Add hit markers and metal explosion for turrets #25

Merged
tas merged 1 commits from LeSerjant/major_tom:fix/turret-hit-markers into main 2026-03-16 20:01:48 +00:00
3 changed files with 153 additions and 20 deletions

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@@ -530,6 +530,124 @@ void particle_emit_wall_slide_dust(Vec2 pos, int wall_dir) {
particle_emit(&dust); 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. */ /* Spawn a single dust mote with the given visual properties. */
static void spawn_dust_mote(Vec2 pos, Vec2 vel, static void spawn_dust_mote(Vec2 pos, Vec2 vel,
float life_min, float life_max, float life_min, float life_max,

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@@ -89,6 +89,12 @@ void particle_emit_muzzle_flash(Vec2 pos, Vec2 shoot_dir);
/* Wall slide dust (small puffs while scraping against a wall) */ /* Wall slide dust (small puffs while scraping against a wall) */
void particle_emit_wall_slide_dust(Vec2 pos, int wall_dir); 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). /* Ambient atmosphere dust (call each frame for Mars Surface levels).
* Spawns subtle dust motes around the camera viewport that drift with wind. * Spawns subtle dust motes around the camera viewport that drift with wind.
* cam_pos = camera top-left world position, vp = viewport size in pixels. */ * cam_pos = camera top-left world position, vp = viewport size in pixels. */

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@@ -177,36 +177,45 @@ static Camera *s_active_camera = NULL;
static void damage_entity(Entity *target, int damage) { static void damage_entity(Entity *target, int damage) {
target->health -= damage; target->health -= damage;
Vec2 center = vec2(
target->body.pos.x + target->body.size.x * 0.5f,
target->body.pos.y + target->body.size.y * 0.5f
);
if (target->health <= 0) { if (target->health <= 0) {
target->flags |= ENTITY_DEAD; target->flags |= ENTITY_DEAD;
/* Death particles — centered on entity */ /* Death particles — turrets get a metal explosion, others a puff */
Vec2 center = vec2( if (target->type == ENT_TURRET || target->type == ENT_LASER_TURRET) {
target->body.pos.x + target->body.size.x * 0.5f, particle_emit_metal_explosion(center);
target->body.pos.y + target->body.size.y * 0.5f
);
SDL_Color death_color;
if (target->type == ENT_ENEMY_GRUNT) {
death_color = (SDL_Color){200, 60, 60, 255}; /* red debris */
} else if (target->type == ENT_ENEMY_FLYER) {
death_color = (SDL_Color){140, 80, 200, 255}; /* purple puff */
} else if (target->type == ENT_TURRET || target->type == ENT_LASER_TURRET) {
death_color = (SDL_Color){160, 160, 160, 255}; /* metal scraps */
} else if (target->type == ENT_ENEMY_CHARGER) {
death_color = (SDL_Color){220, 140, 40, 255}; /* orange spark */
} else if (target->type == ENT_SPAWNER) {
death_color = (SDL_Color){180, 60, 180, 255}; /* purple burst */
} else { } else {
death_color = (SDL_Color){200, 200, 200, 255}; /* grey */ SDL_Color death_color;
if (target->type == ENT_ENEMY_GRUNT) {
death_color = (SDL_Color){200, 60, 60, 255};
} else if (target->type == ENT_ENEMY_FLYER) {
death_color = (SDL_Color){140, 80, 200, 255};
} else if (target->type == ENT_ENEMY_CHARGER) {
death_color = (SDL_Color){220, 140, 40, 255};
} else if (target->type == ENT_SPAWNER) {
death_color = (SDL_Color){180, 60, 180, 255};
} else {
death_color = (SDL_Color){200, 200, 200, 255};
}
particle_emit_death_puff(center, death_color);
} }
particle_emit_death_puff(center, death_color);
/* Screen shake on kill */ /* Screen shake on kill — stronger for turret explosions */
if (s_active_camera) { if (s_active_camera) {
camera_shake(s_active_camera, 2.0f, 0.15f); float intensity = (target->type == ENT_TURRET ||
target->type == ENT_LASER_TURRET) ? 3.5f : 2.0f;
camera_shake(s_active_camera, intensity, 0.15f);
} }
audio_play_sound_at(s_sfx_enemy_death, 80, center, 0); audio_play_sound_at(s_sfx_enemy_death, 80, center, 0);
} else if (target->type == ENT_TURRET || target->type == ENT_LASER_TURRET) {
/* Hit marker sparks on non-lethal turret damage */
particle_emit_hit_sparks(center);
} }
} }