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Let squished enemies fade out instead of vanishing instantly #3198
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Let squished enemies fade out instead of vanishing instantly #3198
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Just an idea. Looks better to me when squished Badguys do not vanish instantly. If you do not like it, I can delete this PR. |
Could you please provide video footage? |
Looking good to me. |
src/badguy/badguy.cpp
Outdated
@@ -315,12 +317,18 @@ BadGuy::update(float dt_sec) | |||
case STATE_SQUISHED: | |||
m_is_active_flag = false; | |||
if (m_state_timer.check()) { | |||
remove_me(); | |||
m_alpha_before_fadeout = m_sprite->get_alpha(); |
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An enemy at 0.5 alpha should fade out faster. In that case, you don't need this variable. You can multiply the fadeout time by the alpha in the set_state function.
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This is only valid for the fadeout time, the alpha value at the start of the fadeout is still needed.
if (m_state_timer.check()) | ||
remove_me(); | ||
else | ||
m_sprite->set_alpha(m_alpha_before_fadeout - (m_alpha_before_fadeout * m_state_timer.get_progress())); |
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And here you'd only need to put m_state_timer.get_progress()
m_sprite->set_alpha(m_alpha_before_fadeout - (m_alpha_before_fadeout * m_state_timer.get_progress())); | |
m_sprite->set_alpha(1.f - m_state_timer.get_progress())); |
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If alpha was already lower than 1, the suggested change would put it up to 1 before fading out again.
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Valid point here. Although all badguys currently have alpha=1.0, it doesn't have to hold in future. If they already start at a lower value of alpha, then the suggested change won't work. Just for better readability, I would write it as:
m_alpha_before_fadeout * (1.0f - m_state_timer.get_progress())
@@ -42,6 +42,7 @@ | |||
static const float SQUISH_TIME = 2; | |||
static const float GEAR_TIME = 2; | |||
static const float BURN_TIME = 1; | |||
static const float FADEOUT_TIME = 0.2f; |
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I'm not sure because I havent tested this in game but this might be too fast?? Someone else needs to confirm.
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The effect is noticeable. I wouldn't mind if it was slower but this works too.
Squished enemies will now fadeout instead of vanishing instantly. This looks a bit smoother and is more aligned with the melting or burning animation.
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I've started the failing build again and would like to merge it one that is finished. |
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code OK
test OK
Squished enemies will now fadeout instead of vanishing instantly. This looks a bit smoother and is more aligned with the melting or burning animation.