Blinking enemies also will appear on have a nice day screen.
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c6d7eac589
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@ -26,6 +26,7 @@ void Enemy::Hurt(int damage) {
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t.col[2] = BLACK;
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t.col[2] = BLACK;
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}
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}
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health-=damage;
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health-=damage;
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blinkingAmt = 1;
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}
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}
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bool Enemy::isDead() {
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bool Enemy::isDead() {
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@ -119,7 +120,6 @@ void Enemy::OnDeathEvent() {
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if (game->enemyData[id].powerupDrop != PowerupType::NONE) {
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if (game->enemyData[id].powerupDrop != PowerupType::NONE) {
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game->SpawnPowerup(game->enemyData[id].powerupDrop, pos);
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game->SpawnPowerup(game->enemyData[id].powerupDrop, pos);
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}
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}
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blinkingAmt = 1;
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}
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}
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void FaceBall::InitializeEnemyData() {
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void FaceBall::InitializeEnemyData() {
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@ -1762,7 +1762,9 @@ void FaceBall::RenderHud(float fElapsedTime) {
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FillRectDecal({ 0,0 }, { float(ScreenWidth()),float(ScreenHeight()) });
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FillRectDecal({ 0,0 }, { float(ScreenWidth()),float(ScreenHeight()) });
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std::string topText = enemyData[lastHitBy].name + " SAYS";
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std::string topText = enemyData[lastHitBy].name + " SAYS";
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std::string bottomText = "HAVE A NICE DAY !";
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std::string bottomText = "HAVE A NICE DAY !";
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Display3DKillerModel();
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if (!enemyData[lastHitBy].blinking||std::sinf(30*gameTimer)>0.4f) {
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Display3DKillerModel();
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}
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DrawStringDecal({ (float)(ScreenWidth() / 2 - GetTextSize(topText).x / 2 * 3),140.f }, topText, { 96,96,255 }, { 3,6 });
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DrawStringDecal({ (float)(ScreenWidth() / 2 - GetTextSize(topText).x / 2 * 3),140.f }, topText, { 96,96,255 }, { 3,6 });
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DrawStringDecal({ float(ScreenWidth() / 2 - GetTextSize(bottomText).x / 2 * 3),float(ScreenHeight() - 140.f) }, bottomText, { 96,96,255 }, { 3,6 });
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DrawStringDecal({ float(ScreenWidth() / 2 - GetTextSize(bottomText).x / 2 * 3),float(ScreenHeight() - 140.f) }, bottomText, { 96,96,255 }, { 3,6 });
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}
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}
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@ -1784,7 +1786,7 @@ void FaceBall::RenderHud(float fElapsedTime) {
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if (hp > 0) {
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if (hp > 0) {
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DrawStringDecal(vf2d{ 112 + hudOffset+32,4+18 }+hudAdjustment, "Triangles: " + std::to_string(triRenderCount), BLACK, { 2,4 });
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DrawStringDecal(vf2d{ 112 + hudOffset+32,4+18 }+hudAdjustment, "Triangles: " + std::to_string(triRenderCount), BLACK, { 2,4 });
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std::string hudText = "Tags Left: " + std::to_string(tagsRemaining) + " Lives: " + std::to_string(lives);
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std::string hudText = "Tags Left: " + std::to_string(tagsRemaining) + " Lives: " + std::to_string(lives);
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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 });
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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 });
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for (int x = -1; x <= 1; x++) {
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for (int x = -1; x <= 1; x++) {
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for (int y = -1; y <= 1; y++) {
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for (int y = -1; y <= 1; y++) {
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if (x != 0 && y != 0) {
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if (x != 0 && y != 0) {
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@ -2053,6 +2055,7 @@ void FaceBall::RunEnemyAI(Enemy& e,float fElapsedTime,int myIndex) {
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bool FaceBall::OnUserUpdate(float fElapsedTime)
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bool FaceBall::OnUserUpdate(float fElapsedTime)
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{
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{
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fElapsedTime = std::min(0.1667f, fElapsedTime);
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gameTimer += fElapsedTime;
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gameTimer += fElapsedTime;
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switch (mode) {
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switch (mode) {
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case GAME: {
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case GAME: {
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@ -84,7 +84,7 @@ struct Mesh
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private:
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private:
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void Parse(std::string str, int& v, int& uv) {
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void Parse(std::string str, int& v, int& uv) {
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std::cout << str << "\n";
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//std::cout << str << "\n";
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std::stringstream s(str.substr(0, str.find("/") + 1));
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std::stringstream s(str.substr(0, str.find("/") + 1));
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s >> v;
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s >> v;
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str.erase(0, str.find("/") + 1);
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str.erase(0, str.find("/") + 1);
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@ -110,14 +110,14 @@ private:
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float x, y, z;
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float x, y, z;
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f >> x >> y >> z;
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f >> x >> y >> z;
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verts.push_back({ x,y,z });
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verts.push_back({ x,y,z });
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std::cout << x << " " << y << " " << z << "\n";
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//std::cout << x << " " << y << " " << z << "\n";
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}
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}
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else
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else
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if (data == "vt") {
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if (data == "vt") {
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float u, v;
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float u, v;
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f >> u >> v;
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f >> u >> v;
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uvs.push_back({ u,1 - v });
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uvs.push_back({ u,1 - v });
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std::cout << u << " " << v << "\n";
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//std::cout << u << " " << v << "\n";
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}
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}
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else
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else
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if (data == "f") {
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if (data == "f") {
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