Add hit markers and metal explosion for turrets
Some checks failed
CI / build (pull_request) Successful in 31s
Deploy / deploy (push) Failing after 1m19s

Turrets now emit orange-white spark particles when taking non-lethal
damage, giving clear visual feedback on hits. On death, turrets get a
dedicated metal explosion effect (shrapnel, hot sparks, flash, smoke)
instead of the generic death puff, with stronger screen shake.

Closes #14
This commit was merged in pull request #25.
This commit is contained in:
2026-03-16 19:54:21 +00:00
committed by tas
parent 477c299d9f
commit 27dc726839
3 changed files with 153 additions and 20 deletions

View File

@@ -530,6 +530,124 @@ void particle_emit_wall_slide_dust(Vec2 pos, int wall_dir) {
particle_emit(&dust);
}
void particle_emit_hit_sparks(Vec2 pos) {
/* Bright orange-white sparks — fast, short-lived, spray outward */
ParticleBurst sparks = {
.origin = pos,
.count = 8,
.speed_min = 60.0f,
.speed_max = 180.0f,
.life_min = 0.08f,
.life_max = 0.2f,
.size_min = 1.0f,
.size_max = 2.0f,
.spread = (float)M_PI,
.direction = 0,
.drag = 3.0f,
.gravity_scale = 0.4f,
.color = {255, 200, 100, 255}, /* orange-white */
.color_vary = true,
};
particle_emit(&sparks);
/* Brief white flash at impact point */
ParticleBurst flash = {
.origin = pos,
.count = 3,
.speed_min = 5.0f,
.speed_max = 15.0f,
.life_min = 0.03f,
.life_max = 0.06f,
.size_min = 2.0f,
.size_max = 3.5f,
.spread = (float)M_PI,
.direction = 0,
.drag = 8.0f,
.gravity_scale = 0.0f,
.color = {255, 255, 230, 255}, /* bright white */
.color_vary = false,
};
particle_emit(&flash);
}
void particle_emit_metal_explosion(Vec2 pos) {
/* Metal shrapnel — fast grey/silver chunks flying outward */
ParticleBurst shrapnel = {
.origin = pos,
.count = 16,
.speed_min = 60.0f,
.speed_max = 200.0f,
.life_min = 0.2f,
.life_max = 0.6f,
.size_min = 1.5f,
.size_max = 3.5f,
.spread = (float)M_PI,
.direction = 0,
.drag = 2.0f,
.gravity_scale = 0.5f,
.color = {180, 180, 190, 255}, /* silver-grey */
.color_vary = true,
};
particle_emit(&shrapnel);
/* Hot orange sparks — electrical/mechanical innards */
ParticleBurst sparks = {
.origin = pos,
.count = 10,
.speed_min = 40.0f,
.speed_max = 150.0f,
.life_min = 0.15f,
.life_max = 0.35f,
.size_min = 1.0f,
.size_max = 2.5f,
.spread = (float)M_PI,
.direction = 0,
.drag = 2.5f,
.gravity_scale = 0.3f,
.color = {255, 160, 40, 255}, /* hot orange */
.color_vary = true,
};
particle_emit(&sparks);
/* Bright white flash at center — brief pop */
ParticleBurst flash = {
.origin = pos,
.count = 5,
.speed_min = 5.0f,
.speed_max = 20.0f,
.life_min = 0.04f,
.life_max = 0.08f,
.size_min = 3.0f,
.size_max = 5.0f,
.spread = (float)M_PI,
.direction = 0,
.drag = 8.0f,
.gravity_scale = 0.0f,
.color = {255, 240, 200, 255}, /* bright flash */
.color_vary = false,
};
particle_emit(&flash);
/* Smoke cloud — slower, lingers */
ParticleBurst smoke = {
.origin = pos,
.count = 8,
.speed_min = 15.0f,
.speed_max = 50.0f,
.life_min = 0.3f,
.life_max = 0.7f,
.size_min = 2.5f,
.size_max = 4.5f,
.spread = (float)M_PI,
.direction = 0,
.drag = 3.5f,
.gravity_scale = -0.1f, /* floats up */
.color = {120, 120, 130, 180}, /* dark smoke */
.color_vary = true,
};
particle_emit(&smoke);
}
/* Spawn a single dust mote with the given visual properties. */
static void spawn_dust_mote(Vec2 pos, Vec2 vel,
float life_min, float life_max,

View File

@@ -89,6 +89,12 @@ void particle_emit_muzzle_flash(Vec2 pos, Vec2 shoot_dir);
/* Wall slide dust (small puffs while scraping against a wall) */
void particle_emit_wall_slide_dust(Vec2 pos, int wall_dir);
/* Metal hit sparks (turret/machine takes non-lethal damage) */
void particle_emit_hit_sparks(Vec2 pos);
/* Metal explosion (turret/machine death — shrapnel + flash) */
void particle_emit_metal_explosion(Vec2 pos);
/* Ambient atmosphere dust (call each frame for Mars Surface levels).
* Spawns subtle dust motes around the camera viewport that drift with wind.
* cam_pos = camera top-left world position, vp = viewport size in pixels. */