ludic/runtime/native/fx.ludic

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# ============================================================================
# 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
export state RtFxState {
fx_ready: bool = false
fx_sx: words = null
fx_sy: words = null
fx_svx: words = null
fx_svy: words = null
fx_slife: words = null
fx_scolor: words = null
fx_ssize: words = null
fx_sn: int = 0
fx_nx: words = null
fx_ny: words = null
fx_nvalue: words = null
fx_nlife: words = null
fx_ncolor: words = null
fx_nn: int = 0
}
function fx_init(rt_fx_st: mut RtFxState) -> void {
if rt_fx_st.fx_ready { return }
rt_fx_st.fx_sx = words(FX_MAX_SPARKS); rt_fx_st.fx_sy = words(FX_MAX_SPARKS)
rt_fx_st.fx_svx = words(FX_MAX_SPARKS); rt_fx_st.fx_svy = words(FX_MAX_SPARKS)
rt_fx_st.fx_slife = words(FX_MAX_SPARKS); rt_fx_st.fx_scolor = words(FX_MAX_SPARKS); rt_fx_st.fx_ssize = words(FX_MAX_SPARKS)
rt_fx_st.fx_nx = words(FX_MAX_NUMBERS); rt_fx_st.fx_ny = words(FX_MAX_NUMBERS)
rt_fx_st.fx_nvalue = words(FX_MAX_NUMBERS); rt_fx_st.fx_nlife = words(FX_MAX_NUMBERS); rt_fx_st.fx_ncolor = words(FX_MAX_NUMBERS)
rt_fx_st.fx_ready = true
}
function fx_sparks(rt_fx_st: mut RtFxState, rt_rng_st: mut RtRngState, x: int, y: int, color: int, count: int) -> void {
fx_init(rt_fx_st)
var i = 0
while i < count {
if rt_fx_st.fx_sn >= FX_MAX_SPARKS { return }
rt_fx_st.fx_sx[rt_fx_st.fx_sn] = x
rt_fx_st.fx_sy[rt_fx_st.fx_sn] = y
rt_fx_st.fx_svx[rt_fx_st.fx_sn] = rt_rng_range(rt_rng_st, -FX_SPARK_SPEED, FX_SPARK_SPEED)
rt_fx_st.fx_svy[rt_fx_st.fx_sn] = rt_rng_range(rt_rng_st, -FX_SPARK_SPEED, FX_SPARK_SPEED)
rt_fx_st.fx_slife[rt_fx_st.fx_sn] = FX_SPARK_LIFE + rt_rng_range(rt_rng_st, 0, FX_SPARK_LIFE_JITTER)
rt_fx_st.fx_scolor[rt_fx_st.fx_sn] = color
rt_fx_st.fx_ssize[rt_fx_st.fx_sn] = 1 + rt_rng_range(rt_rng_st, 0, 2)
rt_fx_st.fx_sn += 1
i += 1
}
}
function fx_number(rt_fx_st: mut RtFxState, x: int, y: int, value: int, color: int) -> void {
fx_init(rt_fx_st)
if rt_fx_st.fx_nn >= FX_MAX_NUMBERS { return }
rt_fx_st.fx_nx[rt_fx_st.fx_nn] = x
rt_fx_st.fx_ny[rt_fx_st.fx_nn] = y
rt_fx_st.fx_nvalue[rt_fx_st.fx_nn] = value
rt_fx_st.fx_nlife[rt_fx_st.fx_nn] = FX_NUMBER_LIFE
rt_fx_st.fx_ncolor[rt_fx_st.fx_nn] = color
rt_fx_st.fx_nn += 1
}
function fx_clear(rt_fx_st: mut RtFxState) -> void { rt_fx_st.fx_sn = 0; rt_fx_st.fx_nn = 0 }
# drop spark i by moving the last one into its slot
function fx_drop_spark(rt_fx_st: mut RtFxState, i: int) -> void {
let last = rt_fx_st.fx_sn - 1
rt_fx_st.fx_sx[i] = rt_fx_st.fx_sx[last]; rt_fx_st.fx_sy[i] = rt_fx_st.fx_sy[last]
rt_fx_st.fx_svx[i] = rt_fx_st.fx_svx[last]; rt_fx_st.fx_svy[i] = rt_fx_st.fx_svy[last]
rt_fx_st.fx_slife[i] = rt_fx_st.fx_slife[last]; rt_fx_st.fx_scolor[i] = rt_fx_st.fx_scolor[last]; rt_fx_st.fx_ssize[i] = rt_fx_st.fx_ssize[last]
rt_fx_st.fx_sn = last
}
function fx_drop_number(rt_fx_st: mut RtFxState, i: int) -> void {
let last = rt_fx_st.fx_nn - 1
rt_fx_st.fx_nx[i] = rt_fx_st.fx_nx[last]; rt_fx_st.fx_ny[i] = rt_fx_st.fx_ny[last]
rt_fx_st.fx_nvalue[i] = rt_fx_st.fx_nvalue[last]; rt_fx_st.fx_nlife[i] = rt_fx_st.fx_nlife[last]; rt_fx_st.fx_ncolor[i] = rt_fx_st.fx_ncolor[last]
rt_fx_st.fx_nn = last
}
# once per Update: move and age everything, dropping what expired
function fx_tick(rt_fx_st: mut RtFxState) -> void {
if not rt_fx_st.fx_ready { return }
var i = 0
while i < rt_fx_st.fx_sn {
rt_fx_st.fx_sx[i] += rt_fx_st.fx_svx[i]
rt_fx_st.fx_sy[i] += rt_fx_st.fx_svy[i]
rt_fx_st.fx_slife[i] -= 1
if rt_fx_st.fx_slife[i] <= 0 { fx_drop_spark(rt_fx_st, i) } else { i += 1 }
}
i = 0
while i < rt_fx_st.fx_nn {
rt_fx_st.fx_nlife[i] -= 1
if rt_fx_st.fx_nlife[i] % 2 == 0 { rt_fx_st.fx_ny[i] -= 1 }
if rt_fx_st.fx_nlife[i] <= 0 { fx_drop_number(rt_fx_st, i) } else { i += 1 }
}
}
# once per Render, after the sprites: everything goes through the camera chokepoints
function fx_draw(rt_core_st: mut RtCoreState, rt_fx_st: RtFxState) -> void {
if not rt_fx_st.fx_ready { return }
var i = 0
while i < rt_fx_st.fx_sn {
rt_fill_rect(rt_core_st, rt_fx_st.fx_sx[i], rt_fx_st.fx_sy[i], rt_fx_st.fx_ssize[i], rt_fx_st.fx_ssize[i], rt_fx_st.fx_scolor[i])
i += 1
}
i = 0
while i < rt_fx_st.fx_nn {
rt_text_int(rt_core_st, rt_fx_st.fx_nx[i] - 4, rt_fx_st.fx_ny[i] - 10, rt_fx_st.fx_nvalue[i], rt_fx_st.fx_ncolor[i], 1)
i += 1
}
}