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-rw-r--r--gst/gst.c111
1 files changed, 80 insertions, 31 deletions
diff --git a/gst/gst.c b/gst/gst.c
index 3b2576f..9e89f46 100644
--- a/gst/gst.c
+++ b/gst/gst.c
@@ -4,6 +4,7 @@
#include <float.h>
#include "gst.h"
+#include "../umath/vec.h"
void gst_init (gamestate *gst) {
map_init(&gst->map_editor, MAXMAP, MAXMAP, 32);
@@ -33,11 +34,9 @@ void gst_get_maparmy(gamestate *gst, map **m, army **ar) {
}
}
-void gst_lastpos (gamestate *gst) {
- for (int i=0; i<gst->ar.uslen; i++) {
- gst->ar_lastpos[i][0] = gst->ar.us[i].pos[0];
- gst->ar_lastpos[i][1] = gst->ar.us[i].pos[1];
- }
+void gst_ar_past_cycle (gamestate *gst) {
+ gst->ar_past[1] = gst->ar_past[0];
+ gst->ar_past[0] = gst->ar;
}
void gst_compute_stats (gamestate *gst, infos *info) {
@@ -48,7 +47,6 @@ void gst_compute_stats (gamestate *gst, infos *info) {
void gst_tobattle (gamestate *gst, infos *info) {
if (gst->playernum == 1) {
- //info_load_army(gst->army_bp+1, "army");
gst->army_bp[1] = gst->army_bp[0];
gst->playernum = 2;
}
@@ -79,7 +77,7 @@ void gst_tobattle (gamestate *gst, infos *info) {
}
gst_compute_stats(gst, info);
- gst_lastpos(gst);
+ gst_ar_past_cycle(gst);
gst->starttime = FLT_MAX;
gst->turn = 0;
gst->coveredtime = 0;
@@ -117,21 +115,62 @@ void gst_spawn_bullets (gamestate *gst, fxs *fx, a_dmg dmgs[], int dmgslen,
unit *u = ar->us+i;
if (dmgs[j].u == u) {
unit *t = dmgs[j].t;
- b.from[0] = u->pos[0]+16;
- b.from[1] = u->pos[1]+16;
- b.to[0] = t->pos[0]+16;
- b.to[1] = t->pos[1]+16;
float n = (float)curr[i]/counts[i];
- float travel_time = 0.1;
+
+ float u_past_x = gst->ar_past[1].us[i].pos[0];
+ float u_past_y = gst->ar_past[1].us[i].pos[1];
+ float u_pres_x = gst->ar_past[0].us[i].pos[0];
+ float u_pres_y = gst->ar_past[0].us[i].pos[1];
+
+ int t_i = 0;
+ for (int k=0; k<ar->uslen; k++) {
+ if (ar->us+k == t) { t_i = k; break; }
+ }
+
+ float t_past_x = gst->ar_past[1].us[t_i].pos[0];
+ float t_past_y = gst->ar_past[1].us[t_i].pos[1];
+ float t_pres_x = gst->ar_past[0].us[t_i].pos[0];
+ float t_pres_y = gst->ar_past[0].us[t_i].pos[1];
+
+ // interpolate from the past
+ b.from[0] = u_pres_x*(n) + u_past_x*(1-n)+16 +rand()%8-4;
+ b.from[1] = u_pres_y*(n) + u_past_y*(1-n)+16 +rand()%8-4;
+ b.to[0] = t_pres_x*(n) + t_past_x*(1-n)+16 +rand()%16-8;
+ b.to[1] = t_pres_y*(n) + t_past_y*(1-n)+16 +rand()%16-8;
+
+ float travel_time = 0.3;
float shot_time = time + n*gst->turnspeed;
b.starttime = shot_time;
b.endtime = shot_time + travel_time;
- if (u->owner == 0) {
- b.color[0] = 0; b.color[1] = 255; b.color[2] = 0;
- } else {
- b.color[0] = 255; b.color[1] = 0; b.color[2] = 0;
- }
+
+ float colors[2][3] = { {0,255,0}, {255,0,0} };
+ int selcol = 0;
+
+ if (u->owner == 0) { selcol = 0; }
+ else { selcol = 1; }
+ b.color[0] = colors[selcol][0];
+ b.color[1] = colors[selcol][1];
+ b.color[2] = colors[selcol][2];
fx_add_bullet(fx, &b);
+
+
+ { /* shooting particles */
+ float vel[2]; vec2_sub(vel, b.to, b.from);
+ float force[2] = { 0, 0 };
+ explosion e;
+ fx_explosion_init(fx, &e, b.from, vel, colors[selcol],
+ force, 0.1, 2, 4, b.starttime, 0.2);
+ fx_add_explosion(fx, &e);
+ }
+
+ { /* hit particles */
+ float vel[2]; vec2_sub(vel, b.to, b.from);
+ float force[2] = { 0, 0 };
+ explosion e;
+ fx_explosion_init(fx, &e, b.to, vel, colors[1-selcol],
+ force, 0.15, 4, 8, b.endtime, 0.8);
+ fx_add_explosion(fx, &e);
+ }
curr[i] ++;
}
}
@@ -154,7 +193,6 @@ int gst_check_victory (gamestate *gst) {
}
void gst_next_turn (gamestate *gst, infos *info, fxs *fx, float t) {
- gst_lastpos(gst);
gst->coveredtime += gst->turnspeed;
gst->turn ++;
map *m; army *ar;
@@ -170,6 +208,7 @@ void gst_next_turn (gamestate *gst, infos *info, fxs *fx, float t) {
if (gst->turn_until_finish <= 0) {
gst->over = 1;
}
+ gst_ar_past_cycle(gst);
gst_spawn_bullets(gst, fx, dmgs, fire, t);
}
@@ -214,24 +253,34 @@ void gst_render (SDL_Renderer *rend, SDL_Texture *txsprites, txtd *textd,
amt = (amt / gst->turnspeed) + 1;
if (amt > 1) amt = 1; if (amt < 0) amt = 0; // clamping away fuzzyness
+ army *past = ar;
+ army *present = ar;
+ if (gst->state == 1) {
+ past = gst->ar_past +1;
+ present = gst->ar_past +0;
+ }
+
// render units
for (int i=0; i<ar->uslen; i++) {
- if (ar->us[i].hp <= 0) continue;
- float present_x = ar->us[i].pos[0];
- float present_y = ar->us[i].pos[1];
+ if (present->us[i].hp <= 0) continue;
+
+ float past_x = past->us[i].pos[0];
+ float past_y = past->us[i].pos[1];
+
+ float present_x = present->us[i].pos[0];
+ float present_y = present->us[i].pos[1];
- float x = present_x, y = present_y;
- if (gst->state == 1) {
- x = present_x*(amt) + gst->ar_lastpos[i][0]*(1-amt);
- y = present_y*(amt) + gst->ar_lastpos[i][1]*(1-amt);
- }
+ float x = present_x*(amt) + past_x*(1-amt);
+ float y = present_y*(amt) + past_y*(1-amt);
- SDL_Rect srcRect = { ar->us[i].info.chassis*ts, ts, ts, ts };
+ SDL_Rect srcRect = {
+ present->us[i].info.chassis*ts, ts, ts, ts };
SDL_Rect dstRect = { (int)x-posx, (int)y-posy, ts, ts };
SDL_RenderCopy(rend, txsprites, &srcRect, &dstRect);
- stats_unit base; stats_unit_compute(info, &ar->us[i].info, &base);
- float amt = ar->us[i].hp / base.frame.hp;
+ stats_unit base;
+ stats_unit_compute(info, &present->us[i].info, &base);
+ float amt = present->us[i].hp / base.frame.hp;
SDL_Rect hprect = {
(int)x-posx, (int)y-posy+ts-5,
ts*amt, 6 };
@@ -240,12 +289,12 @@ void gst_render (SDL_Renderer *rend, SDL_Texture *txsprites, txtd *textd,
SDL_RenderFillRect(rend, &hprect);
SDL_SetTextureColorMod(textd->tex_small, sw*100, 100*(1-sw), 0);
- char shp[32]; sprintf(shp, "%.0f", ar->us[i].hp);
+ char shp[32]; sprintf(shp, "%.0f", present->us[i].hp);
float php[2] = { (int)x-posx, (int)y-posy+ts-5 };
render_text_small(rend, shp, php, textd);
SDL_SetTextureColorMod(textd->tex_small, 255, 160, 0);
- char sch[32]; sprintf(sch, "%.0f", ar->us[i].charge);
+ char sch[32]; sprintf(sch, "%.0f", present->us[i].charge);
float pch[2] = { (int)x-posx, (int)y-posy+ts+1 };
render_text_small(rend, sch, pch, textd);
SDL_SetTextureColorMod(textd->tex_small, 0, 0, 0);