// Particles: trails that fall to the ground behind projectiles, explosions of fireballs and // cannonballs, bursts of the spells, debris and coins, scorch marks, and arrows that stay stuck // in walls and the ground for five minutes. Purely visual: never saved, with their own random // numbers (the game's random sequence stays untouched). use crate::game::*; use crate::map::*; pub const STUCK_MAX: usize = 400; // arrows and scorch marks pub const STUCK_LIFE: f32 = 300.0; // seconds an arrow stays const PARTS_MAX: usize = 900; const GRAVITY: f32 = 6.0; // particle kinds pub const EMBER: u8 = 0; // glowing, falls pub const SMOKE: u8 = 1; // rises and grows pub const SPARK: u8 = 2; // glowing, falls fast, bounces once pub const DEBRIS: u8 = 3; // solid chunk, falls and rests a moment pub const MOTE: u8 = 4; // glowing, floats up slowly pub const COIN: u8 = 5; // solid gold, bounces pub const ARROW: u8 = 6; // stuck arrow (vx, vy, vh = its direction) pub const SCORCH: u8 = 7; // dark mark on the floor pub const FLASH: u8 = 8; // expanding fireball pub const RING: u8 = 9; // shock wave // projectile styles (Fx::style) pub const ST_PLAIN: u8 = 0; pub const ST_ARROW: u8 = 1; pub const ST_CANNON: u8 = 2; pub const ST_FIRE: u8 = 3; pub const ST_SHADOW: u8 = 4; pub const ST_HOLY: u8 = 5; pub const ST_ARCANE: u8 = 6; pub const ST_RUNE: u8 = 7; pub const ST_MAGIC: u8 = 8; pub const ST_ARROW_WALL: u8 = 9; // an arrow that ends in a wall #[derive(Clone, Copy, Debug)] pub struct Part { pub kind: u8, pub x: f32, pub y: f32, pub h: f32, pub vx: f32, pub vy: f32, pub vh: f32, pub t: f32, pub max: f32, pub col: u32, pub size: f32, } pub fn vrng() -> Rng { Rng(0x2545_f491) } // colour as 0xAABBGGRR (like Fx::col) pub const fn abgr(r: u8, g: u8, b: u8) -> u32 { 0xff00_0000 | (b as u32) << 16 | (g as u32) << 8 | r as u32 } // position of a projectile at progress p (cannonballs and fireballs fly in an arc) pub fn fx_pos(f: &Fx, p: f32) -> (f32, f32, f32) { let p = p.clamp(0.0, 1.0); let x = f.x + (f.x2 - f.x) * p; let y = f.y + (f.y2 - f.y) * p; let dist = ((f.x2 - f.x).powi(2) + (f.y2 - f.y).powi(2)).sqrt(); let arc = match f.style { ST_CANNON => 0.22, ST_FIRE => 0.12, ST_ARROW | ST_ARROW_WALL => 0.04, _ => 0.0, } * dist; let h = f.h + (f.h2 - f.h) * p + arc * (p * std::f32::consts::PI).sin(); (x, y, h) } impl Game { pub(crate) fn part(&mut self, kind: u8, (x, y, h): (f32, f32, f32), (vx, vy, vh): (f32, f32, f32), max: f32, col: u32, size: f32) { if self.parts.len() < PARTS_MAX { self.parts.push(Part { kind, x, y, h, vx, vy, vh, t: 0.0, max, col, size }); } } fn stick(&mut self, p: Part) { if self.stuck.len() >= STUCK_MAX { self.stuck.remove(0); } self.stuck.push(p); } // a random direction with the given speed (upwards bias `up`) fn burst_vel(&mut self, speed: f32, up: f32) -> (f32, f32, f32) { let a = self.vrng.f() * std::f32::consts::TAU; let s = speed * (0.4 + 0.6 * self.vrng.f()); (a.cos() * s, a.sin() * s, up * (0.5 + self.vrng.f())) } fn burst(&mut self, kind: u8, at: (f32, f32, f32), n: usize, speed: f32, up: f32, max: f32, col: u32, size: f32) { for _ in 0..n { let v = self.burst_vel(speed, up); let m = max * (0.6 + 0.6 * self.vrng.f()); let sz = size * (0.7 + 0.6 * self.vrng.f()); self.part(kind, at, v, m, col, sz); } } // particles that come with a new effect (spells, hits, digging, gold, ...) pub(crate) fn fx_particles(&mut self, kind: u8, x: f32, y: f32, h: f32, col: u32) { match kind { // lightning: a shower of sparks, smoke and a burnt spot 1 => { self.burst(SPARK, (x, y, 0.1), 40, 3.5, 3.5, 1.0, abgr(255, 250, 200), 0.05); self.burst(SMOKE, (x, y, 0.2), 6, 0.4, 0.6, 2.0, abgr(90, 90, 100), 0.25); self.part(FLASH, (x, y, 0.3), (0.0, 0.0, 0.0), 0.35, abgr(255, 255, 220), 1.0); 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: 0.8 }); } // hit: a few sparks of the effect's colour 2 => self.burst(SPARK, (x, y, h.max(0.3)), 5, 1.5, 1.5, 0.5, col, 0.035), 3 => self.burst(SMOKE, (x, y, 0.3), 4, 0.3, 0.5, 1.6, abgr(80, 80, 90), 0.2), // healing: green motes rising in a spiral, sparkles falling 4 => { for k in 0..12 { let a = k as f32 * 0.52; self.part(MOTE, (x + a.cos() * 0.3, y + a.sin() * 0.3, 0.1 + k as f32 * 0.03), (-a.sin() * 0.3, a.cos() * 0.3, 0.9), 1.3, abgr(120, 255, 140), 0.05); } self.burst(EMBER, (x, y, 0.9), 6, 0.6, 0.5, 1.0, abgr(200, 255, 200), 0.03); } // gold: coins pop up and fall 5 => self.burst(COIN, (x, y, 0.4), 5, 1.2, 2.5, 1.6, abgr(255, 210, 60), 0.06), // digging: earth chunks 6 => self.burst(DEBRIS, (x, y, 0.5), 4, 1.2, 1.5, 1.4, abgr(110, 80, 56), 0.06), // level up, spells, specials: sparkles in the effect's colour shoot up and rain down 7 => self.burst(EMBER, (x, y, 0.5), 18, 1.6, 3.0, 1.4, col, 0.04), // claiming: a puff of dust 8 => self.burst(SMOKE, (x, y, 0.1), 2, 0.3, 0.2, 0.8, abgr(120, 60, 60), 0.12), _ => {} } } // advances projectiles (trails, impacts) and particles pub(crate) fn update_particles(&mut self, dt: f32) { // trails and impacts of the projectiles let mut trails: Vec<(u8, (f32, f32, f32), f32)> = Vec::new(); let mut impacts: Vec = Vec::new(); for f in self.fx.iter() { if f.kind != 0 { continue; } let p0 = f.t / f.max; let p1 = (f.t + dt) / f.max; if p0 < 1.0 { trails.push((f.style, fx_pos(f, p1.min(1.0)), f.size)); } if p0 < 1.0 && p1 >= 1.0 { impacts.push(*f); } } for (style, at, size) in trails { let (rate, kind, col, psize, life) = match style { ST_FIRE => (70.0, EMBER, abgr(255, 150, 40), 0.045, 0.9), ST_SHADOW => (45.0, EMBER, abgr(200, 70, 255), 0.035, 1.0), ST_HOLY => (35.0, MOTE, abgr(255, 240, 150), 0.03, 0.8), ST_ARCANE => (40.0, EMBER, abgr(255, 170, 90), 0.03, 0.9), ST_RUNE => (45.0, SPARK, abgr(90, 200, 255), 0.03, 0.7), ST_MAGIC => (45.0, EMBER, abgr(255, 90, 220), 0.035, 0.9), ST_CANNON => (30.0, SMOKE, abgr(70, 70, 76), 0.1, 0.9), ST_ARROW | ST_ARROW_WALL => (0.0, EMBER, 0, 0.0, 0.0), _ => (12.0, EMBER, abgr(180, 210, 230), 0.03, 0.6), }; let n = rate * dt * size; let mut count = n.floor() as usize; if self.vrng.f() < n.fract() { count += 1; } for _ in 0..count { let v = (self.vrng.f() * 0.6 - 0.3, self.vrng.f() * 0.6 - 0.3, if kind == SMOKE { 0.3 } else { 0.2 }); let j = (self.vrng.f() * 0.06 - 0.03, self.vrng.f() * 0.06 - 0.03); let m = life * (0.7 + 0.6 * self.vrng.f()); self.part(kind, (at.0 + j.0, at.1 + j.1, at.2), v, m, col, psize * size.sqrt()); } if style == ST_FIRE && self.vrng.f() < 12.0 * dt { self.part(SMOKE, at, (0.0, 0.0, 0.4), 1.2, abgr(60, 50, 50), 0.12); } } for f in impacts { self.impact(&f); } // particles for p in self.parts.iter_mut() { p.t += dt; match p.kind { SMOKE => { p.x += p.vx * dt; p.y += p.vy * dt; p.h += p.vh * dt; p.vx *= 1.0 - dt; p.vy *= 1.0 - dt; p.size += dt * 0.35; } MOTE => { p.x += p.vx * dt; p.y += p.vy * dt; p.h += p.vh * dt; } FLASH | RING => {} _ => { // falling: embers drift down slower than sparks and debris let g = if p.kind == EMBER { GRAVITY * 0.35 } else { GRAVITY }; p.vh -= g * dt; p.x += p.vx * dt; p.y += p.vy * dt; p.h += p.vh * dt; if p.h <= 0.02 { p.h = 0.02; if matches!(p.kind, SPARK | COIN) && p.vh < -1.0 { p.vh = -p.vh * 0.35; p.vx *= 0.5; p.vy *= 0.5; } else { p.vh = 0.0; p.vx *= 0.8; p.vy *= 0.8; } } } } } self.parts.retain(|p| p.t < p.max); // stuck arrows fall out when their wall is dug away; everything fades in the end let map = &self.map; for p in self.stuck.iter_mut() { p.t += dt; if p.kind == ARROW && p.h > 0.1 { let (tx, ty) = ((p.x + p.vx * 0.08) as i32, (p.y + p.vy * 0.08) as i32); if !map.get(tx, ty).map_or(false, |t| t.solid()) { p.t = p.max; } } } self.stuck.retain(|p| p.t < p.max); } fn impact(&mut self, f: &Fx) { let size = f.size; let (x, y) = (f.x2, f.y2); match f.style { ST_FIRE => { // the fireball explodes on the ground let at = (x, y, 0.15); self.part(FLASH, at, (0.0, 0.0, 0.0), 0.45, abgr(255, 170, 60), 0.9 * size); self.part(RING, (x, y, 0.05), (0.0, 0.0, 0.0), 0.5, abgr(255, 120, 40), 1.4 * size); self.burst(EMBER, at, (24.0 * size) as usize, 2.8 * size, 3.0, 1.2, abgr(255, 140, 40), 0.05); self.burst(SPARK, at, 10, 3.5, 2.5, 0.7, abgr(255, 230, 120), 0.035); self.burst(SMOKE, (x, y, 0.3), 8, 0.6, 0.7, 2.2, abgr(70, 60, 60), 0.22); self.stick(Part { kind: SCORCH, x, y, h: 0.0, vx: 0.0, vy: 0.0, vh: 0.0, t: 0.0, max: 25.0, col: 0, size: 0.7 * size }); } ST_CANNON => { // the ball explodes: flash, stones and dirt flying, smoke let at = (x, y, 0.2); self.part(FLASH, at, (0.0, 0.0, 0.0), 0.3, abgr(255, 200, 120), 0.7 * size); self.part(RING, (x, y, 0.05), (0.0, 0.0, 0.0), 0.4, abgr(220, 200, 170), 1.6); self.burst(DEBRIS, at, 16, 3.0, 3.5, 1.6, abgr(84, 70, 64), 0.07); self.burst(DEBRIS, at, 6, 2.5, 3.0, 1.4, abgr(120, 92, 70), 0.05); self.burst(SPARK, at, 12, 4.0, 2.5, 0.6, abgr(255, 200, 100), 0.03); self.burst(SMOKE, (x, y, 0.3), 10, 0.8, 0.6, 2.4, abgr(80, 80, 86), 0.25); 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 }); } ST_ARROW | ST_ARROW_WALL => { let (dx, dy) = (f.x2 - f.x, f.y2 - f.y); let l = (dx * dx + dy * dy).sqrt().max(0.01); let (dx, dy) = (dx / l, dy / l); if f.style == ST_ARROW_WALL { self.burst(DEBRIS, (x, y, f.h2), 3, 0.8, 1.0, 0.8, abgr(110, 90, 80), 0.04); let h = f.h2 + self.vrng.f() * 0.2; self.stick(Part { kind: ARROW, x, y, h, vx: dx, vy: dy, vh: -0.08, t: 0.0, max: STUCK_LIFE, col: 0, size: 1.0 }); } else if self.vrng.f() < 0.35 { // glanced off: stuck in the floor next to the target let (ox, oy) = (self.vrng.f() * 0.7 - 0.35, self.vrng.f() * 0.7 - 0.35); let tilt = -0.6 - self.vrng.f() * 0.6; let n = (1.0 + tilt * tilt).sqrt(); self.stick(Part { kind: ARROW, x: x + ox, y: y + oy, h: 0.04, vx: dx / n, vy: dy / n, vh: tilt / n, t: 0.0, max: STUCK_LIFE, col: 0, size: 1.0 }); } } ST_SHADOW => self.burst(EMBER, (x, y, f.h2), 14, 1.6, 1.5, 0.9, abgr(190, 70, 255), 0.04), ST_HOLY => self.burst(MOTE, (x, y, f.h2), 12, 0.8, 0.8, 0.8, abgr(255, 240, 160), 0.035), ST_ARCANE => self.burst(EMBER, (x, y, f.h2), 14, 1.8, 1.5, 0.8, abgr(255, 180, 100), 0.035), ST_RUNE => { self.burst(SPARK, (x, y, f.h2), 16, 2.5, 2.0, 0.7, abgr(110, 210, 255), 0.035); self.part(FLASH, (x, y, f.h2), (0.0, 0.0, 0.0), 0.2, abgr(150, 220, 255), 0.4); } ST_MAGIC => self.burst(EMBER, (x, y, f.h2), 14, 1.8, 1.5, 0.9, abgr(255, 100, 220), 0.04), _ => self.burst(SPARK, (x, y, f.h2), 6, 1.5, 1.2, 0.5, f.col, 0.03), } } // the last projectile gets a style pub(crate) fn style_last_fx(&mut self, style: u8) { if let Some(f) = self.fx.last_mut() { f.style = style; } } // where an arrow flying from (x, y) along (dx, dy) ends: the first wall within `max` pub(crate) fn arrow_end(&self, x: f32, y: f32, dx: f32, dy: f32, max: f32) -> (f32, f32, bool) { let mut d = 0.0; while d < max { d += 0.1; let (px, py) = (x + dx * d, y + dy * d); if self.map.get(px as i32, py as i32).map_or(true, |t| t.solid()) { let back = (d - 0.12).max(0.0); return (x + dx * back, y + dy * back, true); } } (x + dx * max, y + dy * max, false) } } #[cfg(test)] mod tests { use super::*; #[test] fn projectiles_trail_and_explode_and_arrows_stick() { let mut g = Game::new(3, 64, 64); let (cx, cy) = g.map.core; let (x, y) = (cx as f32 + 1.5, cy as f32 - 1.5); g.shot(x, y, 0.5, x + 3.0, y, 0.45, 0.3, 0xffffffff); g.style_last_fx(ST_FIRE); let (ex, ey, wall) = g.arrow_end(x, y, -1.0, 0.0, 20.0); assert!(wall); g.shot(x, y, 0.5, ex, ey, 0.45, 0.3, 0xffffffff); g.style_last_fx(ST_ARROW_WALL); let mut trail = 0; for _ in 0..4 { g.update(0.05); trail = trail.max(g.parts.len()); } assert!(trail > 3, "fire trail: {}", trail); for _ in 0..6 { g.update(0.05); } assert!(g.parts.iter().any(|p| p.kind == FLASH) || g.stuck.iter().any(|p| p.kind == SCORCH), "explosion"); assert!(g.stuck.iter().any(|p| p.kind == ARROW), "arrow stuck"); // particles fall to the ground and vanish for _ in 0..200 { g.update(0.05); } assert!(g.parts.iter().all(|p| p.h >= 0.0)); assert!(g.parts.len() < 5); assert!(g.stuck.iter().any(|p| p.kind == ARROW), "arrows stay for minutes"); } }