Splash arrows in lava
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@@ -73,6 +73,19 @@ impl Game {
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g.map.t[idx(x, y)].owner = Owner::Player;
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}
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}
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// lava pools in front of the human arrow towers, with gaps so the path to the bridge stays open
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for (x0, y0, x1, y1) in [(RIVER_X + 5, BRIDGE_Y - 4, RIVER_X + 6, BRIDGE_Y - 3), (RIVER_X + 9, BRIDGE_Y - 1, RIVER_X + 10, BRIDGE_Y)] {
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for y in y0..=y1 {
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for x in x0..=x1 {
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let t = &mut g.map.t[idx(x, y)];
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if t.kind == Kind::Floor && t.owner == Owner::Hero {
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t.kind = Kind::Lava;
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t.owner = Owner::None;
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t.gold = 0;
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}
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}
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}
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}
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// a few rooms on the dungeon side for the look of it
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for (x0, y0, x1, y1, k) in [(8, 13, 13, 17, Kind::Lair), (8, 30, 13, 34, Kind::Training), (17, 12, 21, 15, Kind::Farm)] {
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for y in y0..=y1 {
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@@ -10,6 +10,7 @@ pub const STUCK_MAX: usize = 400; // arrows and scorch marks
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pub const STUCK_LIFE: f32 = 300.0; // seconds an arrow stays
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const PARTS_MAX: usize = 900;
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const GRAVITY: f32 = 6.0;
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const LIQ_H: f32 = -0.3; // river surface, matching the depth used in render3d.rs
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// particle kinds
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pub const EMBER: u8 = 0; // glowing, falls
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@@ -22,6 +23,7 @@ pub const ARROW: u8 = 6; // stuck arrow (vx, vy, vh = its direction)
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pub const SCORCH: u8 = 7; // dark mark on the floor
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pub const FLASH: u8 = 8; // expanding fireball
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pub const RING: u8 = 9; // shock wave
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pub const SPLASH: u8 = 10; // liquid droplets, bounce on the river surface
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// projectile styles (Fx::style)
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pub const ST_PLAIN: u8 = 0;
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@@ -186,6 +188,7 @@ impl Game {
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for f in impacts {
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self.impact(&f);
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}
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self.spawn_lava_particles(dt);
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// particles
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for p in self.parts.iter_mut() {
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p.t += dt;
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@@ -204,6 +207,24 @@ impl Game {
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p.h += p.vh * dt;
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}
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FLASH | RING => {}
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SPLASH => {
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p.vh -= GRAVITY * 0.75 * dt;
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p.x += p.vx * dt;
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p.y += p.vy * dt;
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p.h += p.vh * dt;
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if p.h <= LIQ_H {
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p.h = LIQ_H;
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if p.vh < -0.6 {
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p.vh = -p.vh * 0.30;
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p.vx *= 0.55;
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p.vy *= 0.55;
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} else {
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p.vh = 0.0;
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p.vx *= 0.65;
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p.vy *= 0.65;
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}
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}
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}
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_ => {
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// falling: embers drift down slower than sparks and debris
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let g = if p.kind == EMBER { GRAVITY * 0.35 } else { GRAVITY };
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@@ -267,6 +288,10 @@ impl Game {
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self.stick(Part { kind: SCORCH, x, y, h: 0.0, vx: 0.0, vy: 0.0, vh: 0.0, t: 0.0, max: 20.0, col: 0, size: 0.6 });
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}
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ST_ARROW | ST_ARROW_WALL => {
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if let Some(kind) = self.liquid_kind_at(x, y) {
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self.liquid_impact(kind, x, y, size);
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return;
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}
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let (dx, dy) = (f.x2 - f.x, f.y2 - f.y);
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let l = (dx * dx + dy * dy).sqrt().max(0.01);
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let (dx, dy) = (dx / l, dy / l);
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@@ -294,6 +319,71 @@ impl Game {
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}
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}
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fn liquid_kind_at(&self, x: f32, y: f32) -> Option<Kind> {
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self.map.get(x as i32, y as i32).filter(|t| t.liquid()).map(|t| t.kind)
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}
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fn liquid_impact(&mut self, kind: Kind, x: f32, y: f32, size: f32) {
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let at = (x, y, LIQ_H + 0.04);
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match kind {
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Kind::Lava => {
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self.burst(SPLASH, at, 8.max((10.0 * size) as usize), 1.3, 1.9, 0.38, abgr(255, 110, 25), 0.045);
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self.burst(MOTE, at, 4, 0.7, 1.2, 0.7, abgr(255, 150, 45), 0.035);
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self.part(FLASH, at, (0.0, 0.0, 0.0), 0.12, abgr(255, 155, 45), 0.18 * size.max(0.7));
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// short burning arrow smoke: small, quickly fading
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self.part(SMOKE, (x, y, LIQ_H + 0.10), (0.0, 0.0, 0.70), 0.65, abgr(115, 55, 25), 0.09);
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self.burst(SMOKE, (x, y, LIQ_H + 0.18), 1, 0.1, 0.35, 0.45, abgr(85, 42, 20), 0.06);
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}
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_ => {
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self.burst(SPLASH, at, 10.max((12.0 * size) as usize), 1.2, 1.8, 0.42, abgr(140, 220, 255), 0.04);
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self.part(RING, (x, y, LIQ_H), (0.0, 0.0, 0.0), 0.25, abgr(150, 225, 255), 0.35 * size.max(0.7));
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self.part(SMOKE, (x, y, LIQ_H + 0.08), (0.0, 0.0, 0.35), 0.45, abgr(180, 210, 235), 0.07);
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}
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}
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}
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fn spawn_lava_particles(&mut self, dt: f32) {
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if self.parts.len() >= PARTS_MAX {
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return;
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}
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let rate = 7.0;
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let mut count = (rate * dt).floor() as usize;
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if self.vrng.f() < (rate * dt).fract() {
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count += 1;
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}
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if count == 0 {
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return;
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}
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let max_x = self.map.w as i32 - 1;
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let max_y = self.map.h as i32 - 1;
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if max_x <= 1 || max_y <= 1 {
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return;
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}
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for _ in 0..count {
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if self.parts.len() >= PARTS_MAX {
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break;
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}
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let mut spot = None;
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for _ in 0..16 {
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let x = self.vrng.range(1, max_x - 1);
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let y = self.vrng.range(1, max_y - 1);
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let i = idx(x, y);
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if self.map.shown(i) && self.map.t[i].kind == Kind::Lava {
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spot = Some((x as f32 + 0.5, y as f32 + 0.5));
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break;
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}
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}
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if let Some((cx, cy)) = spot {
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let at = (cx, cy, LIQ_H + 0.03);
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self.burst(MOTE, at, 1, 0.15, 0.40, 1.40, abgr(255, 115, 30), 0.035);
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let spark = self.vrng.f() < 0.25;
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if spark {
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self.burst(SPLASH, at, 1, 0.70, 1.10, 0.38, abgr(255, 170, 45), 0.028);
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}
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}
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}
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}
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// the last projectile gets a style
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pub(crate) fn style_last_fx(&mut self, style: u8) {
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if let Some(f) = self.fx.last_mut() {
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+13
-7
@@ -1124,6 +1124,7 @@ impl R3d {
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draw_marks(g, t);
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draw_overlay(&g.map, ov, self.wall_sub);
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draw_entry_warnings(g, t, self.wall_sub);
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draw_scorch_glow(g);
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// translucent glows and effects last (they write depth, see glow_material)
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draw_landmarks_glow(g, t, cam.basis().1);
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draw_towers_glow(g, t);
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@@ -2455,27 +2456,32 @@ fn draw_traps_glow(g: &Game, t: f32) {
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}
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// particles that glow (embers, sparks, smoke, flashes, shock waves)
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fn draw_parts_glow(g: &Game) {
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fn draw_scorch_glow(g: &Game) {
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use crate::particles::*;
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// scorch marks on the floor: drawn before smoke/flash so they are not depth-occluded
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for p in g.stuck.iter().filter(|p| p.kind == SCORCH) {
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let fade = 1.0 - (p.t / p.max).clamp(0.0, 1.0);
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disc(vec3(p.x, floor_y(g, p.x, p.y) + 0.02, p.y), p.size, Color::new(0.025, 0.018, 0.018, 0.70 * fade), 14);
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let at = vec3(p.x, floor_y(g, p.x, p.y) + 0.018, p.y);
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disc(at, p.size, Color::new(0.02, 0.017, 0.017, 0.78 * fade), 14);
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ring(at + Vec3::Y * 0.002, p.size * 1.06, Color::new(0.55, 0.22, 0.06, 0.22 * fade));
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}
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}
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fn draw_parts_glow(g: &Game) {
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use crate::particles::*;
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for p in &g.parts {
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let c = rgba(p.col);
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let life = (p.t / p.max).clamp(0.0, 1.0);
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let at = vec3(p.x, p.h, p.y);
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match p.kind {
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EMBER | SPARK | MOTE => {
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EMBER | SPARK | MOTE | SPLASH => {
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let s = p.size * (1.0 - life * 0.6);
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draw_cube(at, Vec3::splat(s), None, Color::new(c.r, c.g, c.b, 1.0 - life * life));
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}
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SMOKE => draw_sphere(at, p.size, None, Color::new(c.r, c.g, c.b, 0.18 * (1.0 - life))),
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SMOKE => draw_sphere(at, p.size, None, Color::new(c.r, c.g, c.b, 0.14 * (1.0 - life))),
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FLASH => {
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let r = p.size * (0.3 + life * 0.9);
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draw_sphere(at, r * 0.6, None, Color::new(1.0, 0.95, 0.75, 1.0 - life));
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draw_sphere(at, r, None, Color::new(c.r, c.g, c.b, 0.6 * (1.0 - life)));
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draw_sphere(at, r * 0.6, None, Color::new(1.0, 0.9, 0.7, 0.7 * (1.0 - life)));
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draw_sphere(at, r, None, Color::new(c.r, c.g, c.b, 0.35 * (1.0 - life)));
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}
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RING => ring(at, p.size * (0.2 + life), Color::new(c.r, c.g, c.b, 0.8 * (1.0 - life))),
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_ => {}
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