#include "player.h"
#include "audio.h"
#include "vg/vg_perlin.h"
+#include "menu.h"
VG_STATIC void player__skate_bind( player_instance *player )
{
v3f tri[3];
struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
-#if 0
if( !(surf->info.flags & k_material_flag_skate_surface) )
continue;
-#endif
for( int j=0; j<3; j++ )
v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
m3x3_mulv( player->invbasis, player->rb.v, v_local );
v2f d = { v3_dot( ax, v0 ), v0[1] },
- v = { v3_dot( ax, player->rb.v ), v_local[1] };
+ v = { v3_dot( ax, v_local ), v_local[1] };
float a = atan2f( v[1], v[0] ),
m = v2_length( v ),
/* REFACTOR */
- v3f closest;
+ v3f closest={0.0f,0.0f,0.0f};
if( search_for_grind ){
if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){
v3_add( launch_co, co0, co0 );
/* rough scan to make sure we dont collide with anything */
- /* NOTE this was rarely needed and ends up with false negatives. */
-#if 0
for( int j=1; j<=16; j++ ){
t = (float)j*(1.0f/16.0f);
t *= 0.9f;
v3f n;
int idx = spherecast_world( world, co0,co1,
- k_board_radius*0.5f, &t1, n);
+ k_board_radius*0.1f, &t1, n);
if( idx != -1 ){
goto invalidated_grind;
}
v3_copy( co1, co0 );
}
-#endif
v3_copy( grind.n, jump->n );
s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
-#if 0
continue;
invalidated_grind:;
-#endif
}
}
v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
if( s->state.activity == k_skate_activity_ground ){
- v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
+ if( v3_length2(player->rb.v)<(20.0f*20.0f) )
+ v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
}
slide = 0.0f;
}
+ static float menu_gate = 1.0f;
+ menu_gate = vg_lerpf( menu_gate, 1-cl_menu, vg.frame_delta*4.0f );
+
float
- vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ),
- vol_air = sqrtf( air *attn * 0.5f ),
- vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f );
+ vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * menu_gate,
+ vol_air = sqrtf( air *attn * 0.5f ) * menu_gate,
+ vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * menu_gate;
const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
- if( !s->aud_air )
- s->aud_air = audio_request_channel( &audio_board[1], flags );
+ if( !s->aud_air ){
+ s->aud_air = audio_get_first_idle_channel();
+ if( s->aud_air )
+ audio_channel_init( s->aud_air, &audio_board[1], flags );
+ }
- if( !s->aud_slide )
- s->aud_slide = audio_request_channel( &audio_board[2], flags );
+ if( !s->aud_slide ){
+ s->aud_slide = audio_get_first_idle_channel();
+ if( s->aud_slide )
+ audio_channel_init( s->aud_slide, &audio_board[2], flags );
+ }
/* brrrrrrrrrrrt sound for tiles and stuff
if( s->aud_main ){
s->aud_main->colour = 0x00103efe;
audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f );
- audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
+ //audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
+ audio_channel_edit_volume( s->aud_main, vol_main, 1 );
audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt );
float rate = 1.0f + (attn-0.5f)*0.2f;
if( s->aud_slide ){
s->aud_slide->colour = 0x00103efe;
audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f );
- audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
+ //audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
+ audio_channel_edit_volume( s->aud_slide, vol_slide, 1 );
audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt );
}
if( s->aud_air ){
s->aud_air->colour = 0x00103efe;
audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f );
- audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
+ //audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
+ audio_channel_edit_volume( s->aud_air, vol_air, 1 );
}
audio_unlock();
manifold_len += l;
- debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
+ if( vg_lines.draw )
+ debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
/* add limits */
if( s->state.activity >= k_skate_activity_grind_any ){
if( (s->state.activity <= k_skate_activity_air_to_grind) &&
(fabsf(s->state.flip_rate) > 0.01f) )
{
- float t = s->state.flip_time;
+ float t = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta;
sign = vg_signf( t );
t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
s->state.head_position[1] = 1.8f;
}
+VG_STATIC void player__skate_restore( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+ s->state = s->state_gate_storage;
+}
+
#endif /* PLAYER_SKATE_C */