Blinking enemies also will appear on have a nice day screen.

linux_template
sigonasr2 2 years ago
parent c6d7eac589
commit 9d702a49a0
  1. 9
      Faceball2030/main.cpp
  2. 6
      Faceball2030/main.h

@ -26,6 +26,7 @@ void Enemy::Hurt(int damage) {
t.col[2] = BLACK;
}
health-=damage;
blinkingAmt = 1;
}
bool Enemy::isDead() {
@ -119,7 +120,6 @@ void Enemy::OnDeathEvent() {
if (game->enemyData[id].powerupDrop != PowerupType::NONE) {
game->SpawnPowerup(game->enemyData[id].powerupDrop, pos);
}
blinkingAmt = 1;
}
void FaceBall::InitializeEnemyData() {
@ -1762,7 +1762,9 @@ void FaceBall::RenderHud(float fElapsedTime) {
FillRectDecal({ 0,0 }, { float(ScreenWidth()),float(ScreenHeight()) });
std::string topText = enemyData[lastHitBy].name + " SAYS";
std::string bottomText = "HAVE A NICE DAY !";
Display3DKillerModel();
if (!enemyData[lastHitBy].blinking||std::sinf(30*gameTimer)>0.4f) {
Display3DKillerModel();
}
DrawStringDecal({ (float)(ScreenWidth() / 2 - GetTextSize(topText).x / 2 * 3),140.f }, topText, { 96,96,255 }, { 3,6 });
DrawStringDecal({ float(ScreenWidth() / 2 - GetTextSize(bottomText).x / 2 * 3),float(ScreenHeight() - 140.f) }, bottomText, { 96,96,255 }, { 3,6 });
}
@ -1784,7 +1786,7 @@ void FaceBall::RenderHud(float fElapsedTime) {
if (hp > 0) {
DrawStringDecal(vf2d{ 112 + hudOffset+32,4+18 }+hudAdjustment, "Triangles: " + std::to_string(triRenderCount), BLACK, { 2,4 });
std::string hudText = "Tags Left: " + std::to_string(tagsRemaining) + " Lives: " + std::to_string(lives);
DrawStringPropDecal(vf2d{ hudOffset + (float)(ScreenWidth() / 2 - GetTextSizeProp(hudText).x * 3 / 2)+32,(float)(ScreenHeight() - 2 - GetTextSizeProp(hudText).y * 5)+18 } + hudAdjustment, hudText, WHITE, { 3,5 });
DrawStringPropDecal(vf2d{ hudOffset + (float)(ScreenWidth() / 2 - GetTextSizeProp(hudText).x * 3 / 2)+32,(float)(ScreenHeight() - 2 - GetTextSizeProp(hudText).y * 5)+18 } + hudAdjustment, hudText, VERY_DARK_GREY, { 3,5 });
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
if (x != 0 && y != 0) {
@ -2053,6 +2055,7 @@ void FaceBall::RunEnemyAI(Enemy& e,float fElapsedTime,int myIndex) {
bool FaceBall::OnUserUpdate(float fElapsedTime)
{
fElapsedTime = std::min(0.1667f, fElapsedTime);
gameTimer += fElapsedTime;
switch (mode) {
case GAME: {

@ -84,7 +84,7 @@ struct Mesh
private:
void Parse(std::string str, int& v, int& uv) {
std::cout << str << "\n";
//std::cout << str << "\n";
std::stringstream s(str.substr(0, str.find("/") + 1));
s >> v;
str.erase(0, str.find("/") + 1);
@ -110,14 +110,14 @@ private:
float x, y, z;
f >> x >> y >> z;
verts.push_back({ x,y,z });
std::cout << x << " " << y << " " << z << "\n";
//std::cout << x << " " << y << " " << z << "\n";
}
else
if (data == "vt") {
float u, v;
f >> u >> v;
uvs.push_back({ u,1 - v });
std::cout << u << " " << v << "\n";
//std::cout << u << " " << v << "\n";
}
else
if (data == "f") {

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