crimsonland 0.1.0.dev15__py3-none-any.whl → 0.1.0.dev16__py3-none-any.whl
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- crimson/cli.py +61 -0
- crimson/creatures/damage.py +111 -36
- crimson/creatures/runtime.py +246 -156
- crimson/creatures/spawn.py +7 -3
- crimson/demo.py +38 -45
- crimson/effects.py +7 -13
- crimson/frontend/high_scores_layout.py +81 -0
- crimson/frontend/panels/base.py +4 -1
- crimson/frontend/panels/controls.py +0 -15
- crimson/frontend/panels/databases.py +291 -3
- crimson/frontend/panels/mods.py +0 -15
- crimson/frontend/panels/play_game.py +0 -16
- crimson/game.py +441 -1
- crimson/gameplay.py +905 -569
- crimson/modes/base_gameplay_mode.py +33 -12
- crimson/modes/components/__init__.py +2 -0
- crimson/modes/components/highscore_record_builder.py +58 -0
- crimson/modes/components/perk_menu_controller.py +325 -0
- crimson/modes/quest_mode.py +58 -273
- crimson/modes/rush_mode.py +12 -43
- crimson/modes/survival_mode.py +71 -328
- crimson/modes/tutorial_mode.py +46 -247
- crimson/modes/typo_mode.py +11 -38
- crimson/oracle.py +396 -0
- crimson/perks.py +5 -2
- crimson/player_damage.py +94 -37
- crimson/projectiles.py +539 -320
- crimson/render/projectile_draw_registry.py +637 -0
- crimson/render/projectile_render_registry.py +110 -0
- crimson/render/secondary_projectile_draw_registry.py +206 -0
- crimson/render/world_renderer.py +58 -707
- crimson/sim/world_state.py +118 -61
- crimson/typo/spawns.py +5 -12
- crimson/ui/demo_trial_overlay.py +3 -11
- crimson/ui/formatting.py +24 -0
- crimson/ui/game_over.py +12 -58
- crimson/ui/hud.py +72 -39
- crimson/ui/layout.py +20 -0
- crimson/ui/perk_menu.py +9 -34
- crimson/ui/quest_results.py +12 -64
- crimson/ui/text_input.py +20 -0
- crimson/views/_ui_helpers.py +27 -0
- crimson/views/aim_debug.py +15 -32
- crimson/views/animations.py +18 -28
- crimson/views/arsenal_debug.py +22 -32
- crimson/views/bonuses.py +23 -36
- crimson/views/camera_debug.py +16 -29
- crimson/views/camera_shake.py +9 -33
- crimson/views/corpse_stamp_debug.py +13 -21
- crimson/views/decals_debug.py +36 -23
- crimson/views/fonts.py +8 -25
- crimson/views/ground.py +4 -21
- crimson/views/lighting_debug.py +42 -45
- crimson/views/particles.py +33 -42
- crimson/views/perk_menu_debug.py +3 -10
- crimson/views/player.py +50 -44
- crimson/views/player_sprite_debug.py +24 -31
- crimson/views/projectile_fx.py +57 -52
- crimson/views/projectile_render_debug.py +24 -33
- crimson/views/projectiles.py +24 -37
- crimson/views/spawn_plan.py +13 -29
- crimson/views/sprites.py +14 -29
- crimson/views/terrain.py +6 -23
- crimson/views/ui.py +7 -24
- crimson/views/wicons.py +28 -33
- {crimsonland-0.1.0.dev15.dist-info → crimsonland-0.1.0.dev16.dist-info}/METADATA +1 -1
- {crimsonland-0.1.0.dev15.dist-info → crimsonland-0.1.0.dev16.dist-info}/RECORD +72 -64
- {crimsonland-0.1.0.dev15.dist-info → crimsonland-0.1.0.dev16.dist-info}/WHEEL +2 -2
- grim/config.py +29 -1
- grim/console.py +7 -10
- grim/math.py +12 -0
- crimson/.DS_Store +0 -0
- crimson/creatures/.DS_Store +0 -0
- grim/.DS_Store +0 -0
- {crimsonland-0.1.0.dev15.dist-info → crimsonland-0.1.0.dev16.dist-info}/entry_points.txt +0 -0
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from __future__ import annotations
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from dataclasses import dataclass
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import math
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from typing import TYPE_CHECKING
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import pyray as rl
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from grim.math import clamp
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from ..effects_atlas import EFFECT_ID_ATLAS_TABLE_BY_ID, SIZE_CODE_GRID
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from ..gameplay import perk_active
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from ..perks import PerkId
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from ..projectiles import ProjectileTypeId
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from ..sim.world_defs import BEAM_TYPES, ION_TYPES, KNOWN_PROJ_FRAMES, PLASMA_PARTICLE_TYPES
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from .projectile_render_registry import beam_effect_scale, plasma_projectile_render_config
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if TYPE_CHECKING:
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from .world_renderer import WorldRenderer
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_RAD_TO_DEG = 57.29577951308232
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@dataclass(frozen=True, slots=True)
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class ProjectileDrawCtx:
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renderer: WorldRenderer
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proj: object
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proj_index: int
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texture: rl.Texture | None
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type_id: int
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pos_x: float
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pos_y: float
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sx: float
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sy: float
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life: float
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angle: float
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scale: float
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alpha: float
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def _draw_bullet_trail(ctx: ProjectileDrawCtx) -> bool:
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renderer = ctx.renderer
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type_id = int(ctx.type_id)
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if not renderer._is_bullet_trail_type(type_id):
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return False
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life_alpha = int(clamp(float(ctx.life), 0.0, 1.0) * 255.0)
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alpha_byte = int(clamp(float(life_alpha) * float(ctx.alpha), 0.0, 255.0) + 0.5)
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drawn = False
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if renderer.bullet_trail_texture is not None:
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ox = float(getattr(ctx.proj, "origin_x", ctx.pos_x))
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oy = float(getattr(ctx.proj, "origin_y", ctx.pos_y))
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sx0, sy0 = renderer.world_to_screen(ox, oy)
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drawn = renderer._draw_bullet_trail(sx0, sy0, ctx.sx, ctx.sy, type_id=type_id, alpha=alpha_byte, scale=ctx.scale)
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if renderer.bullet_texture is not None and float(ctx.life) >= 0.39:
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size = renderer._bullet_sprite_size(type_id, scale=ctx.scale)
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src = rl.Rectangle(0.0, 0.0, float(renderer.bullet_texture.width), float(renderer.bullet_texture.height))
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dst = rl.Rectangle(float(ctx.sx), float(ctx.sy), float(size), float(size))
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origin = rl.Vector2(float(size) * 0.5, float(size) * 0.5)
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tint = rl.Color(220, 220, 220, int(alpha_byte))
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rl.draw_texture_pro(renderer.bullet_texture, src, dst, origin, float(ctx.angle) * _RAD_TO_DEG, tint)
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drawn = True
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return bool(drawn)
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def _draw_plasma_particles(ctx: ProjectileDrawCtx) -> bool:
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renderer = ctx.renderer
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type_id = int(ctx.type_id)
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if type_id not in PLASMA_PARTICLE_TYPES:
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return False
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if renderer.particles_texture is None:
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return False
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particles_texture = renderer.particles_texture
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atlas = EFFECT_ID_ATLAS_TABLE_BY_ID.get(0x0D)
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if atlas is None:
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return False
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grid = SIZE_CODE_GRID.get(int(atlas.size_code))
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if not grid:
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return False
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cell_w = float(particles_texture.width) / float(grid)
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cell_h = float(particles_texture.height) / float(grid)
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frame = int(atlas.frame)
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col = frame % grid
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row = frame // grid
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src = rl.Rectangle(
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cell_w * float(col),
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cell_h * float(row),
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max(0.0, cell_w - 2.0),
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max(0.0, cell_h - 2.0),
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)
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speed_scale = float(getattr(ctx.proj, "speed_scale", 1.0))
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fx_detail_1 = bool(renderer.config.data.get("fx_detail_1", 0)) if renderer.config is not None else True
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plasma_cfg = plasma_projectile_render_config(type_id)
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rgb = plasma_cfg.rgb
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spacing = plasma_cfg.spacing
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seg_limit = plasma_cfg.seg_limit
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tail_size = plasma_cfg.tail_size
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head_size = plasma_cfg.head_size
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head_alpha_mul = plasma_cfg.head_alpha_mul
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aura_rgb = plasma_cfg.aura_rgb
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aura_size = plasma_cfg.aura_size
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aura_alpha_mul = plasma_cfg.aura_alpha_mul
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if float(ctx.life) >= 0.4:
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# Reconstruct the tail length heuristic used by the native render path.
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seg_count = int(float(getattr(ctx.proj, "base_damage", 0.0)))
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if seg_count < 0:
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seg_count = 0
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seg_count //= 5
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if seg_count > int(seg_limit):
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seg_count = int(seg_limit)
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# The stored projectile angle is rotated by +pi/2 vs travel direction.
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dir_x = math.cos(float(ctx.angle) + math.pi / 2.0) * speed_scale
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dir_y = math.sin(float(ctx.angle) + math.pi / 2.0) * speed_scale
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alpha = float(ctx.alpha)
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tail_tint = renderer._color_from_rgba((rgb[0], rgb[1], rgb[2], alpha * 0.4))
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head_tint = renderer._color_from_rgba((rgb[0], rgb[1], rgb[2], alpha * head_alpha_mul))
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aura_tint = renderer._color_from_rgba((aura_rgb[0], aura_rgb[1], aura_rgb[2], alpha * aura_alpha_mul))
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rl.begin_blend_mode(rl.BLEND_ADDITIVE)
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if seg_count > 0:
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size = float(tail_size) * float(ctx.scale)
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origin = rl.Vector2(size * 0.5, size * 0.5)
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step_x = dir_x * float(spacing)
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step_y = dir_y * float(spacing)
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for idx in range(int(seg_count)):
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px = float(ctx.pos_x) + float(idx) * step_x
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py = float(ctx.pos_y) + float(idx) * step_y
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psx, psy = renderer.world_to_screen(px, py)
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dst = rl.Rectangle(float(psx), float(psy), float(size), float(size))
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rl.draw_texture_pro(particles_texture, src, dst, origin, 0.0, tail_tint)
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size = float(head_size) * float(ctx.scale)
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origin = rl.Vector2(size * 0.5, size * 0.5)
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dst = rl.Rectangle(float(ctx.sx), float(ctx.sy), float(size), float(size))
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rl.draw_texture_pro(particles_texture, src, dst, origin, 0.0, head_tint)
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if fx_detail_1:
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size = float(aura_size) * float(ctx.scale)
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origin = rl.Vector2(size * 0.5, size * 0.5)
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dst = rl.Rectangle(float(ctx.sx), float(ctx.sy), float(size), float(size))
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rl.draw_texture_pro(particles_texture, src, dst, origin, 0.0, aura_tint)
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rl.end_blend_mode()
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return True
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fade = clamp(float(ctx.life) * 2.5, 0.0, 1.0)
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fade_alpha = fade * float(ctx.alpha)
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if fade_alpha > 1e-3:
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tint = renderer._color_from_rgba((1.0, 1.0, 1.0, fade_alpha))
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size = 56.0 * float(ctx.scale)
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dst = rl.Rectangle(float(ctx.sx), float(ctx.sy), float(size), float(size))
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origin = rl.Vector2(size * 0.5, size * 0.5)
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rl.begin_blend_mode(rl.BLEND_ADDITIVE)
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rl.draw_texture_pro(particles_texture, src, dst, origin, 0.0, tint)
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rl.end_blend_mode()
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return True
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def _draw_beam_effect(ctx: ProjectileDrawCtx) -> bool:
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renderer = ctx.renderer
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type_id = int(ctx.type_id)
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texture = ctx.texture
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if type_id not in BEAM_TYPES:
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return False
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if texture is None:
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return False
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# Ion weapons and Fire Bullets use the projs.png streak effect (and Ion adds chain arcs on impact).
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grid = 4
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frame = 2
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is_fire_bullets = type_id == int(ProjectileTypeId.FIRE_BULLETS)
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is_ion = type_id in ION_TYPES
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ox = float(getattr(ctx.proj, "origin_x", ctx.pos_x))
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oy = float(getattr(ctx.proj, "origin_y", ctx.pos_y))
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dx = float(ctx.pos_x) - ox
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dy = float(ctx.pos_y) - oy
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dist = math.hypot(dx, dy)
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if dist <= 1e-6:
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return True
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dir_x = dx / dist
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dir_y = dy / dist
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# In the native renderer, Ion Gun Master increases the chain effect thickness and reach.
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perk_scale = 1.0
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if any(perk_active(player, PerkId.ION_GUN_MASTER) for player in renderer.players):
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perk_scale = 1.2
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effect_scale = beam_effect_scale(type_id)
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alpha = float(ctx.alpha)
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life = float(ctx.life)
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if life >= 0.4:
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base_alpha = alpha
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else:
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fade = clamp(life * 2.5, 0.0, 1.0)
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base_alpha = fade * alpha
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if base_alpha <= 1e-3:
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return True
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streak_rgb = (1.0, 0.6, 0.1) if is_fire_bullets else (0.5, 0.6, 1.0)
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head_rgb = (1.0, 1.0, 0.7)
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# Only draw the last 256 units of the path.
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start = 0.0
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span = dist
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if dist > 256.0:
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start = dist - 256.0
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span = 256.0
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step = min(effect_scale * 3.1, 9.0)
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sprite_scale = effect_scale * float(ctx.scale)
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rl.begin_blend_mode(rl.BLEND_ADDITIVE)
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s = start
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while s < dist:
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t = (s - start) / span if span > 1e-6 else 1.0
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seg_alpha = t * base_alpha
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if seg_alpha > 1e-3:
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px = ox + dir_x * s
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py = oy + dir_y * s
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psx, psy = renderer.world_to_screen(px, py)
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tint = renderer._color_from_rgba((streak_rgb[0], streak_rgb[1], streak_rgb[2], seg_alpha))
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renderer._draw_atlas_sprite(
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texture,
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242
|
+
grid=grid,
|
|
243
|
+
frame=frame,
|
|
244
|
+
x=psx,
|
|
245
|
+
y=psy,
|
|
246
|
+
scale=sprite_scale,
|
|
247
|
+
rotation_rad=float(ctx.angle),
|
|
248
|
+
tint=tint,
|
|
249
|
+
)
|
|
250
|
+
s += step
|
|
251
|
+
|
|
252
|
+
if life >= 0.4:
|
|
253
|
+
head_tint = renderer._color_from_rgba((head_rgb[0], head_rgb[1], head_rgb[2], base_alpha))
|
|
254
|
+
renderer._draw_atlas_sprite(
|
|
255
|
+
texture,
|
|
256
|
+
grid=grid,
|
|
257
|
+
frame=frame,
|
|
258
|
+
x=float(ctx.sx),
|
|
259
|
+
y=float(ctx.sy),
|
|
260
|
+
scale=sprite_scale,
|
|
261
|
+
rotation_rad=float(ctx.angle),
|
|
262
|
+
tint=head_tint,
|
|
263
|
+
)
|
|
264
|
+
|
|
265
|
+
# Fire Bullets renders an extra particles.png overlay in a later pass.
|
|
266
|
+
if is_fire_bullets and renderer.particles_texture is not None:
|
|
267
|
+
particles_texture = renderer.particles_texture
|
|
268
|
+
atlas = EFFECT_ID_ATLAS_TABLE_BY_ID.get(0x0D)
|
|
269
|
+
if atlas is not None:
|
|
270
|
+
grid = SIZE_CODE_GRID.get(int(atlas.size_code))
|
|
271
|
+
if grid:
|
|
272
|
+
cell_w = float(particles_texture.width) / float(grid)
|
|
273
|
+
cell_h = float(particles_texture.height) / float(grid)
|
|
274
|
+
frame = int(atlas.frame)
|
|
275
|
+
col = frame % grid
|
|
276
|
+
row = frame // grid
|
|
277
|
+
src = rl.Rectangle(
|
|
278
|
+
cell_w * float(col),
|
|
279
|
+
cell_h * float(row),
|
|
280
|
+
max(0.0, cell_w - 2.0),
|
|
281
|
+
max(0.0, cell_h - 2.0),
|
|
282
|
+
)
|
|
283
|
+
tint = renderer._color_from_rgba((1.0, 1.0, 1.0, alpha))
|
|
284
|
+
size = 64.0 * float(ctx.scale)
|
|
285
|
+
dst = rl.Rectangle(float(ctx.sx), float(ctx.sy), float(size), float(size))
|
|
286
|
+
origin = rl.Vector2(size * 0.5, size * 0.5)
|
|
287
|
+
rl.draw_texture_pro(particles_texture, src, dst, origin, float(ctx.angle) * _RAD_TO_DEG, tint)
|
|
288
|
+
else:
|
|
289
|
+
# Native draws a small blue "core" at the head during the fade stage (life_timer < 0.4).
|
|
290
|
+
core_tint = renderer._color_from_rgba((0.5, 0.6, 1.0, base_alpha))
|
|
291
|
+
renderer._draw_atlas_sprite(
|
|
292
|
+
texture,
|
|
293
|
+
grid=grid,
|
|
294
|
+
frame=frame,
|
|
295
|
+
x=float(ctx.sx),
|
|
296
|
+
y=float(ctx.sy),
|
|
297
|
+
scale=1.0 * float(ctx.scale),
|
|
298
|
+
rotation_rad=float(ctx.angle),
|
|
299
|
+
tint=core_tint,
|
|
300
|
+
)
|
|
301
|
+
|
|
302
|
+
if is_ion:
|
|
303
|
+
# Native: chain reach is derived from the streak scale (`fVar29 * perk_scale * 40.0`).
|
|
304
|
+
radius = effect_scale * perk_scale * 40.0
|
|
305
|
+
|
|
306
|
+
# Native iterates via creature_find_in_radius(pos, radius, start_index) in pool order.
|
|
307
|
+
targets: list[object] = []
|
|
308
|
+
for creature in renderer.creatures.entries[1:]:
|
|
309
|
+
if not creature.active:
|
|
310
|
+
continue
|
|
311
|
+
if float(getattr(creature, "hitbox_size", 0.0)) <= 5.0:
|
|
312
|
+
continue
|
|
313
|
+
d = math.hypot(float(creature.x) - float(ctx.pos_x), float(creature.y) - float(ctx.pos_y))
|
|
314
|
+
threshold = float(creature.size) * 0.14285715 + 3.0
|
|
315
|
+
if d - radius < threshold:
|
|
316
|
+
targets.append(creature)
|
|
317
|
+
|
|
318
|
+
inner_half = 10.0 * perk_scale * float(ctx.scale)
|
|
319
|
+
outer_half = 14.0 * perk_scale * float(ctx.scale)
|
|
320
|
+
u = 0.625
|
|
321
|
+
v0 = 0.0
|
|
322
|
+
v1 = 0.25
|
|
323
|
+
|
|
324
|
+
glow_targets: list[object] = []
|
|
325
|
+
rl.rl_set_texture(texture.id)
|
|
326
|
+
rl.rl_begin(rl.RL_QUADS)
|
|
327
|
+
|
|
328
|
+
for creature in targets:
|
|
329
|
+
tx, ty = renderer.world_to_screen(float(creature.x), float(creature.y))
|
|
330
|
+
ddx = float(tx) - float(ctx.sx)
|
|
331
|
+
ddy = float(ty) - float(ctx.sy)
|
|
332
|
+
dlen = math.hypot(ddx, ddy)
|
|
333
|
+
if dlen <= 1e-3:
|
|
334
|
+
continue
|
|
335
|
+
glow_targets.append(creature)
|
|
336
|
+
inv = 1.0 / dlen
|
|
337
|
+
nx = ddx * inv
|
|
338
|
+
ny = ddy * inv
|
|
339
|
+
px = -ny
|
|
340
|
+
py = nx
|
|
341
|
+
|
|
342
|
+
# Outer strip (softer).
|
|
343
|
+
half = outer_half
|
|
344
|
+
off_x = px * half
|
|
345
|
+
off_y = py * half
|
|
346
|
+
x0 = float(ctx.sx) - off_x
|
|
347
|
+
y0 = float(ctx.sy) - off_y
|
|
348
|
+
x1 = float(ctx.sx) + off_x
|
|
349
|
+
y1 = float(ctx.sy) + off_y
|
|
350
|
+
x2 = float(tx) + off_x
|
|
351
|
+
y2 = float(ty) + off_y
|
|
352
|
+
x3 = float(tx) - off_x
|
|
353
|
+
y3 = float(ty) - off_y
|
|
354
|
+
|
|
355
|
+
outer_tint = renderer._color_from_rgba((0.5, 0.6, 1.0, base_alpha))
|
|
356
|
+
rl.rl_color4ub(outer_tint.r, outer_tint.g, outer_tint.b, outer_tint.a)
|
|
357
|
+
rl.rl_tex_coord2f(u, v0)
|
|
358
|
+
rl.rl_vertex2f(x0, y0)
|
|
359
|
+
rl.rl_tex_coord2f(u, v1)
|
|
360
|
+
rl.rl_vertex2f(x1, y1)
|
|
361
|
+
rl.rl_tex_coord2f(u, v1)
|
|
362
|
+
rl.rl_vertex2f(x2, y2)
|
|
363
|
+
rl.rl_tex_coord2f(u, v0)
|
|
364
|
+
rl.rl_vertex2f(x3, y3)
|
|
365
|
+
|
|
366
|
+
# Inner strip (brighter).
|
|
367
|
+
half = inner_half
|
|
368
|
+
off_x = px * half
|
|
369
|
+
off_y = py * half
|
|
370
|
+
x0 = float(ctx.sx) - off_x
|
|
371
|
+
y0 = float(ctx.sy) - off_y
|
|
372
|
+
x1 = float(ctx.sx) + off_x
|
|
373
|
+
y1 = float(ctx.sy) + off_y
|
|
374
|
+
x2 = float(tx) + off_x
|
|
375
|
+
y2 = float(ty) + off_y
|
|
376
|
+
x3 = float(tx) - off_x
|
|
377
|
+
y3 = float(ty) - off_y
|
|
378
|
+
|
|
379
|
+
inner_tint = renderer._color_from_rgba((0.5, 0.6, 1.0, base_alpha))
|
|
380
|
+
rl.rl_color4ub(inner_tint.r, inner_tint.g, inner_tint.b, inner_tint.a)
|
|
381
|
+
rl.rl_tex_coord2f(u, v0)
|
|
382
|
+
rl.rl_vertex2f(x0, y0)
|
|
383
|
+
rl.rl_tex_coord2f(u, v1)
|
|
384
|
+
rl.rl_vertex2f(x1, y1)
|
|
385
|
+
rl.rl_tex_coord2f(u, v1)
|
|
386
|
+
rl.rl_vertex2f(x2, y2)
|
|
387
|
+
rl.rl_tex_coord2f(u, v0)
|
|
388
|
+
rl.rl_vertex2f(x3, y3)
|
|
389
|
+
|
|
390
|
+
rl.rl_end()
|
|
391
|
+
rl.rl_set_texture(0)
|
|
392
|
+
|
|
393
|
+
for creature in glow_targets:
|
|
394
|
+
tx, ty = renderer.world_to_screen(float(creature.x), float(creature.y))
|
|
395
|
+
target_tint = renderer._color_from_rgba((0.5, 0.6, 1.0, base_alpha))
|
|
396
|
+
renderer._draw_atlas_sprite(
|
|
397
|
+
texture,
|
|
398
|
+
grid=grid,
|
|
399
|
+
frame=frame,
|
|
400
|
+
x=float(tx),
|
|
401
|
+
y=float(ty),
|
|
402
|
+
scale=sprite_scale,
|
|
403
|
+
rotation_rad=0.0,
|
|
404
|
+
tint=target_tint,
|
|
405
|
+
)
|
|
406
|
+
|
|
407
|
+
rl.end_blend_mode()
|
|
408
|
+
return True
|
|
409
|
+
|
|
410
|
+
|
|
411
|
+
def _draw_pulse_gun(ctx: ProjectileDrawCtx) -> bool:
|
|
412
|
+
renderer = ctx.renderer
|
|
413
|
+
if int(ctx.type_id) != int(ProjectileTypeId.PULSE_GUN):
|
|
414
|
+
return False
|
|
415
|
+
if ctx.texture is None:
|
|
416
|
+
return False
|
|
417
|
+
|
|
418
|
+
mapping = KNOWN_PROJ_FRAMES.get(int(ctx.type_id))
|
|
419
|
+
if mapping is None:
|
|
420
|
+
return True
|
|
421
|
+
grid, frame = mapping
|
|
422
|
+
cell_w = float(ctx.texture.width) / float(grid)
|
|
423
|
+
|
|
424
|
+
alpha = float(ctx.alpha)
|
|
425
|
+
life = float(ctx.life)
|
|
426
|
+
if life >= 0.4:
|
|
427
|
+
ox = float(getattr(ctx.proj, "origin_x", ctx.pos_x))
|
|
428
|
+
oy = float(getattr(ctx.proj, "origin_y", ctx.pos_y))
|
|
429
|
+
dist = math.hypot(float(ctx.pos_x) - ox, float(ctx.pos_y) - oy)
|
|
430
|
+
|
|
431
|
+
desired_size = dist * 0.16 * float(ctx.scale)
|
|
432
|
+
if desired_size <= 1e-3:
|
|
433
|
+
return True
|
|
434
|
+
sprite_scale = desired_size / cell_w if cell_w > 1e-6 else 0.0
|
|
435
|
+
if sprite_scale <= 1e-6:
|
|
436
|
+
return True
|
|
437
|
+
|
|
438
|
+
tint = renderer._color_from_rgba((0.1, 0.6, 0.2, alpha * 0.7))
|
|
439
|
+
rl.begin_blend_mode(rl.BLEND_ADDITIVE)
|
|
440
|
+
renderer._draw_atlas_sprite(
|
|
441
|
+
ctx.texture,
|
|
442
|
+
grid=grid,
|
|
443
|
+
frame=frame,
|
|
444
|
+
x=float(ctx.sx),
|
|
445
|
+
y=float(ctx.sy),
|
|
446
|
+
scale=sprite_scale,
|
|
447
|
+
rotation_rad=float(ctx.angle),
|
|
448
|
+
tint=tint,
|
|
449
|
+
)
|
|
450
|
+
rl.end_blend_mode()
|
|
451
|
+
return True
|
|
452
|
+
|
|
453
|
+
fade = clamp(life * 2.5, 0.0, 1.0)
|
|
454
|
+
fade_alpha = fade * alpha
|
|
455
|
+
if fade_alpha <= 1e-3:
|
|
456
|
+
return True
|
|
457
|
+
|
|
458
|
+
desired_size = 56.0 * float(ctx.scale)
|
|
459
|
+
sprite_scale = desired_size / cell_w if cell_w > 1e-6 else 0.0
|
|
460
|
+
if sprite_scale <= 1e-6:
|
|
461
|
+
return True
|
|
462
|
+
|
|
463
|
+
tint = renderer._color_from_rgba((1.0, 1.0, 1.0, fade_alpha))
|
|
464
|
+
rl.begin_blend_mode(rl.BLEND_ADDITIVE)
|
|
465
|
+
renderer._draw_atlas_sprite(
|
|
466
|
+
ctx.texture,
|
|
467
|
+
grid=grid,
|
|
468
|
+
frame=frame,
|
|
469
|
+
x=float(ctx.sx),
|
|
470
|
+
y=float(ctx.sy),
|
|
471
|
+
scale=sprite_scale,
|
|
472
|
+
rotation_rad=float(ctx.angle),
|
|
473
|
+
tint=tint,
|
|
474
|
+
)
|
|
475
|
+
rl.end_blend_mode()
|
|
476
|
+
return True
|
|
477
|
+
|
|
478
|
+
|
|
479
|
+
def _draw_splitter_or_blade(ctx: ProjectileDrawCtx) -> bool:
|
|
480
|
+
renderer = ctx.renderer
|
|
481
|
+
type_id = int(ctx.type_id)
|
|
482
|
+
if type_id not in (int(ProjectileTypeId.SPLITTER_GUN), int(ProjectileTypeId.BLADE_GUN)):
|
|
483
|
+
return False
|
|
484
|
+
if ctx.texture is None:
|
|
485
|
+
return False
|
|
486
|
+
|
|
487
|
+
mapping = KNOWN_PROJ_FRAMES.get(type_id)
|
|
488
|
+
if mapping is None:
|
|
489
|
+
return True
|
|
490
|
+
grid, frame = mapping
|
|
491
|
+
cell_w = float(ctx.texture.width) / float(grid)
|
|
492
|
+
|
|
493
|
+
if float(ctx.life) < 0.4:
|
|
494
|
+
return True
|
|
495
|
+
|
|
496
|
+
ox = float(getattr(ctx.proj, "origin_x", ctx.pos_x))
|
|
497
|
+
oy = float(getattr(ctx.proj, "origin_y", ctx.pos_y))
|
|
498
|
+
dist = math.hypot(float(ctx.pos_x) - ox, float(ctx.pos_y) - oy)
|
|
499
|
+
|
|
500
|
+
desired_size = min(dist, 20.0) * float(ctx.scale)
|
|
501
|
+
if desired_size <= 1e-3:
|
|
502
|
+
return True
|
|
503
|
+
|
|
504
|
+
sprite_scale = desired_size / cell_w if cell_w > 1e-6 else 0.0
|
|
505
|
+
if sprite_scale <= 1e-6:
|
|
506
|
+
return True
|
|
507
|
+
|
|
508
|
+
rotation_rad = float(ctx.angle)
|
|
509
|
+
rgb = (1.0, 1.0, 1.0)
|
|
510
|
+
if type_id == int(ProjectileTypeId.BLADE_GUN):
|
|
511
|
+
rotation_rad = float(int(ctx.proj_index)) * 0.1 - float(renderer._elapsed_ms) * 0.1
|
|
512
|
+
rgb = (0.8, 0.8, 0.8)
|
|
513
|
+
|
|
514
|
+
tint = renderer._color_from_rgba((rgb[0], rgb[1], rgb[2], float(ctx.alpha)))
|
|
515
|
+
renderer._draw_atlas_sprite(
|
|
516
|
+
ctx.texture,
|
|
517
|
+
grid=grid,
|
|
518
|
+
frame=frame,
|
|
519
|
+
x=float(ctx.sx),
|
|
520
|
+
y=float(ctx.sy),
|
|
521
|
+
scale=sprite_scale,
|
|
522
|
+
rotation_rad=rotation_rad,
|
|
523
|
+
tint=tint,
|
|
524
|
+
)
|
|
525
|
+
return True
|
|
526
|
+
|
|
527
|
+
|
|
528
|
+
def _draw_plague_spreader(ctx: ProjectileDrawCtx) -> bool:
|
|
529
|
+
renderer = ctx.renderer
|
|
530
|
+
if int(ctx.type_id) != int(ProjectileTypeId.PLAGUE_SPREADER):
|
|
531
|
+
return False
|
|
532
|
+
if ctx.texture is None:
|
|
533
|
+
return False
|
|
534
|
+
|
|
535
|
+
grid = 4
|
|
536
|
+
frame = 2
|
|
537
|
+
cell_w = float(ctx.texture.width) / float(grid)
|
|
538
|
+
|
|
539
|
+
alpha = float(ctx.alpha)
|
|
540
|
+
life = float(ctx.life)
|
|
541
|
+
if life >= 0.4:
|
|
542
|
+
tint = renderer._color_from_rgba((1.0, 1.0, 1.0, alpha))
|
|
543
|
+
|
|
544
|
+
def draw_plague_quad(*, px: float, py: float, size: float) -> None:
|
|
545
|
+
size = float(size)
|
|
546
|
+
if size <= 1e-3:
|
|
547
|
+
return
|
|
548
|
+
desired_size = size * float(ctx.scale)
|
|
549
|
+
sprite_scale = desired_size / cell_w if cell_w > 1e-6 else 0.0
|
|
550
|
+
if sprite_scale <= 1e-6:
|
|
551
|
+
return
|
|
552
|
+
psx, psy = renderer.world_to_screen(float(px), float(py))
|
|
553
|
+
renderer._draw_atlas_sprite(
|
|
554
|
+
ctx.texture,
|
|
555
|
+
grid=grid,
|
|
556
|
+
frame=frame,
|
|
557
|
+
x=float(psx),
|
|
558
|
+
y=float(psy),
|
|
559
|
+
scale=sprite_scale,
|
|
560
|
+
rotation_rad=0.0,
|
|
561
|
+
tint=tint,
|
|
562
|
+
)
|
|
563
|
+
|
|
564
|
+
draw_plague_quad(px=float(ctx.pos_x), py=float(ctx.pos_y), size=60.0)
|
|
565
|
+
|
|
566
|
+
offset_angle = float(ctx.angle) + math.pi / 2.0
|
|
567
|
+
draw_plague_quad(
|
|
568
|
+
px=float(ctx.pos_x) + math.cos(offset_angle) * 15.0,
|
|
569
|
+
py=float(ctx.pos_y) + math.sin(offset_angle) * 15.0,
|
|
570
|
+
size=60.0,
|
|
571
|
+
)
|
|
572
|
+
|
|
573
|
+
phase = float(int(ctx.proj_index)) + float(renderer._elapsed_ms) * 0.01
|
|
574
|
+
cos_phase = math.cos(phase)
|
|
575
|
+
sin_phase = math.sin(phase)
|
|
576
|
+
draw_plague_quad(
|
|
577
|
+
px=float(ctx.pos_x) + cos_phase * cos_phase - 5.0,
|
|
578
|
+
py=float(ctx.pos_y) + sin_phase * 11.0 - 5.0,
|
|
579
|
+
size=52.0,
|
|
580
|
+
)
|
|
581
|
+
|
|
582
|
+
phase_120 = phase + 2.0943952
|
|
583
|
+
sin_phase_120 = math.sin(phase_120)
|
|
584
|
+
draw_plague_quad(
|
|
585
|
+
px=float(ctx.pos_x) + math.cos(phase_120) * 10.0,
|
|
586
|
+
py=float(ctx.pos_y) + sin_phase_120 * 10.0,
|
|
587
|
+
size=62.0,
|
|
588
|
+
)
|
|
589
|
+
|
|
590
|
+
phase_240 = phase + 4.1887903
|
|
591
|
+
draw_plague_quad(
|
|
592
|
+
px=float(ctx.pos_x) + math.cos(phase_240) * 10.0,
|
|
593
|
+
py=float(ctx.pos_y) + math.sin(phase_240) * sin_phase_120,
|
|
594
|
+
size=62.0,
|
|
595
|
+
)
|
|
596
|
+
return True
|
|
597
|
+
|
|
598
|
+
fade = clamp(life * 2.5, 0.0, 1.0)
|
|
599
|
+
fade_alpha = fade * alpha
|
|
600
|
+
if fade_alpha <= 1e-3:
|
|
601
|
+
return True
|
|
602
|
+
|
|
603
|
+
desired_size = (fade * 40.0 + 32.0) * float(ctx.scale)
|
|
604
|
+
sprite_scale = desired_size / cell_w if cell_w > 1e-6 else 0.0
|
|
605
|
+
if sprite_scale <= 1e-6:
|
|
606
|
+
return True
|
|
607
|
+
|
|
608
|
+
tint = renderer._color_from_rgba((1.0, 1.0, 1.0, fade_alpha))
|
|
609
|
+
renderer._draw_atlas_sprite(
|
|
610
|
+
ctx.texture,
|
|
611
|
+
grid=grid,
|
|
612
|
+
frame=frame,
|
|
613
|
+
x=float(ctx.sx),
|
|
614
|
+
y=float(ctx.sy),
|
|
615
|
+
scale=sprite_scale,
|
|
616
|
+
rotation_rad=0.0,
|
|
617
|
+
tint=tint,
|
|
618
|
+
)
|
|
619
|
+
return True
|
|
620
|
+
|
|
621
|
+
|
|
622
|
+
PROJECTILE_DRAW_HANDLERS = (
|
|
623
|
+
_draw_bullet_trail,
|
|
624
|
+
_draw_plasma_particles,
|
|
625
|
+
_draw_beam_effect,
|
|
626
|
+
_draw_pulse_gun,
|
|
627
|
+
_draw_splitter_or_blade,
|
|
628
|
+
_draw_plague_spreader,
|
|
629
|
+
)
|
|
630
|
+
|
|
631
|
+
|
|
632
|
+
def draw_projectile_from_registry(ctx: ProjectileDrawCtx) -> bool:
|
|
633
|
+
for handler in PROJECTILE_DRAW_HANDLERS:
|
|
634
|
+
if handler(ctx):
|
|
635
|
+
return True
|
|
636
|
+
return False
|
|
637
|
+
|