add random direction to blood test
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ece13bc12f
commit
85234c8dac
13
src/game.c
13
src/game.c
@ -386,16 +386,22 @@ INTERNAL PHYS_COLLISION_CALLBACK_FUNC_DEF(on_collision, array)
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/* Create test blood */
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/* TODO: Remove this */
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{
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struct xform xf = XFORM_TRS(.t = point);
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struct xform xf = XFORM_TRS(.t = point, .r = sys_rand_f32(0, TAU));
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struct entity *decal = entity_alloc(root);
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decal->sprite = sprite_tag_from_path(STR("res/graphics/blood.ase"));
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decal->sprite_tint = RGBA_32_F(1, 1, 1, 0.25f);
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entity_set_xform(decal, xf);
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f32 perp_range = 0.5;
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struct v2 linear_velocity = v2_mul(normal, 0.5);
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linear_velocity = v2_add(linear_velocity, v2_mul(v2_perp(normal), sys_rand_f32(-perp_range, perp_range)));
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f32 angular_velocity_range = 5;
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f32 angular_velocity = sys_rand_f32(-angular_velocity_range, angular_velocity_range);
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entity_enable_prop(decal, ENTITY_PROP_PHYSICAL_KINEMATIC);
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entity_set_linear_velocity(decal, v2_mul(v2_norm(v2_neg(vrel)), 0.5f));
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entity_set_angular_velocity(decal, angular_velocity_range - (((f32)sys_rand_u32() / (f32)U32_MAX) * (angular_velocity_range * 2)));
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entity_set_linear_velocity(decal, linear_velocity);
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entity_set_angular_velocity(decal, angular_velocity);
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decal->linear_damping = 5.0f;
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decal->angular_damping = 5.0f;
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@ -1067,7 +1073,6 @@ INTERNAL void game_update(struct game_cmd_array game_cmds)
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ent->tracer_gradient_start = gradient_start;
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ent->tracer_gradient_end = gradient_end;
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}
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/* ========================== *
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@ -447,6 +447,7 @@ u32 sys_num_logical_processors(void);
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void sys_exit(void);
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u32 sys_rand_u32(void);
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f32 sys_rand_f32(f32 range_start, f32 range_end);
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void sys_panic(struct string msg);
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@ -1872,6 +1872,11 @@ u32 sys_rand_u32(void)
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return v;
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}
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f32 sys_rand_f32(f32 range_start, f32 range_end)
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{
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return ((f32)sys_rand_u32() / (f32)U32_MAX) * (range_end - range_start) + range_start;
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}
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void sys_panic(struct string msg)
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{
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ASSERT(false);
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67
src/user.c
67
src/user.c
@ -881,35 +881,6 @@ INTERNAL void user_update(void)
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struct xform sprite_xform = xf;
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/* Draw bullet trail */
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#if 0
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if (entity_has_prop(ent, ENTITY_PROP_BULLET)) {
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f32 max_len = 0.75;
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f32 thickness = 0.0025;
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u32 color = RGBA_32_F(1, 1, 1, 1);
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struct v2 end = xf.og;
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struct v2 start;
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struct entity *src = entity_from_handle(store, ent->bullet_src);
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if (src->valid) {
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start = xform_mul_v2(src->sprite_local_xform, sprite_sheet_get_slice(sprite_sheet_from_tag_await(sprite_frame_scope, src->sprite), STR("out"), src->animation_frame).center);
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start = xform_mul_v2(entity_get_xform(src), start);
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} else {
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start = v2_sub(end, v2_div(ent->velocity, 50));
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}
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struct v2 rel = v2_sub(start, end);
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if (v2_len(rel) > max_len) {
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rel = v2_mul(v2_norm(rel), max_len);
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start = v2_add(end, rel);
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}
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draw_solid_line(G.world_canvas, start, end, thickness, color);
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}
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#endif
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/* Draw tracer */
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if (entity_has_prop(ent, ENTITY_PROP_TRACER)) {
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struct v2 velocity = ent->tracer_start_velocity;
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@ -968,42 +939,6 @@ INTERNAL void user_update(void)
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/* Debug draw entity info */
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if (G.debug_draw && !skip_debug_draw) {
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struct temp_arena temp = arena_temp_begin(scratch.arena);
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#if 0
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struct font *disp_font = font_load_async(STR("res/fonts/fixedsys.ttf"), 12.0f);
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if (disp_font) {
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struct xform xf = ent->xform_world;
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struct trs trs = trs_from_xform(xf);
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struct v2 velocity = ent->velocity;
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struct v2 acceleration = ent->acceleration;
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f32 offset = 1;
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struct v2 pos = v2_add(xf.og, v2_mul(V2(0, -1), offset));
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pos = xform_mul_v2(G.world_view, pos);
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pos = v2_round(pos);
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struct string disp_name = ent->sprite_name;
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struct string fmt = STR(
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"sprite name: \"%F\"\n"
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"pos: (%F, %F)\n"
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"scale: (%F, %F)\n"
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"rot: %F\n"
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"velocity: (%F, %F)\n"
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"acceleration: (%F, %F)\n"
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);
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struct string text = string_format(temp.arena, fmt,
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FMT_STR(disp_name),
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FMT_FLOAT((f64)trs.t.x), FMT_FLOAT((f64)trs.t.y),
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FMT_FLOAT((f64)trs.s.x), FMT_FLOAT((f64)trs.s.y),
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FMT_FLOAT((f64)trs.r),
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FMT_FLOAT((f64)velocity.x), FMT_FLOAT((f64)velocity.y),
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FMT_FLOAT((f64)acceleration.x), FMT_FLOAT((f64)acceleration.y)
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);
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draw_text(G.viewport_canvas, disp_font, pos, text);
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}
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#endif
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if (entity_has_prop(ent, ENTITY_PROP_PHYSICAL_DYNAMIC) || entity_has_prop(ent, ENTITY_PROP_PHYSICAL_KINEMATIC)) {
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debug_draw_movement(ent);
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@ -1015,7 +950,6 @@ INTERNAL void user_update(void)
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debug_draw_xform(xf, color_x, color_y);
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}
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#if 1
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/* Draw focus arrow */
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if (entity_has_prop(ent, ENTITY_PROP_PLAYER_CONTROLLED)) {
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struct sprite_sheet *sheet = sprite_sheet_from_tag_async(sprite_frame_scope, ent->sprite);
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@ -1026,7 +960,6 @@ INTERNAL void user_update(void)
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end = xform_mul_v2(G.world_view, end);
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draw_solid_arrow_line(G.viewport_canvas, start, end, 3, 10, RGBA_32_F(1, 1, 1, 0.5));
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}
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#endif
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#if 0
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/* Draw slices */
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