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https://github.com/doukutsu-rs/doukutsu-rs
synced 2025-03-23 18:39:20 +00:00
light cone toggle
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cd959f8f7c
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@ -35,6 +35,7 @@ impl SettingsMenu {
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pub fn init(&mut self, state: &mut SharedGameState, ctx: &mut Context) -> GameResult {
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self.graphics.push_entry(MenuEntry::Toggle("Lighting effects:".to_string(), state.settings.shader_effects));
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self.graphics.push_entry(MenuEntry::Toggle("Player's weapon light cone:".to_string(), state.settings.light_cone));
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self.graphics
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.push_entry(MenuEntry::Toggle("Motion interpolation:".to_string(), state.settings.motion_interpolation));
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self.graphics.push_entry(MenuEntry::Toggle("Subpixel scrolling:".to_string(), state.settings.subpixel_coords));
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@ -156,6 +157,14 @@ impl SettingsMenu {
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}
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}
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MenuSelectionResult::Selected(1, toggle) => {
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if let MenuEntry::Toggle(_, value) = toggle {
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state.settings.light_cone = !state.settings.light_cone;
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let _ = state.settings.save(ctx);
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*value = state.settings.light_cone;
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}
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}
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MenuSelectionResult::Selected(2, toggle) => {
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if let MenuEntry::Toggle(_, value) = toggle {
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state.settings.motion_interpolation = !state.settings.motion_interpolation;
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let _ = state.settings.save(ctx);
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@ -163,7 +172,7 @@ impl SettingsMenu {
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*value = state.settings.motion_interpolation;
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}
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}
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MenuSelectionResult::Selected(2, toggle) => {
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MenuSelectionResult::Selected(3, toggle) => {
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if let MenuEntry::Toggle(_, value) = toggle {
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state.settings.subpixel_coords = !state.settings.subpixel_coords;
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let _ = state.settings.save(ctx);
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@ -171,7 +180,7 @@ impl SettingsMenu {
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*value = state.settings.subpixel_coords;
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}
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}
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MenuSelectionResult::Selected(3, toggle) => {
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MenuSelectionResult::Selected(4, toggle) => {
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if let MenuEntry::Toggle(_, value) = toggle {
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state.settings.original_textures = !state.settings.original_textures;
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state.reload_textures();
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@ -180,7 +189,7 @@ impl SettingsMenu {
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*value = state.settings.original_textures;
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}
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}
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MenuSelectionResult::Selected(4, toggle) => {
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MenuSelectionResult::Selected(5, toggle) => {
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if let MenuEntry::Toggle(_, value) = toggle {
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state.settings.seasonal_textures = !state.settings.seasonal_textures;
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state.reload_textures();
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@ -189,7 +198,7 @@ impl SettingsMenu {
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*value = state.settings.seasonal_textures;
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}
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}
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MenuSelectionResult::Selected(6, _) | MenuSelectionResult::Canceled => {
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MenuSelectionResult::Selected(7, _) | MenuSelectionResult::Canceled => {
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self.current = CurrentMenu::MainMenu
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}
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_ => (),
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@ -809,33 +809,51 @@ impl GameScene {
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[(&self.player1, &self.inventory_player1), (&self.player2, &self.inventory_player2)].iter()
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{
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if player.cond.alive() && !player.cond.hidden() && inv.get_current_weapon().is_some() {
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let range = match () {
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_ if player.up => 60..120,
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_ if player.down => 240..300,
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_ if player.direction == Direction::Left => -30..30,
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_ if player.direction == Direction::Right => 150..210,
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_ => continue 'cc,
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};
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if state.settings.light_cone {
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let range = match () {
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_ if player.up => 60..120,
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_ if player.down => 240..300,
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_ if player.direction == Direction::Left => -30..30,
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_ if player.direction == Direction::Right => 150..210,
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_ => continue 'cc,
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};
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let (color, att) = match inv.get_current_weapon() {
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Some(Weapon { wtype: WeaponType::Fireball, .. }) => ((170u8, 80u8, 0u8), 0.92),
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Some(Weapon { wtype: WeaponType::PolarStar, .. }) => ((150u8, 150u8, 160u8), 0.92),
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Some(Weapon { wtype: WeaponType::Spur, .. }) => ((170u8, 170u8, 200u8), 0.92),
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Some(Weapon { wtype: WeaponType::Blade, .. }) => continue 'cc,
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_ => ((150u8, 150u8, 150u8), 0.92),
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};
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let (color, att) = match inv.get_current_weapon() {
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Some(Weapon { wtype: WeaponType::Fireball, .. }) => ((170u8, 80u8, 0u8), 0.92),
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Some(Weapon { wtype: WeaponType::PolarStar, .. }) => ((150u8, 150u8, 160u8), 0.92),
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Some(Weapon { wtype: WeaponType::Spur, .. }) => ((170u8, 170u8, 200u8), 0.92),
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Some(Weapon { wtype: WeaponType::Blade, .. }) => continue 'cc,
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_ => ((150u8, 150u8, 150u8), 0.92),
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};
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let (_, gun_off_y) = player.skin.get_gun_offset();
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let (_, gun_off_y) = player.skin.get_gun_offset();
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self.draw_light_raycast(
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state.tile_size,
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player.x + player.direction.vector_x() * 0x800,
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player.y + gun_off_y * 0x200 + 0x400,
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color,
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att,
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range,
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batch,
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);
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self.draw_light_raycast(
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state.tile_size,
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player.x + player.direction.vector_x() * 0x800,
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player.y + gun_off_y * 0x200 + 0x400,
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color,
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att,
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range,
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batch,
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);
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} else {
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self.draw_light(
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interpolate_fix9_scale(
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player.prev_x - self.frame.prev_x,
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player.x - self.frame.x,
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state.frame_time,
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),
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interpolate_fix9_scale(
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player.prev_y - self.frame.prev_y,
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player.y - self.frame.y,
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state.frame_time,
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),
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5.0,
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(150, 150, 150),
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batch,
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);
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}
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}
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}
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@ -12,10 +12,15 @@ use crate::sound::InterpolationMode;
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pub struct Settings {
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#[serde(default = "current_version")]
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pub version: u32,
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#[serde(default = "default_true")]
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pub seasonal_textures: bool,
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pub original_textures: bool,
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pub shader_effects: bool,
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#[serde(default = "default_true")]
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pub light_cone: bool,
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#[serde(default = "default_true")]
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pub subpixel_coords: bool,
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#[serde(default = "default_true")]
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pub motion_interpolation: bool,
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pub touch_controls: bool,
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pub soundtrack: String,
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@ -35,6 +40,8 @@ pub struct Settings {
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pub debug_outlines: bool,
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}
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fn default_true() -> bool { true }
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#[inline(always)]
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fn current_version() -> u32 { 2 }
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@ -84,6 +91,7 @@ impl Default for Settings {
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seasonal_textures: true,
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original_textures: false,
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shader_effects: true,
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light_cone: true,
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subpixel_coords: true,
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motion_interpolation: true,
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touch_controls: cfg!(target_os = "android"),
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