Improve HUD-track control help clarity

This commit is contained in:
AJ Martinez 2024-03-04 00:31:22 -07:00
parent 9ee58e4f7e
commit 1c78a7ebeb
2 changed files with 11 additions and 3 deletions

View file

@ -600,6 +600,8 @@ void K_DrawTargetTracking(const TargetTracking& target)
.align(Draw::Align::kCenter);
};
srb2::Draw::Font splitfont = (r_splitscreen > 1) ? Draw::Font::kThin : Draw::Font::kMenu;
switch (target.mobj->type)
{
case MT_BATTLEUFO_SPAWNER:
@ -619,13 +621,13 @@ void K_DrawTargetTracking(const TargetTracking& target)
.flags(V_SPLITSCREEN)
.font(Draw::Font::kMenu)
.align(Draw::Align::kCenter)
.text(((leveltime/3)%2) ? "\x93 " : " \x92");
.text(((leveltime/3)%2) ? "\xB3 " : " \xB2");
break;
case MT_GARDENTOP:
Draw(FixedToFloat(result.x), FixedToFloat(result.y))
.flags(V_SPLITSCREEN)
.font(Draw::Font::kMenu)
.font(splitfont)
.align(Draw::Align::kCenter)
.text("Try \xA7!");

View file

@ -48,6 +48,7 @@ enum {
/* wavepause will take mobjinfo reactiontime automatically */
#define top_wavepause(o) ((o)->reactiontime)
#define top_helpme(o) ((o)->cusval)
#define top_lifetime(o) ((o)->cvmem)
#define spark_top(o) ((o)->target)
#define spark_angle(o) ((o)->movedir)
@ -135,6 +136,7 @@ init_top
top_sound(top) = sfx_None;
top_waveangle(top) = 0;
top_helpme(top) = (mode == TOP_ANCHORED) ? 1 : 0;
top_lifetime(top) = 0;
}
static void
@ -436,6 +438,8 @@ anchor_top (mobj_t *top)
top->momy = 0;
top->momz = rider->momz;
top_lifetime(top)++;
/* The Z momentum can put the Top slightly ahead of the
player in that axis too. It looks cool if the Top
falls below you but not if it bounces up. */
@ -695,5 +699,7 @@ Obj_GardenTopPlayerIsGrinding (const player_t *player)
boolean
Obj_GardenTopPlayerNeedsHelp (const mobj_t *top)
{
return top ? top_helpme(top) : false;
if (top && top_mode(top) != TOP_ANCHORED)
return false;
return top ? (top_helpme(top) || top_lifetime(top) < 3*TICRATE) : false;
}