Dialog show while talking, distance volume attenuation

main
Cameron Murphy Reikes 2 years ago
parent 0163dc3072
commit 3b583a0f60

@ -227,7 +227,7 @@ float float_rand( float min, float max )
float scale = rand() / (float) RAND_MAX; /* [0, 1.0] */ float scale = rand() / (float) RAND_MAX; /* [0, 1.0] */
return min + scale * ( max - min ); /* [min, max] */ return min + scale * ( max - min ); /* [min, max] */
} }
void play_audio(AudioSample *sample) void play_audio(AudioSample *sample, float volume)
{ {
AudioPlayer *to_use = 0; AudioPlayer *to_use = 0;
for(int i = 0; i < ARRLEN(playing_audio); i++) for(int i = 0; i < ARRLEN(playing_audio); i++)
@ -241,7 +241,7 @@ void play_audio(AudioSample *sample)
assert(to_use); assert(to_use);
*to_use = (AudioPlayer){0}; *to_use = (AudioPlayer){0};
to_use->sample = sample; to_use->sample = sample;
to_use->volume = 0.3f; to_use->volume = volume;
to_use->pitch = float_rand(0.9f, 1.1f); to_use->pitch = float_rand(0.9f, 1.1f);
} }
// keydown needs to be referenced when begin text input, // keydown needs to be referenced when begin text input,
@ -2507,7 +2507,9 @@ void frame(void)
if( (int)it->characters_said > (int)before ) if( (int)it->characters_said > (int)before )
{ {
play_audio(&sound_simple_talk); float dist = LenV2(SubV2(it->pos, player->pos));
float volume = Lerp(-0.6f, clamp01(dist/70.0f), -1.0f);
play_audio(&sound_simple_talk, volume);
} }
} }
if(it->standing == STANDING_FIGHTING || it->standing == STANDING_JOINED) if(it->standing == STANDING_FIGHTING || it->standing == STANDING_JOINED)
@ -3021,14 +3023,6 @@ void frame(void)
// interaction circle // interaction circle
draw_quad((DrawParams){true, quad_centered(interacting_with->pos, V2(TILE_SIZE, TILE_SIZE)), image_dialog_circle, full_region(image_dialog_circle), WHITE}); draw_quad((DrawParams){true, quad_centered(interacting_with->pos, V2(TILE_SIZE, TILE_SIZE)), image_dialog_circle, full_region(image_dialog_circle), WHITE});
if(interacting_with->is_npc)
{
float dist = LenV2(SubV2(interacting_with->pos, player->pos));
dist -= 10.0f; // radius around point where dialog is completely opaque
float max_dist = dialog_interact_size/2.0f;
float alpha = 1.0f - (float)clamp(dist/max_dist, 0.0, 1.0);
draw_dialog_panel(interacting_with, alpha);
}
} }
if(player->state == CHARACTER_WALKING) if(player->state == CHARACTER_WALKING)
@ -3073,7 +3067,7 @@ void frame(void)
} }
} }
// render gs.entities // render gs.entities render entities
PROFILE_SCOPE("entity rendering") PROFILE_SCOPE("entity rendering")
ENTITIES_ITER(gs.entities) ENTITIES_ITER(gs.entities)
{ {
@ -3119,6 +3113,16 @@ void frame(void)
Color col = LerpV4(WHITE, it->damage, RED); Color col = LerpV4(WHITE, it->damage, RED);
if(it->is_npc) if(it->is_npc)
{ {
if(it->is_npc)
{
float dist = LenV2(SubV2(it->pos, player->pos));
dist -= 10.0f; // radius around point where dialog is completely opaque
float max_dist = dialog_interact_size/2.0f;
float alpha = 1.0f - (float)clamp(dist/max_dist, 0.0, 1.0);
if(gete(player->talking_to) == it && player->state == CHARACTER_TALKING) alpha = 1.0f;
draw_dialog_panel(it, alpha);
}
if(it->npc_kind == NPC_OldMan) if(it->npc_kind == NPC_OldMan)
{ {
bool face_left =SubV2(player->pos, it->pos).x < 0.0f; bool face_left =SubV2(player->pos, it->pos).x < 0.0f;

Loading…
Cancel
Save