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merge dawns water speed patch

This commit is contained in:
Alula 2022-02-28 08:58:13 +01:00
parent fc2f26db91
commit 765d520d70
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GPG key ID: 3E00485503A1D8BA
3 changed files with 209 additions and 115 deletions

View file

@ -8,6 +8,7 @@ use crate::stage::{BackgroundType, Stage, StageTexturePaths};
pub struct Tilemap {
tick: u32,
prev_tick: u32,
pub no_water: bool,
}
#[derive(Debug, PartialEq, Eq, Copy, Clone)]
@ -20,7 +21,7 @@ pub enum TileLayer {
impl Tilemap {
pub fn new() -> Self {
Tilemap { tick: 0, prev_tick: 0 }
Tilemap { tick: 0, prev_tick: 0, no_water: false }
}
pub fn tick(&mut self) -> GameResult {
@ -160,7 +161,7 @@ impl Tilemap {
batch.draw(ctx)?;
if layer == TileLayer::Foreground && stage.data.background_type == BackgroundType::Water {
if !self.no_water && layer == TileLayer::Foreground && stage.data.background_type == BackgroundType::Water {
let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, &textures.background)?;
let rect_top = Rect { left: 0, top: 0, right: 32, bottom: 16 };
let rect_middle = Rect { left: 0, top: 16, right: 32, bottom: 48 };

View file

@ -1,7 +1,6 @@
use std::cell::RefCell;
use crate::common::{Color, Rect};
use crate::entity::GameEntity;
use crate::frame::Frame;
use crate::framework::backend::{BackendShader, SpriteBatchCommand, VertexData};
use crate::framework::context::Context;
@ -13,11 +12,18 @@ use crate::npc::list::NPCList;
use crate::physics::PhysicalEntity;
use crate::player::Player;
use crate::shared_game_state::SharedGameState;
use crate::stage::{BackgroundType, Stage};
const TENSION: f32 = 0.03;
const DAMPENING: f32 = 0.01;
const SPREAD: f32 = 0.02;
#[derive(Copy, Clone, Eq, PartialEq)]
pub enum WaterLayer {
Front,
Back,
}
struct DynamicWaterColumn {
target_height: f32,
height: f32,
@ -36,9 +42,9 @@ impl DynamicWaterColumn {
}
pub struct DynamicWater {
x: u16,
y: u16,
end_x: u16,
x: f32,
y: f32,
end_x: f32,
columns: Vec<DynamicWaterColumn>,
color: WaterParamEntry,
}
@ -52,7 +58,7 @@ impl DynamicWater {
columns.push(DynamicWaterColumn::new());
}
DynamicWater { x, y, end_x: x + length, columns, color }
DynamicWater { x: x as f32 * 16.0, y: y as f32 * 16.0, end_x: (x + length) as f32 * 16.0, columns, color }
}
pub fn tick(&mut self) {
@ -93,20 +99,88 @@ impl DynamicWater {
}
}
}
pub fn interact(&mut self, players: &[&Player], npc_list: &NPCList) {
let cols_i32 = self.columns.len() as i32;
let mut tick_object = |obj: &dyn PhysicalEntity| {
let obj_x = obj.x() as f32 / 512.0 + 8.0;
let obj_y = obj.y() as f32 / 512.0 + 8.0;
if (obj.vel_y() > 0x80 || obj.vel_y() < -0x80)
&& obj_x > self.x
&& obj_x < self.end_x as f32
&& obj_y > self.y - 5.0
&& obj_y < self.y + 4.0
{
let col_idx_center = (((obj_x - self.x) / 2.0) as i32).clamp(0, cols_i32);
let col_idx_left =
(col_idx_center - (obj.hit_bounds().left as i32 / (8 * 0x200))).clamp(0, cols_i32) as usize;
let col_idx_right =
(col_idx_center + (obj.hit_bounds().left as i32 / (8 * 0x200))).clamp(0, cols_i32) as usize;
for col in &mut self.columns[col_idx_left..=col_idx_right] {
col.speed = (obj.vel_y() as f32 / 512.0) * (obj.hit_rect_size() as f32 * 0.25).clamp(0.1, 1.0);
}
}
};
for player in players {
tick_object(*player);
}
for npc in npc_list.iter_alive() {
static NO_COLL_NPCS: [u16; 6] = [0, 3, 4, 18, 191, 195];
if NO_COLL_NPCS.contains(&npc.npc_type) {
continue;
}
tick_object(npc);
}
}
}
pub struct DepthRegion {
rect: Rect<f32>,
color: WaterParamEntry,
}
impl DepthRegion {
pub fn new_tile(rect: Rect<u16>, color: WaterParamEntry) -> DepthRegion {
DepthRegion {
rect: Rect {
left: rect.left as f32 * 16.0,
top: rect.top as f32 * 16.0,
right: rect.right as f32 * 16.0,
bottom: rect.bottom as f32 * 16.0,
},
color,
}
}
pub fn new(rect: Rect<f32>, color: WaterParamEntry) -> DepthRegion {
DepthRegion { rect, color }
}
}
pub struct WaterRenderer {
depth_regions: Vec<(Rect<u16>, WaterParamEntry)>,
depth_regions: Vec<DepthRegion>,
water_surfaces: Vec<DynamicWater>,
core_water: Option<(DynamicWater, DepthRegion)>,
t: RefCell<u32>,
}
impl WaterRenderer {
pub fn new() -> WaterRenderer {
WaterRenderer { depth_regions: Vec::new(), water_surfaces: Vec::new(), t: RefCell::new(0) }
WaterRenderer { depth_regions: Vec::new(), water_surfaces: Vec::new(), core_water: None, t: RefCell::new(0) }
}
pub fn initialize(&mut self, regions: Vec<(WaterRegionType, Rect<u16>, u8)>, water_params: &WaterParams) {
pub fn initialize(
&mut self,
regions: Vec<(WaterRegionType, Rect<u16>, u8)>,
water_params: &WaterParams,
stage: &Stage,
) {
for (reg_type, bounds, color_idx) in regions {
let color = water_params.get_entry(color_idx);
@ -115,64 +189,56 @@ impl WaterRenderer {
self.water_surfaces.push(DynamicWater::new(bounds.left, bounds.top, bounds.width() + 1, *color));
}
WaterRegionType::WaterDepth => {
self.depth_regions.push((bounds, *color));
self.depth_regions.push(DepthRegion::new_tile(bounds, *color));
}
}
}
if stage.data.background_type == BackgroundType::Water {
let core_water_color = water_params.get_entry(0);
self.core_water = Some((
DynamicWater::new(0, 32768, stage.map.width, *core_water_color),
DepthRegion::new(
Rect {
left: 0.0,
top: stage.map.height as f32 * 16.0,
right: stage.map.width as f32 * 16.0,
bottom: stage.map.height as f32 * 16.0 + 1.0,
},
*core_water_color,
),
));
}
}
}
impl GameEntity<(&[&Player], &NPCList)> for WaterRenderer {
fn tick(&mut self, state: &mut SharedGameState, (players, npc_list): (&[&Player], &NPCList)) -> GameResult<()> {
pub fn tick(&mut self, state: &mut SharedGameState, (players, npc_list): (&[&Player], &NPCList)) -> GameResult<()> {
for surf in &mut self.water_surfaces {
let line_x = surf.x as f32 * 16.0;
let line_y = surf.y as f32 * 16.0;
let mut tick_object = |obj: &dyn PhysicalEntity| {
let obj_x = obj.x() as f32 / 512.0 + 8.0;
let obj_y = obj.y() as f32 / 512.0 + 8.0;
if (obj.vel_y() > 0x80 || obj.vel_y() < -0x80)
&& obj_x > line_x
&& obj_x < surf.end_x as f32 * 16.0
&& obj_y > line_y - 5.0
&& obj_y < line_y + 4.0
{
let col_idx_center = (((obj_x - line_x) / 2.0) as i32).clamp(0, surf.columns.len() as i32);
let col_idx_left = (col_idx_center - (obj.hit_bounds().left as i32 / (8 * 0x200)))
.clamp(0, surf.columns.len() as i32) as usize;
let col_idx_right = (col_idx_center + (obj.hit_bounds().left as i32 / (8 * 0x200)))
.clamp(0, surf.columns.len() as i32) as usize;
for col in &mut surf.columns[col_idx_left..=col_idx_right] {
col.speed = (obj.vel_y() as f32 / 1024.0) * (obj.hit_rect_size() as f32 * 0.25).clamp(0.1, 1.0);
}
}
};
for player in players {
tick_object(*player);
}
for npc in npc_list.iter_alive() {
static NO_COLL_NPCS: [u16; 3] = [0, 3, 4];
if NO_COLL_NPCS.contains(&npc.npc_type) {
continue;
}
tick_object(npc);
}
surf.interact(players, npc_list);
surf.tick();
}
if let Some((ref mut core_water, ref mut core_depth)) = &mut self.core_water {
let level = state.water_level as f32 / 512.0 + 8.0;
core_water.y = level;
core_depth.rect.top = (level + 16.0).min(core_depth.rect.bottom);
core_water.interact(players, npc_list);
core_water.tick();
}
let mut t_ref = self.t.borrow_mut();
*t_ref = t_ref.wrapping_add(1);
Ok(())
}
fn draw(&self, state: &mut SharedGameState, ctx: &mut Context, frame: &Frame) -> GameResult<()> {
pub fn draw(
&self,
state: &mut SharedGameState,
ctx: &mut Context,
frame: &Frame,
layer: WaterLayer,
) -> GameResult<()> {
if !graphics::supports_vertex_draw(ctx)? {
return Ok(());
}
@ -182,74 +248,98 @@ impl GameEntity<(&[&Player], &NPCList)> for WaterRenderer {
graphics::set_blend_mode(ctx, BlendMode::None)?;
let (o_x, o_y) = frame.xy_interpolated(state.frame_time);
let uv = (0.5, 0.5);
let uv = (0.0, 0.0);
let t = *self.t.borrow_mut() as f32 + state.frame_time as f32;
let shader = BackendShader::WaterFill(state.scale, t, (o_x, o_y));
let mut vertices = Vec::new();
for (region, color) in &self.depth_regions {
let color_mid_rgba = color.color_middle.to_rgba();
let color_btm_rgba = color.color_bottom.to_rgba();
let mut vertices = vec![];
vertices.reserve(6);
{
let mut draw_region = |region: &DepthRegion| -> GameResult {
let color_mid_rgba = region.color.color_middle.to_rgba();
let color_btm_rgba = region.color.color_bottom.to_rgba();
vertices.clear();
vertices.reserve(6);
let left = (region.left as f32 * 16.0 - o_x - 8.0) * state.scale;
let top = (region.top as f32 * 16.0 - o_y - 8.0) * state.scale;
let right = (region.right as f32 * 16.0 - o_x + 8.0) * state.scale;
let bottom = (region.bottom as f32 * 16.0 - o_y + 8.0) * state.scale;
let left = (region.rect.left - o_x - 8.0) * state.scale;
let top = (region.rect.top - o_y - 8.0) * state.scale;
let right = (region.rect.right - o_x + 8.0) * state.scale;
let bottom = (region.rect.bottom - o_y + 8.0) * state.scale;
vertices.push(VertexData { position: (left, bottom), uv, color: color_btm_rgba });
vertices.push(VertexData { position: (left, top), uv, color: color_mid_rgba });
vertices.push(VertexData { position: (right, top), uv, color: color_mid_rgba });
vertices.push(VertexData { position: (left, bottom), uv, color: color_btm_rgba });
vertices.push(VertexData { position: (right, top), uv, color: color_mid_rgba });
vertices.push(VertexData { position: (right, bottom), uv, color: color_btm_rgba });
vertices.push(VertexData { position: (left, bottom), uv, color: color_btm_rgba });
vertices.push(VertexData { position: (left, top), uv, color: color_mid_rgba });
vertices.push(VertexData { position: (right, top), uv, color: color_mid_rgba });
vertices.push(VertexData { position: (left, bottom), uv, color: color_btm_rgba });
vertices.push(VertexData { position: (right, top), uv, color: color_mid_rgba });
vertices.push(VertexData { position: (right, bottom), uv, color: color_btm_rgba });
graphics::draw_triangle_list(ctx, vertices, None, shader)?;
graphics::draw_triangle_list(ctx, &vertices, None, shader)?;
Ok(())
};
if layer == WaterLayer::Back {
for region in &self.depth_regions {
draw_region(region)?;
}
} else if let Some((_, ref core_depth)) = &self.core_water {
draw_region(core_depth)?;
}
}
for surf in &self.water_surfaces {
let pos_x = surf.x as f32 * 16.0;
let pos_y = surf.y as f32 * 16.0;
let color_top_rgba = surf.color.color_top.to_rgba();
let color_mid_rgba = surf.color.color_middle.to_rgba();
let color_btm_rgba = surf.color.color_bottom.to_rgba();
{
let mut draw_region = |surf: &DynamicWater| -> GameResult {
let pos_x = surf.x;
let pos_y = surf.y;
let color_top_rgba = surf.color.color_top.to_rgba();
let color_mid_rgba = surf.color.color_middle.to_rgba();
let color_btm_rgba = surf.color.color_bottom.to_rgba();
if (pos_x - o_x - 16.0) > state.canvas_size.0
|| (pos_x - o_x + 16.0 + surf.end_x as f32 * 16.0) < 0.0
|| (pos_y - o_y - 16.0) > state.canvas_size.1
|| (pos_y - o_y + 16.0) < 0.0
{
continue;
if (pos_x - o_x - 16.0) > state.canvas_size.0
|| (pos_x - o_x + 16.0 + surf.end_x) < 0.0
|| (pos_y - o_y - 16.0) > state.canvas_size.1
|| (pos_y - o_y + 16.0) < 0.0
{
return Ok(());
}
vertices.clear();
vertices.reserve(12 * surf.columns.len());
let bottom = (pos_y - o_y + 8.0) * state.scale;
for i in 1..surf.columns.len() {
let x_right = (pos_x - 8.0 - o_x + i as f32 * 2.0) * state.scale;
let x_left = x_right - 2.0 * state.scale;
let top_left = (pos_y - o_y - 13.0 + surf.columns[i - 1].height) * state.scale;
let top_right = (pos_y - o_y - 13.0 + surf.columns[i].height) * state.scale;
let middle_left = top_left + 6.0 * state.scale;
let middle_right = top_left + 6.0 * state.scale;
vertices.push(VertexData { position: (x_left, middle_left), uv, color: color_mid_rgba });
vertices.push(VertexData { position: (x_left, top_left), uv, color: color_top_rgba });
vertices.push(VertexData { position: (x_right, top_right), uv, color: color_top_rgba });
vertices.push(VertexData { position: (x_left, middle_left), uv, color: color_mid_rgba });
vertices.push(VertexData { position: (x_right, top_right), uv, color: color_top_rgba });
vertices.push(VertexData { position: (x_right, middle_right), uv, color: color_mid_rgba });
vertices.push(VertexData { position: (x_left, bottom), uv, color: color_btm_rgba });
vertices.push(VertexData { position: (x_left, middle_left), uv, color: color_mid_rgba });
vertices.push(VertexData { position: (x_right, middle_right), uv, color: color_mid_rgba });
vertices.push(VertexData { position: (x_left, bottom), uv, color: color_btm_rgba });
vertices.push(VertexData { position: (x_right, middle_right), uv, color: color_mid_rgba });
vertices.push(VertexData { position: (x_right, bottom), uv, color: color_btm_rgba });
}
graphics::draw_triangle_list(ctx, &vertices, None, shader)?;
Ok(())
};
if layer == WaterLayer::Back {
for surf in &self.water_surfaces {
draw_region(surf)?;
}
} else if let Some((ref surf, _)) = &self.core_water {
draw_region(surf)?;
}
let mut vertices = vec![];
vertices.reserve(12 * surf.columns.len());
let bottom = (pos_y - o_y + 8.0) * state.scale;
for i in 1..surf.columns.len() {
let x_right = (pos_x - 8.0 - o_x + i as f32 * 2.0) * state.scale;
let x_left = x_right - 2.0 * state.scale;
let top_left = (pos_y - o_y - 13.0 + surf.columns[i - 1].height) * state.scale;
let top_right = (pos_y - o_y - 13.0 + surf.columns[i].height) * state.scale;
let middle_left = top_left + 6.0 * state.scale;
let middle_right = top_left + 6.0 * state.scale;
vertices.push(VertexData { position: (x_left, middle_left), uv, color: color_mid_rgba });
vertices.push(VertexData { position: (x_left, top_left), uv, color: color_top_rgba });
vertices.push(VertexData { position: (x_right, top_right), uv, color: color_top_rgba });
vertices.push(VertexData { position: (x_left, middle_left), uv, color: color_mid_rgba });
vertices.push(VertexData { position: (x_right, top_right), uv, color: color_top_rgba });
vertices.push(VertexData { position: (x_right, middle_right), uv, color: color_mid_rgba });
vertices.push(VertexData { position: (x_left, bottom), uv, color: color_btm_rgba });
vertices.push(VertexData { position: (x_left, middle_left), uv, color: color_mid_rgba });
vertices.push(VertexData { position: (x_right, middle_right), uv, color: color_mid_rgba });
vertices.push(VertexData { position: (x_left, bottom), uv, color: color_btm_rgba });
vertices.push(VertexData { position: (x_right, middle_right), uv, color: color_mid_rgba });
vertices.push(VertexData { position: (x_right, bottom), uv, color: color_btm_rgba });
}
graphics::draw_triangle_list(ctx, vertices, None, shader)?;
}
graphics::set_blend_mode(ctx, BlendMode::Alpha)?;

View file

@ -20,7 +20,7 @@ use crate::components::nikumaru::NikumaruCounter;
use crate::components::stage_select::StageSelect;
use crate::components::text_boxes::TextBoxes;
use crate::components::tilemap::{TileLayer, Tilemap};
use crate::components::water_renderer::WaterRenderer;
use crate::components::water_renderer::{WaterLayer, WaterRenderer};
use crate::components::whimsical_star::WhimsicalStar;
use crate::entity::GameEntity;
use crate::frame::{Frame, UpdateTarget};
@ -111,6 +111,7 @@ impl GameScene {
pub fn from_stage(state: &mut SharedGameState, ctx: &mut Context, stage: Stage, id: usize) -> GameResult<Self> {
let mut water_params = WaterParams::new();
let mut water_renderer = WaterRenderer::new();
let mut tilemap = Tilemap::new();
if !state.settings.original_textures {
if let Ok(water_param_file) = filesystem::open_find(
@ -122,7 +123,8 @@ impl GameScene {
info!("Loaded water parameters file.");
let regions = stage.map.find_water_regions(&water_params);
water_renderer.initialize(regions, &water_params);
water_renderer.initialize(regions, &water_params, &stage);
tilemap.no_water = true;
}
}
@ -153,7 +155,7 @@ impl GameScene {
nikumaru: NikumaruCounter::new(),
whimsical_star: WhimsicalStar::new(),
background: Background::new(),
tilemap: Tilemap::new(),
tilemap,
text_boxes: TextBoxes::new(),
fade: Fade::new(),
frame: Frame::new(),
@ -1816,9 +1818,10 @@ impl Scene for GameScene {
self.whimsical_star.draw(state, ctx, &self.frame)?;
}
self.water_renderer.draw(state, ctx, &self.frame)?;
self.water_renderer.draw(state, ctx, &self.frame, WaterLayer::Back)?;
self.tilemap.draw(state, ctx, &self.frame, TileLayer::Foreground, stage_textures_ref, &self.stage)?;
self.tilemap.draw(state, ctx, &self.frame, TileLayer::Snack, stage_textures_ref, &self.stage)?;
self.water_renderer.draw(state, ctx, &self.frame, WaterLayer::Front)?;
self.draw_carets(state, ctx)?;
self.player1.popup.draw(state, ctx, &self.frame)?;