add hit "animation"

This commit is contained in:
2023-01-02 16:37:18 +01:00
parent 1200a6e087
commit fcda12e321
7 changed files with 109 additions and 83 deletions

View File

@@ -89,6 +89,7 @@ private:
Direction m_Direction;
std::vector<EffectDuration> m_Effects;
const Tower* m_LastDamage; // the last tower that damaged the mob
float m_HitCooldown;
utils::Timer m_EffectFireTimer;
utils::Timer m_EffectPoisonTimer;
@@ -99,7 +100,7 @@ private:
public:
Mob(MobID id, MobLevel level, PlayerID sender) : m_Sender(sender), m_Level(level),
m_EffectFireTimer(1000), m_EffectPoisonTimer(1000),
m_HitCooldown(0), m_EffectFireTimer(1000), m_EffectPoisonTimer(1000),
m_EffectHealTimer(1000), m_CastleTarget(nullptr), m_AttackTimer(1000) {
}
@@ -123,8 +124,16 @@ public:
const Tower* GetLastDamageTower() { return m_LastDamage; }
bool HasReachedEnemyCastle() { return m_CastleTarget != nullptr; }
void Damage(float dmg, const Tower* damager) { m_Health = std::max(0.0f, m_Health - dmg); m_LastDamage = damager; }
void Heal(float heal) { m_Health = std::min(static_cast<float>(GetStats()->GetMaxLife()), m_Health + heal); }
void Damage(float dmg, const Tower* damager) {
m_Health = std::max(0.0f, m_Health - dmg);
m_LastDamage = damager;
m_HitCooldown = 0.1;
}
void Heal(float heal) {
m_Health = std::min(static_cast<float>(GetStats()->GetMaxLife()), m_Health + heal);
}
void SetMobReachedCastle(TeamCastle* castle) { m_CastleTarget = castle; } // used when mob is in front of the castle
bool IsImmuneTo(TowerType type);
@@ -133,6 +142,8 @@ public:
void AddEffect(EffectType type, float durationSec, Tower* tower);
bool HasEffect(EffectType type);
bool HasTakenDamage() { return m_HitCooldown > 0; }
float GetTileX() { return GetCenterX() - static_cast<float>(static_cast<std::int32_t>(GetCenterX())); } // returns a float between 0 and 1 excluded
float GetTileY() { return GetCenterY() - static_cast<float>(static_cast<std::int32_t>(GetCenterY())); } // returns a float between 0 and 1 excluded

View File

@@ -16,6 +16,7 @@ public:
struct Model {
GL::VertexArray* vao;
Vec2f positon;
Vec3f color = { 1, 1, 1 };
};
private:
std::unique_ptr<shader::WorldShader> m_WorldShader;

View File

@@ -13,6 +13,7 @@ private:
unsigned int m_LocationAspectRatio = 0;
unsigned int m_LocationTranslation = 0;
unsigned int m_LocationViewtype = 0;
unsigned int m_LocationColorEffect = 0;
protected:
virtual void GetAllUniformLocation();
public:
@@ -24,6 +25,7 @@ public:
void SetAspectRatio(float aspectRatio);
void SetModelPos(const Vec2f& modelPos);
void SetIsometricView(float isometric);
void SetColorEffect(const Vec3f& color);
};
} // namespace shader

View File

@@ -203,6 +203,7 @@ bool Mob::IsTouchingCastle(const TeamCastle& enemyCastle) const {
}
void Mob::Tick(std::uint64_t delta, World* world) {
m_HitCooldown = std::max(0.0f, m_HitCooldown - static_cast<float>(delta / 1000.0f));
UpdateEffects(delta, world);
Move(delta, world);
AttackCastle(delta, world);

View File

@@ -70,6 +70,7 @@ void Renderer::RenderVAO(const GL::VertexArray& vao) {
void Renderer::RenderModel(const Model& model) {
m_EntityShader->Start();
m_EntityShader->SetModelPos(model.positon);
m_EntityShader->SetColorEffect(model.color);
model.vao->Bind();
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(model.vao->GetVertexCount()));
model.vao->Unbind();

View File

@@ -87,6 +87,7 @@ void WorldRenderer::RenderMobs() const {
Renderer::Model model;
model.vao = m_MobVao.get();
model.positon = { mob->GetCenterX(), mob->GetCenterY() };
model.color = mob->HasTakenDamage() ? Vec3f{ 1, 0.5, 0.5 } : Vec3f{ 1, 1, 1 };
m_Renderer->RenderModel(model);
}
}

View File

@@ -39,13 +39,16 @@ flat in int pass_color;
out vec4 out_color;
uniform vec3 ColorEffect;
void main(void){
float r = float(pass_color >> 24 & 0xFF) / 255.0;
float g = float(pass_color >> 16 & 0xFF) / 255.0;
float b = float(pass_color >> 8 & 0xFF) / 255.0;
float a = float(pass_color & 0xFF) / 255.0;
out_color = vec4(r, g, b, a);
vec3 intermediate_color = vec3(r, g, b) * ColorEffect;
out_color = vec4(intermediate_color, a);
}
)";
@@ -81,13 +84,16 @@ flat in int pass_color;
out vec4 out_color;
uniform vec3 ColorEffect;
void main(void){
float r = float(pass_color >> 24 & 0xFF) / 255.0;
float g = float(pass_color >> 16 & 0xFF) / 255.0;
float b = float(pass_color >> 8 & 0xFF) / 255.0;
float a = float(pass_color & 0xFF) / 255.0;
out_color = vec4(r, g, b, a);
vec3 intermediate_color = vec3(r, g, b) * ColorEffect;
out_color = vec4(intermediate_color, a);
}
)";
@@ -105,6 +111,7 @@ void EntityShader::GetAllUniformLocation() {
m_LocationCam = static_cast<unsigned int>(GetUniformLocation("camPos"));
m_LocationTranslation = static_cast<unsigned int>(GetUniformLocation("translation"));
m_LocationViewtype = static_cast<unsigned int>(GetUniformLocation("isometricView"));
m_LocationColorEffect = static_cast<unsigned int>(GetUniformLocation("ColorEffect"));
}
void EntityShader::SetCamPos(const Vec2f& camPos) {
@@ -122,7 +129,9 @@ void EntityShader::SetModelPos(const Vec2f& modelPos) {
void EntityShader::SetIsometricView(float isometric) {
LoadFloat(m_LocationViewtype, isometric);
}
void EntityShader::SetColorEffect(const Vec3f& color) {
LoadVector(m_LocationColorEffect, color);
}
} // namespace shader
} // namespace td