
/*