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Let squished enemies fade out instead of vanishing instantly #3198

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21 changes: 18 additions & 3 deletions src/badguy/badguy.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -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.


static const float X_OFFSCREEN_DISTANCE = 1280;
static const float Y_OFFSCREEN_DISTANCE = 800;
Expand Down Expand Up @@ -77,7 +78,8 @@ BadGuy::BadGuy(const Vector& pos, Direction direction, const std::string& sprite
m_is_active_flag(),
m_state_timer(),
m_on_ground_flag(false),
m_colgroup_active(COLGROUP_MOVING)
m_colgroup_active(COLGROUP_MOVING),
m_alpha_before_fadeout(1.0f)
{
SoundManager::current()->preload("sounds/squish.wav");
SoundManager::current()->preload("sounds/fall.wav");
Expand Down Expand Up @@ -315,12 +317,22 @@ BadGuy::update(float dt_sec)
case STATE_SQUISHED:
m_is_active_flag = false;
if (m_state_timer.check()) {
remove_me();
if (m_sprite->get_alpha() > 0.0f) {
m_alpha_before_fadeout = m_sprite->get_alpha();
set_state(STATE_SQUISHED_FADING_OUT);
}
else
remove_me();
break;
}
m_col.set_movement(m_physic.get_movement(dt_sec));
break;

case STATE_SQUISHED_FADING_OUT:
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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@MatusGuy MatusGuy Feb 24, 2025

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And here you'd only need to put m_state_timer.get_progress()

Suggested change
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())

break;
case STATE_MELTING: {
m_is_active_flag = false;
m_col.set_movement(m_physic.get_movement(dt_sec));
Expand Down Expand Up @@ -760,6 +772,9 @@ BadGuy::set_state(State state_)
case STATE_SQUISHED:
m_state_timer.start(SQUISH_TIME);
break;
case STATE_SQUISHED_FADING_OUT:
m_state_timer.start(FADEOUT_TIME * m_sprite->get_alpha());
break;
case STATE_GEAR:
m_state_timer.start(GEAR_TIME);
break;
Expand Down
4 changes: 4 additions & 0 deletions src/badguy/badguy.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -165,6 +165,7 @@ class BadGuy : public MovingSprite,
STATE_INACTIVE,
STATE_ACTIVE,
STATE_SQUISHED,
STATE_SQUISHED_FADING_OUT,
STATE_FALLING,
STATE_BURNING,
STATE_MELTING,
Expand Down Expand Up @@ -322,6 +323,9 @@ class BadGuy : public MovingSprite,
/** CollisionGroup the badguy should be in while active */
CollisionGroup m_colgroup_active;

/** The alpha value at the time the Badguy begins to fadeout */
float m_alpha_before_fadeout;

private:
BadGuy(const BadGuy&) = delete;
BadGuy& operator=(const BadGuy&) = delete;
Expand Down
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