Bloodspatter based on damage.
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8def916504
commit
08207f5e35
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@ -184,7 +184,7 @@ initMainMenu(void)
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int hcenter;
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Sprite *s1 = sprite_create();
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sprite_load_text_texture(s1, "assets/GUI/SDS_8x8.ttf", 0, 20);
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sprite_load_text_texture(s1, "assets/GUI/SDS_8x8.ttf", 0, 25);
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texture_load_from_text(s1->textures[0], menu_items[i].label,
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C_DEFAULT, gRenderer);
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@ -193,7 +193,7 @@ initMainMenu(void)
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s1->fixed = true;
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Sprite *s2 = sprite_create();
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sprite_load_text_texture(s2, "assets/GUI/SDS_8x8.ttf", 0, 20);
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sprite_load_text_texture(s2, "assets/GUI/SDS_8x8.ttf", 0, 25);
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texture_load_from_text(s2->textures[0], menu_items[i].label,
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C_HOVER, gRenderer);
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@ -209,6 +209,11 @@ resetGame(void)
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{
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SDL_FlushEvents(SDL_FIRSTEVENT, SDL_LASTEVENT);
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if (mainMenu) {
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menu_destroy(mainMenu);
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mainMenu = NULL;
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}
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if (gMap)
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map_destroy(gMap);
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@ -236,7 +236,7 @@ monster_hit(Monster *monster, unsigned int dmg)
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p.x += 8;
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p.y += 8;
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Dimension d = { 8, 8 };
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particle_engine_bloodspray(p, d);
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particle_engine_bloodspray(p, d, dmg);
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} else {
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monster->missText->active = true;
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monster->hitText->active = false;
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@ -38,12 +38,15 @@ particle_engine_init(void)
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}
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void
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particle_engine_bloodspray(Position pos, Dimension dim)
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particle_engine_bloodspray(Position pos, Dimension dim, unsigned int count)
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{
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check_engine();
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for (unsigned int i = 0; i < 15; ++i) {
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if (count > 100)
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count = 100;
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for (unsigned int i = 0; i < count; ++i) {
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int x, y, xv, yv, w, h;
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unsigned int mt, lt;
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Particle *p;
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@ -10,7 +10,7 @@ void
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particle_engine_init(void);
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void
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particle_engine_bloodspray(Position, Dimension);
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particle_engine_bloodspray(Position, Dimension, unsigned int count);
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void
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particle_engine_update(float deltatime);
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@ -313,7 +313,7 @@ player_hit(Player *p, unsigned int dmg)
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Position pos = p->sprite->pos;
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pos.x += 8;
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pos.y += 8;
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particle_engine_bloodspray(pos, (Dimension) { 8, 8 });
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particle_engine_bloodspray(pos, (Dimension) { 8, 8 }, dmg);
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} else {
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p->missText->active = true;
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p->hitText->active = false;
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