# ============================================================================ # fx.ludic — Fx.*: engine-owned transient effects. A game asks for a burst of # sparks or a floating number and the engine owns the rest: it ages and moves # them every Update, draws them every Render (after the sprites, before a game's # Overlay pass, through the camera / shake / clip chokepoints), and drops them # when they expire. Nothing is an entity, so nothing needs a component, a model, # a handler or a draw call. Deterministic: velocities and lifetimes come from the # seeded RNG. # # Fx.sparks(x, y, color, count) a burst of `count` sparks flying out of (x, y) # Fx.number(x, y, value, color) a number that floats up from (x, y) and fades # Fx.clear() drop every effect (a room change, a new run) # ============================================================================ const FX_MAX_SPARKS: int = 512 const FX_MAX_NUMBERS: int = 64 const FX_SPARK_LIFE: int = 18 # frames, plus up to FX_SPARK_LIFE_JITTER const FX_SPARK_LIFE_JITTER: int = 8 const FX_SPARK_SPEED: int = 3 # px per frame, each axis, either way const FX_NUMBER_LIFE: int = 30 # frames; a number rises one pixel every other frame var fx_ready: bool = false var fx_sx: words = null var fx_sy: words = null var fx_svx: words = null var fx_svy: words = null var fx_slife: words = null var fx_scolor: words = null var fx_ssize: words = null var fx_sn: int = 0 var fx_nx: words = null var fx_ny: words = null var fx_nvalue: words = null var fx_nlife: words = null var fx_ncolor: words = null var fx_nn: int = 0 function fx_init() -> void { if fx_ready { return } fx_sx = words(FX_MAX_SPARKS); fx_sy = words(FX_MAX_SPARKS) fx_svx = words(FX_MAX_SPARKS); fx_svy = words(FX_MAX_SPARKS) fx_slife = words(FX_MAX_SPARKS); fx_scolor = words(FX_MAX_SPARKS); fx_ssize = words(FX_MAX_SPARKS) fx_nx = words(FX_MAX_NUMBERS); fx_ny = words(FX_MAX_NUMBERS) fx_nvalue = words(FX_MAX_NUMBERS); fx_nlife = words(FX_MAX_NUMBERS); fx_ncolor = words(FX_MAX_NUMBERS) fx_ready = true } function fx_sparks(x: int, y: int, color: int, count: int) -> void { fx_init() var i = 0 while i < count { if fx_sn >= FX_MAX_SPARKS { return } fx_sx[fx_sn] = x fx_sy[fx_sn] = y fx_svx[fx_sn] = rt_rng_range(-FX_SPARK_SPEED, FX_SPARK_SPEED) fx_svy[fx_sn] = rt_rng_range(-FX_SPARK_SPEED, FX_SPARK_SPEED) fx_slife[fx_sn] = FX_SPARK_LIFE + rt_rng_range(0, FX_SPARK_LIFE_JITTER) fx_scolor[fx_sn] = color fx_ssize[fx_sn] = 1 + rt_rng_range(0, 2) fx_sn += 1 i += 1 } } function fx_number(x: int, y: int, value: int, color: int) -> void { fx_init() if fx_nn >= FX_MAX_NUMBERS { return } fx_nx[fx_nn] = x fx_ny[fx_nn] = y fx_nvalue[fx_nn] = value fx_nlife[fx_nn] = FX_NUMBER_LIFE fx_ncolor[fx_nn] = color fx_nn += 1 } function fx_clear() -> void { fx_sn = 0; fx_nn = 0 } # drop spark i by moving the last one into its slot function fx_drop_spark(i: int) -> void { let last = fx_sn - 1 fx_sx[i] = fx_sx[last]; fx_sy[i] = fx_sy[last] fx_svx[i] = fx_svx[last]; fx_svy[i] = fx_svy[last] fx_slife[i] = fx_slife[last]; fx_scolor[i] = fx_scolor[last]; fx_ssize[i] = fx_ssize[last] fx_sn = last } function fx_drop_number(i: int) -> void { let last = fx_nn - 1 fx_nx[i] = fx_nx[last]; fx_ny[i] = fx_ny[last] fx_nvalue[i] = fx_nvalue[last]; fx_nlife[i] = fx_nlife[last]; fx_ncolor[i] = fx_ncolor[last] fx_nn = last } # once per Update: move and age everything, dropping what expired function fx_tick() -> void { if not fx_ready { return } var i = 0 while i < fx_sn { fx_sx[i] += fx_svx[i] fx_sy[i] += fx_svy[i] fx_slife[i] -= 1 if fx_slife[i] <= 0 { fx_drop_spark(i) } else { i += 1 } } i = 0 while i < fx_nn { fx_nlife[i] -= 1 if fx_nlife[i] % 2 == 0 { fx_ny[i] -= 1 } if fx_nlife[i] <= 0 { fx_drop_number(i) } else { i += 1 } } } # once per Render, after the sprites: everything goes through the camera chokepoints function fx_draw() -> void { if not fx_ready { return } var i = 0 while i < fx_sn { rt_fill_rect(fx_sx[i], fx_sy[i], fx_ssize[i], fx_ssize[i], fx_scolor[i]) i += 1 } i = 0 while i < fx_nn { rt_text_int(fx_nx[i] - 4, fx_ny[i] - 10, fx_nvalue[i], fx_ncolor[i], 1) i += 1 } }