Comments (3)
What should we do about this? Like put a trail or something?
from fruitninja.
I hope to be able to add a white-trail (Windwake-esque) during the shot of the arrow.
from fruitninja.
I haven't implemented it yet but for future reference here's some psuedo code:
- Record the amount of time that has passed since the arrow's been shot in ProjectileMovementComponent.
- After a time t, ask the ArcShader to render the sphere's in the path of the arrow from time (t - TIME_CONST to t) where TIME_CONST is an amount of time required to pass in order to qualify the white trail. Linear attenuation of alpha from near 0 at (t - LENGTH_CONST) to 1 at t.
- After the shot's finished, disable the white trail and re-enable the red shot projection.
Syncing ArcShader state is the trickiest part; there's RED_PROJECTION, WHITE_TRAIL, and NONE.
from fruitninja.
Related Issues (17)
- ArcheryCamera and PlayerCamera should sync lookAt direction HOT 1
- Arrows should be able to stick to walls and become ObjectEntities HOT 1
- Guard Animations HOT 1
- Text Rendering in HUD HOT 1
- CollectibleItems HOT 1
- Multiple Guard Types HOT 1
- Intro loading screen
- More sounds and music HOT 1
- Cinematic Camera drifts after finishing HOT 1
- Level Design
- Camera Collision is funky HOT 2
- ArcShader causes a break HOT 2
- Game time step slows down when arrow is traveling through the air
- CinematicCamera looks funky when starting and stopping HOT 1
- Guard Radius HOT 1
- ArcheryCamera Improvements HOT 5
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from fruitninja.