Power-ups: spawn spinning power-up icon on player

- Spins for 40 tics, speeds up over duration
- Starts wide stretched, ends thin and tall
- Additive, fades into translucency
This commit is contained in:
James R 2024-03-07 00:33:43 -08:00
parent 19418ff1a6
commit f7d396d150
8 changed files with 110 additions and 0 deletions

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@ -3455,6 +3455,7 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t
"MT_RANDOMITEM",
"MT_SPHEREBOX",
"MT_FLOATINGITEM",
"MT_GOTPOWERUP",
"MT_ITEMCAPSULE",
"MT_ITEMCAPSULE_PART",
"MT_MONITOR",

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@ -13188,6 +13188,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_GOTPOWERUP
-1, // doomednum
S_ITEMICON, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_itpick, // deathsound
0, // speed
48*FRACUNIT, // radius
64*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOSQUISH|MF_DONTENCOREMAP, // flags
S_NULL // raisestate
},
{ // MT_ITEMCAPSULE
2010, // doomednum
S_ITEMCAPSULE, // spawnstate

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@ -4475,6 +4475,7 @@ typedef enum mobj_type
MT_RANDOMITEM,
MT_SPHEREBOX,
MT_FLOATINGITEM,
MT_GOTPOWERUP,
MT_ITEMCAPSULE,
MT_ITEMCAPSULE_PART,
MT_MONITOR,

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@ -398,6 +398,10 @@ void Obj_TalkPointInit(mobj_t* mo);
void Obj_TalkPointThink(mobj_t* mo);
void Obj_TalkPointOrbThink(mobj_t* mo);
/* Power-up Spinner */
void Obj_SpawnPowerUpSpinner(mobj_t *source, INT32 powerup, tic_t duration);
void Obj_TickPowerUpSpinner(mobj_t *mobj);
#ifdef __cplusplus
} // extern "C"
#endif

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@ -58,6 +58,7 @@ void K_GivePowerUp(player_t* player, kartitems_t powerup, tic_t time)
player->flashing = 2*TICRATE;
K_AddHitLag(player->mo, BATTLE_POWERUP_VFX_TIME, false);
player->powerupVFXTimer = BATTLE_POWERUP_VFX_TIME;
Obj_SpawnPowerUpSpinner(player->mo, powerup, BATTLE_POWERUP_VFX_TIME);
g_darkness.start = leveltime;
g_darkness.end = leveltime + BATTLE_POWERUP_VFX_TIME + DARKNESS_FADE_TIME;

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@ -54,6 +54,7 @@ target_sources(SRB2SDL2 PRIVATE
waterfall-particle.c
sealed-star.c
talk-point.cpp
powerup-spinner.cpp
)
add_subdirectory(versus)

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@ -0,0 +1,70 @@
// DR. ROBOTNIK'S RING RACERS
//-----------------------------------------------------------------------------
// Copyright (C) 2024 by James Robert Roman
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
#include <algorithm>
#include "objects.hpp"
#include "../m_easing.h"
#include "../m_fixed.h"
#include "../tables.h"
using namespace srb2::objects;
namespace
{
struct Spinner : Mobj
{
static constexpr int kDuration = 40;
void extravalue1() = delete;
INT32 powerup() const { return mobj_t::extravalue1; }
void powerup(INT32 n) { mobj_t::extravalue1 = n; }
void extravalue2() = delete;
INT32 duration() const { return mobj_t::extravalue2; }
void duration(INT32 n) { mobj_t::extravalue2 = n; }
static void spawn(Mobj* source, INT32 powerup, tic_t duration)
{
Spinner* x = Mobj::spawn<Spinner>(source->pos(), MT_GOTPOWERUP);
K_UpdateMobjItemOverlay(x, powerup, 1);
x->frame |= FF_PAPERSPRITE | FF_ADD;
x->fuse = duration;
x->powerup(powerup);
x->duration(duration);
}
void think()
{
fixed_t f = FRACUNIT - std::clamp(fuse, 0, duration()) * FRACUNIT / std::max(duration(), 1);
angle += Easing_InQuad(f, ANGLE_11hh, ANGLE_45);
renderflags = (renderflags & ~RF_TRANSMASK) | (Easing_Linear(f, 0, 9) << RF_TRANSSHIFT);
spritescale({Easing_Linear(f, 4*FRACUNIT, FRACUNIT/4), Easing_Linear(f, FRACUNIT, 6*FRACUNIT)});
if (--fuse <= 0)
{
remove();
}
}
};
}; // namespace
void Obj_SpawnPowerUpSpinner(mobj_t *source, INT32 powerup, tic_t duration)
{
Spinner::spawn(static_cast<Mobj*>(source), powerup, duration);
}
void Obj_TickPowerUpSpinner(mobj_t *mobj)
{
static_cast<Spinner*>(mobj)->think();
}

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@ -6596,6 +6596,11 @@ static void P_MobjSceneryThink(mobj_t *mobj)
Obj_SSGobletMobjThink(mobj);
return;
}
case MT_GOTPOWERUP:
{
Obj_TickPowerUpSpinner(mobj);
return;
}
default:
if (mobj->fuse)
{ // Scenery object fuse! Very basic!