Shield hit effect optimisation.
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182e34859e
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048d3b17e0
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@ -95,6 +95,13 @@ void drawEffects(void)
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SDL_SetRenderDrawBlendMode(app.renderer, SDL_BLENDMODE_NONE);
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}
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void drawShieldHitEffect(Entity *e)
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{
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SDL_SetTextureBlendMode(shieldHitTexture, SDL_BLENDMODE_BLEND);
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SDL_SetTextureAlphaMod(shieldHitTexture, e->shieldHit);
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blit(shieldHitTexture, e->x - battle.camera.x, e->y - battle.camera.y, 1);
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}
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void addSmallFighterExplosion(void)
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{
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Effect *e;
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@ -25,6 +25,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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extern void blitScaled(SDL_Texture *texture, int x, int y, int w, int h);
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extern SDL_Texture *getTexture(char *name);
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extern void blit(SDL_Texture *t, int x, int y, int center);
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extern App app;
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extern Battle battle;
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@ -359,8 +359,6 @@ static void separate(void)
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void drawFighter(Entity *e)
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{
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SDL_Texture *shieldHitTexture = getTexture("gfx/battle/shieldHit.png");
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SDL_SetTextureColorMod(e->texture, 255, 255, 255);
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if (e->armourHit > 0)
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@ -377,9 +375,7 @@ void drawFighter(Entity *e)
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if (e->shieldHit > 0)
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{
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SDL_SetTextureBlendMode(shieldHitTexture, SDL_BLENDMODE_BLEND);
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SDL_SetTextureAlphaMod(shieldHitTexture, e->shieldHit);
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blit(shieldHitTexture, e->x - battle.camera.x, e->y - battle.camera.y, 1);
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drawShieldHitEffect(e);
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}
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}
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@ -628,8 +624,8 @@ static void loadFighterDef(char *filename)
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STRNCPY(f->name, cJSON_GetObjectItem(root, "name")->valuestring, MAX_NAME_LENGTH);
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STRNCPY(f->defName, cJSON_GetObjectItem(root, "name")->valuestring, MAX_NAME_LENGTH);
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f->health = f->maxHealth = cJSON_GetObjectItem(root, "health")->valueint;
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f->shield = f->maxShield = cJSON_GetObjectItem(root, "shield")->valueint;
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f->health = f->maxHealth = cJSON_GetObjectItem(root, "health")->valueint * 2;
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f->shield = f->maxShield = cJSON_GetObjectItem(root, "shield")->valueint * 2;
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f->speed = cJSON_GetObjectItem(root, "speed")->valuedouble;
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f->reloadTime = cJSON_GetObjectItem(root, "reloadTime")->valueint;
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f->shieldRechargeRate = cJSON_GetObjectItem(root, "shieldRechargeRate")->valueint;
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@ -48,6 +48,7 @@ extern long lookup(char *name);
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extern long flagsToLong(char *flags);
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extern void addShieldSplinterEffect(Entity *ent);
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extern void completeMission(void);
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extern void drawShieldHitEffect(Entity *e);
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extern App app;
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extern Battle battle;
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