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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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Squished enemies will now fadeout instead of vanishing instantly. This looks a bit smoother and is more aligned with the melting or burning animation.
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. |
@@ -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.
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())); |
@@ -760,6 +768,9 @@ 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); |
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m_state_timer.start(FADEOUT_TIME); | |
m_state_timer.start(FADEOUT_TIME * m_sprite.get_alpha()); |
@@ -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.
Squished enemies will now fadeout instead of vanishing instantly. This looks a bit smoother and is more aligned with the melting or burning animation.