Add Mars surface atmosphere particels
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14
TODO.md
14
TODO.md
@@ -145,11 +145,15 @@ which defers a level load into MODE_PLAY on the next frame. Tears down the
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current mode (editor or play), loads the selected `.lvl` file, and seeds
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current mode (editor or play), loads the selected `.lvl` file, and seeds
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`s_edit_path` so pressing E opens the same level in the editor.
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`s_edit_path` so pressing E opens the same level in the editor.
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## Mars Surface atmosphere particles
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## ~~Mars Surface atmosphere particles~~ ✓
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Mars Surface levels should have ambient floating particles (dust motes, fine
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Implemented: `particle_emit_atmosphere_dust()` emits ambient dust motes each
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sand) drifting across the screen to sell the atmosphere. Could tie into the
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frame on Mars Surface levels (keyed on `PARALLAX_STYLE_MARS`). Three
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existing wind system — particles drift with the wind direction. Should be
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sub-layers for depth: large slow "far" motes, small quick "near" specks,
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subtle, low-alpha, and layered behind/in front of the player for depth.
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and occasional interior spawns to prevent edge seams. All particles drift
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with the wind system via `gravity_scale` — wind pushes them across the
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viewport. Reddish-tan color palette with per-particle variation. Low drag,
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long lifetimes (3-7 s), subtle alpha fade. ~2-3 particles/frame at 60 Hz,
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well within the 1024-particle pool budget.
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## Skip spacecraft transition for non-surface levels
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## Skip spacecraft transition for non-surface levels
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The spacecraft fly-in animation should only play on surface levels (moon01,
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The spacecraft fly-in animation should only play on surface levels (moon01,
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@@ -529,3 +529,65 @@ void particle_emit_wall_slide_dust(Vec2 pos, int wall_dir) {
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};
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};
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particle_emit(&dust);
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particle_emit(&dust);
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}
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}
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/* Spawn a single dust mote with the given visual properties. */
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static void spawn_dust_mote(Vec2 pos, Vec2 vel,
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float life_min, float life_max,
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float size_min, float size_max,
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float drag, float gscale,
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uint8_t r, uint8_t g, uint8_t b, int vary) {
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Particle *p = alloc_particle();
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p->pos = pos;
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p->vel = vel;
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p->life = randf_range(life_min, life_max);
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p->max_life = p->life;
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p->size = randf_range(size_min, size_max);
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p->drag = drag;
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p->gravity_scale = gscale;
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p->active = true;
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p->color.r = clamp_u8(r + (int)randf_range(-vary, vary));
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p->color.g = clamp_u8(g + (int)randf_range(-vary, vary));
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p->color.b = clamp_u8(b + (int)randf_range(-vary, vary));
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p->color.a = 255; /* alpha applied during render from life ratio */
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}
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void particle_emit_atmosphere_dust(Vec2 cam_pos, Vec2 vp) {
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/* Ambient Mars dust — subtle motes drifting across the viewport.
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* Two sub-layers for depth: large slow "far" motes and small quick
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* "near" specks. Wind carries them; gravity_scale controls how much
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* environmental forces (wind + gravity) affect each particle.
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* Particles spawn along the upwind viewport edge and drift inward;
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* occasional interior spawns prevent a visible edge seam. */
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float wind = physics_get_wind();
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float margin = 32.0f;
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float dir = (wind >= 0.0f) ? 1.0f : -1.0f; /* velocity sign */
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/* Upwind edge X for the two edge-spawned layers */
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float edge_far = (wind >= 0.0f) ? cam_pos.x - margin
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: cam_pos.x + vp.x + margin;
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float edge_near = (wind >= 0.0f) ? cam_pos.x - margin * 0.5f
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: cam_pos.x + vp.x + margin * 0.5f;
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/* Far dust motes — large, slow, translucent (1/frame) */
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spawn_dust_mote(
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vec2(edge_far, cam_pos.y + randf() * vp.y),
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vec2(dir * randf_range(8.0f, 25.0f), randf_range(-6.0f, 6.0f)),
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4.0f, 7.0f, 1.5f, 3.0f, 0.3f, 0.08f,
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180, 140, 100, 25);
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/* Near dust specks — small, quicker, brighter (1/frame) */
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spawn_dust_mote(
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vec2(edge_near, cam_pos.y + randf() * vp.y),
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vec2(dir * randf_range(15.0f, 40.0f), randf_range(-10.0f, 10.0f)),
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2.5f, 5.0f, 0.8f, 1.5f, 0.2f, 0.12f,
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200, 160, 120, 20);
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/* Occasional interior spawn — prevents edge seam on calm wind */
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if (rand() % 3 == 0) {
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spawn_dust_mote(
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vec2(cam_pos.x + randf() * vp.x, cam_pos.y + randf() * vp.y),
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vec2(randf_range(-5.0f, 5.0f), randf_range(-8.0f, 3.0f)),
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3.0f, 6.0f, 1.0f, 2.5f, 0.4f, 0.06f,
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160, 130, 95, 25);
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}
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}
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@@ -89,4 +89,9 @@ void particle_emit_muzzle_flash(Vec2 pos, Vec2 shoot_dir);
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/* Wall slide dust (small puffs while scraping against a wall) */
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/* Wall slide dust (small puffs while scraping against a wall) */
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void particle_emit_wall_slide_dust(Vec2 pos, int wall_dir);
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void particle_emit_wall_slide_dust(Vec2 pos, int wall_dir);
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/* Ambient atmosphere dust (call each frame for Mars Surface levels).
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* Spawns subtle dust motes around the camera viewport that drift with wind.
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* cam_pos = camera top-left world position, vp = viewport size in pixels. */
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void particle_emit_atmosphere_dust(Vec2 cam_pos, Vec2 vp);
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#endif /* JNR_PARTICLE_H */
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#endif /* JNR_PARTICLE_H */
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@@ -578,6 +578,15 @@ void level_update(Level *level, float dt) {
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}
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}
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}
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}
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/* Emit ambient atmosphere dust on Mars Surface levels before the
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* particle update pass so new motes get their first physics step
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* this frame — consistent with other per-frame emitters. */
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if (level->map.parallax_style == PARALLAX_STYLE_MARS) {
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particle_emit_atmosphere_dust(
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level->camera.pos,
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level->camera.viewport);
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}
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/* Update particles */
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/* Update particles */
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particle_update(dt);
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particle_update(dt);
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