Mercurial > molko
view src/libmlk-rpg/rpg/battle-entity-state-blinking.c @ 378:460c78706989
misc: update copyright years
author | David Demelier <markand@malikania.fr> |
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date | Sun, 02 Jan 2022 10:22:48 +0100 |
parents | 8f9937403749 |
children | b944cd41e8f9 |
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/* * battle-entity-state-blinking.c -- the entity is blinking * * Copyright (c) 2020-2022 David Demelier <markand@malikania.fr> * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ #include <assert.h> #include <stdlib.h> #include <core/alloc.h> #include <core/panic.h> #include <core/sprite.h> #include <core/texture.h> #include "battle-entity.h" #include "battle-entity-state.h" #include "character.h" #define TRANSPARENT (150) #define OPAQUE (255) struct blink { struct battle_entity_state state; struct texture *tex; unsigned int elapsed; unsigned int count; }; static int update(struct battle_entity_state *st, struct battle_entity *et, unsigned int ticks) { (void)et; struct blink *blk = st->data; blk->elapsed += ticks; if (blk->elapsed >= 80) { blk->count += 1; blk->elapsed = 0; } texture_set_alpha_mod(blk->tex, blk->count % 2 == 0 ? TRANSPARENT : OPAQUE); return blk->count >= 3; } static void finish(struct battle_entity_state *st, struct battle_entity *et) { (void)et; free(st->data); } void battle_entity_state_blinking(struct battle_entity *et) { assert(et); struct blink *blk; if (!(blk = alloc_new0(sizeof (*blk)))) panic(); blk->tex = et->ch->sprites[CHARACTER_SPRITE_NORMAL]->texture; texture_set_alpha_mod(blk->tex, TRANSPARENT); blk->state.data = blk; blk->state.update = update; blk->state.finish = finish; battle_entity_switch(et, &blk->state); }