Add locked gore death and enemy health pips

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MeatSlicer Developer committed 2026-07-30 22:18:44 +10:00
1 parent 2f1769a528
commit 0eab705ed3
9 files changed
+153 -20

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Width:  |  Height:  |  Size: 73 KiB

+19 -8
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@@ -10,6 +10,7 @@ const ENEMY_TYPES = {
};
const MAX_ENEMIES = 72;
const SPAWN_WARN = 0.5; // seconds a wave-spawned enemy materializes, frozen + harmless
const HP_BAR_SHOW = 2.5;
function makeEnemy(type, x, y, floor, elite) {
const t = ENEMY_TYPES[type];
@@ -28,7 +29,7 @@ function makeEnemy(type, x, y, floor, elite) {
xp: t.xp * (elite ? 3 : 1),
sprite: t.sprite,
elite: !!elite,
hitT: 0, flash: 0, burnT: 0, burnDps: 0, bleedT: 0, bleedDps: 0,
hitT: 0, flash: 0, hpBarT: 0, burnT: 0, burnDps: 0, bleedT: 0, bleedDps: 0,
slowT: 0, stunT: 0, rootT: 0,
fireT: rand(1, 2.5), fuse: -1, wob: rand(0, TAU),
animSeed: rand(0, TAU), animT: rand(0, 1), attackT: 0, actionT: 0,
@@ -110,6 +111,7 @@ function damageEnemy(e, dmg, ang, knockback, opts) {
dmg *= e.dmgTakenMul === undefined ? 1 : e.dmgTakenMul;
e.hp -= dmg;
e.flash = 0.12;
e.hpBarT = HP_BAR_SHOW;
spawnText(e.x, e.y, Math.max(1, Math.round(dmg)), mitigated ? '#d0b887' : '#ffb0a0');
if (e.plates > 0) {
e.plateDmg = (e.plateDmg || 0) + dmg;
@@ -342,6 +344,7 @@ function updateEnemies(dt) {
if (e.hp <= 0) { G.enemies.splice(i, 1); continue; }
e.spawnT = Math.min((e.spawnT || 0) + dt, 1);
e.animT = (e.animT || 0) + dt;
if (e.hpBarT > 0) e.hpBarT = Math.max(0, e.hpBarT - dt);
if (e.attackT > 0) { e.attackT -= dt; e.actionT += dt; }
// materializing spawns are frozen and harmless until the telegraph ends
@@ -356,12 +359,14 @@ function updateEnemies(dt) {
if (e.orbT > 0) e.orbT -= dt;
if (e.burnT > 0) {
e.burnT -= dt;
e.hpBarT = HP_BAR_SHOW;
tickEnemyDamage(e, e.burnDps * dt);
if (chance(0.2)) addParticle({ type: 'flame', x: e.x + rand(-6, 6), y: e.y + rand(-6, 6), vx: 0, vy: -40, life: 0.3, t: 0, r: 3 });
if (e.hp <= 0) { G.enemies.splice(i, 1); continue; }
}
if (e.bleedT > 0) {
e.bleedT -= dt;
e.hpBarT = HP_BAR_SHOW;
tickEnemyDamage(e, e.bleedDps * dt);
if (e.hp <= 0) { G.enemies.splice(i, 1); continue; }
}
@@ -497,13 +502,19 @@ function drawEnemies(ctx) {
ctx.beginPath(); ctx.arc(e.x, e.y, e.r + 3, 0, TAU); ctx.stroke();
ctx.globalAlpha = 1;
}
// boss & elite hp pip
if (e.boss || e.elite) {
const w = e.boss ? 60 : 26;
ctx.fillStyle = '#400a10';
ctx.fillRect(e.x - w / 2, e.y - e.r - 10, w, 4);
ctx.fillStyle = '#d92038';
ctx.fillRect(e.x - w / 2, e.y - e.r - 10, w * clamp(e.hp / e.maxHp, 0, 1), 4);
// Damaged normal monsters show a compact timed pip; elites/bosses stay visible.
if (!e.phased && (e.boss || e.elite || (e.hpBarT > 0 && e.hp < e.maxHp))) {
const w = e.boss ? 60 : (e.elite ? 26 : (e.type === 'mini' ? 14 : 18));
const h = e.boss || e.elite ? 4 : 3;
const alpha = e.boss || e.elite ? 1 : clamp(e.hpBarT / 0.5, 0, 1);
ctx.save(); ctx.globalAlpha = alpha;
ctx.fillStyle = '#24070b';
ctx.fillRect(e.x - w / 2 - 1, e.y - e.r - 11, w + 2, h + 2);
ctx.fillStyle = '#5a0d18';
ctx.fillRect(e.x - w / 2, e.y - e.r - 10, w, h);
ctx.fillStyle = '#e22b46';
ctx.fillRect(e.x - w / 2, e.y - e.r - 10, w * clamp(e.hp / e.maxHp, 0, 1), h);
ctx.restore();
}
}
}
+12 -4
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@@ -142,6 +142,8 @@ function confirmAction(name, action) {
function gameOver() {
G.mode = 'gameover';
G.deathLockT = DEATH_LOCK;
spawnPlayerGore(G.player.x, G.player.y);
Sfx.playerDeath();
if (G.score > (G.best || 0)) {
G.best = G.score;
@@ -161,6 +163,7 @@ function loop(now) {
function update(dt) {
Music.update(dt);
if (G.deathLockT > 0) G.deathLockT = Math.max(0, G.deathLockT - dt);
if (G.confirmT > 0) {
G.confirmT = Math.max(0, G.confirmT - dt);
if (G.confirmT <= 0) G.confirmAction = null;
@@ -254,7 +257,7 @@ function update(dt) {
}
case 'gameover':
updateParticles(dt);
if (keyPressed('r', 'enter', ' ') || Input.mpressed) startRun();
if (G.deathLockT <= 0 && (keyPressed('r', 'enter', ' ') || Input.mpressed)) startRun();
break;
}
@@ -503,6 +506,9 @@ function drawPause(ctx) {
}
function drawGameOver(ctx) {
const reveal = clamp((DEATH_LOCK - G.deathLockT) / 0.9, 0, 1);
ctx.save();
ctx.globalAlpha = reveal;
ctx.fillStyle = 'rgba(4,1,3,0.86)'; ctx.fillRect(0, 0, W, H);
drawPixelPanel(ctx, W / 2 - 230, 142, 460, 350, {
accent: '#e02945', border: '#772638', fill: 'rgba(12,4,7,0.97)',
@@ -529,10 +535,12 @@ function drawGameOver(ctx) {
drawPixelTag(ctx, 'NEW BEST CUT', W / 2 - 68, 367, { width: 136, height: 26, color: '#f1cb53', accent: '#b38b2e' });
}
drawPixelPanel(ctx, W / 2 - 140, 414, 280, 50, {
cut: 5, shadow: false, accent: '#cf2942', border: '#8c293c', fill: '#1a080e',
cut: 5, shadow: false, accent: G.deathLockT > 0 ? '#77552a' : '#cf2942',
border: G.deathLockT > 0 ? '#604727' : '#8c293c', fill: '#1a080e',
});
ctx.fillStyle = '#f1e4d5'; ctx.font = 'bold 12px monospace';
ctx.fillText('[ R / ENTER ] CUT AGAIN', W / 2, 444);
ctx.fillStyle = G.deathLockT > 0 ? '#d4ad3d' : '#f1e4d5'; ctx.font = 'bold 12px monospace';
ctx.fillText(G.deathLockT > 0 ? '[ INPUT LOCKED · ' + G.deathLockT.toFixed(1) + ' ]' : '[ R / ENTER ] CUT AGAIN', W / 2, 444);
ctx.restore();
}
window.addEventListener('load', init);
+17 -4
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@@ -48,7 +48,7 @@ function onGore(x, y) {
return false;
}
function spawnGibs(x, y, n, big) {
function spawnGibs(x, y, n, big, important) {
for (let i = 0; i < n; i++) {
const a = rand(0, TAU), sp = rand(60, big ? 290 : 220);
const bone = chance(big ? 0.3 : 0.18);
@@ -59,7 +59,7 @@ function spawnGibs(x, y, n, big) {
life: rand(0.5, big ? 1.35 : 1.1), t: 0, r,
w: r * rand(1.3, 2.6), h: r * rand(0.65, 1.25),
bone, shade: i % 3, rot: rand(0, TAU), vr: rand(-10, 10),
});
}, important);
}
}
@@ -97,11 +97,11 @@ function spawnSmoke(x, y, ang, n, color) {
}
}
function spawnShockwave(x, y, radius, color, alpha) {
function spawnShockwave(x, y, radius, color, alpha, important) {
addParticle({
type: 'shockwave', x, y, vx: 0, vy: 0, life: 0.42, t: 0,
r: 5, maxR: radius, color: color || '#ffb06a', alpha: alpha === undefined ? 0.8 : alpha,
});
}, important);
}
function spawnMuzzleFx(x, y, ang, behavior) {
@@ -144,6 +144,19 @@ function spawnExplosionFx(x, y, r) {
addShake(6);
}
function spawnPlayerGore(x, y) {
spawnExplosionFx(x, y, 110);
spawnShockwave(x, y, 138, '#ff2947', 0.95, true);
for (let i = 0; i < 4; i++) spawnBlood(x, y, i * TAU / 4, 10, true);
spawnGibs(x, y, 26, true, true);
for (let i = 0; i < 18; i++) {
const a = rand(0, TAU), sp = rand(90, 350);
addParticle({ type: 'flame', x, y, vx: Math.cos(a) * sp, vy: Math.sin(a) * sp,
life: rand(0.22, 0.68), t: 0, r: rand(4, 10) }, true);
}
addShake(16);
}
function spawnCorpse(e) {
G.corpses.push({
sprite: e.sprite, x: e.x, y: e.y,
+1 -2
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@@ -411,8 +411,7 @@ function drawPlayer(ctx) {
const kick = p.recoil * 3;
Sprites.shadow(ctx, p.x, p.y + 17, 27 + p.moveBlend * 2, 9, 0.46);
if (p.hp <= 0) {
// Preserve the authored full-body fall while the live character stays layered.
Sprites.actor(ctx, 'player', p.x, p.y, p.bodyFacing, 'death', p.deathT || 0, 96);
Sprites.strip(ctx, 'player_death_sheet', p.x, p.y, p.deathT || 0, 12, 14, 128, 144, true);
} else {
Sprites.legs(ctx, p.x, p.y + 4, p.bodyFacing, p.step, 124);
const torsoOffset = (w.torsoFwd || 18) - kick;
+15 -1
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@@ -48,7 +48,7 @@ const SPRITE_MANIFEST = [
'a_bonenova', 'a_offalbomb', 'a_bloodtransfusion', 'a_cleaverstorm', 'a_butchersbell',
'a_marrowdraught', 'a_slaughtertime', 'a_panicroom', 'a_skinnerscoin', 'a_gutreroll',
// full 64px/128px eight-direction action atlases
'player_sheet', 'player_legs_sheet',
'player_sheet', 'player_legs_sheet', 'player_death_sheet',
'enemy_shambler_sheet', 'enemy_runner_sheet', 'enemy_spitter_sheet',
'enemy_splitter_sheet', 'enemy_mini_sheet', 'enemy_exploder_sheet',
'boss_bonesaw_sheet', 'boss_gorecrown_sheet', 'boss_knifecrawl_sheet',
@@ -111,6 +111,20 @@ const Sprites = {
ctx.restore();
},
// Non-directional one-row effects such as the player's authored gore burst.
strip(ctx, name, x, y, time, frames, fps, frameSize, targetW, hold) {
const sheet = this.imgs[name];
if (!sheet) {
this.actor(ctx, 'player', x, y, 0, 'death', time, targetW || frameSize);
return;
}
const raw = Math.floor(Math.max(0, time) * fps);
const frame = hold ? Math.min(frames - 1, raw) : raw % frames;
const tw = targetW || frameSize;
ctx.drawImage(sheet, frame * frameSize, 0, frameSize, frameSize,
x - tw / 2, y - tw / 2, tw, tw);
},
actor(ctx, name, x, y, facing, action, time, targetW, alpha, scaleX, scaleY) {
const sheet = this.imgs[name + '_sheet'];
const def = ACTOR_ANIMS[action] || ACTOR_ANIMS.idle;
+2
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@@ -33,6 +33,7 @@ const G = {
recentHits: [],
confirmAction: null,
confirmT: 0,
deathLockT: 0,
transition: 0, // room transition fade
muted: false,
pauseHelp: false,
@@ -53,6 +54,7 @@ const PRESSURE_MIN = 0.75, PRESSURE_MAX = 1.60;
const PRESSURE_UNIT = 0.01; // one "point" on the dial scale
const PRESSURE_GAIN = PRESSURE_UNIT; // retained: dial 0 == 1 point
const PRESSURE_DROP_BASE = 3; // dial 0 == 0.03 relief base
const DEATH_LOCK = 3;
const PRESSURE_DIAL_MIN = -5, PRESSURE_DIAL_MAX = 5;
// -5 -> 0 units, 0 -> 1 unit, +5 -> 5 units (piecewise linear)
+18
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@@ -953,6 +953,19 @@ console.log('== bigger gore-red minis ==');
check('mini sprite grew', ctx.ENEMY_TYPES.mini.drawSize === 48);
}
console.log('== damaged monster health pips ==');
{
const target = ctx.makeEnemy('shambler', 160, 160, 1, false);
target.warmT = 0;
check('undamaged normal monster starts without a timed health pip', target.hpBarT === 0);
ctx.damageEnemy(target, 1, 0, false, { noProc: true, noCrit: true });
check('damaging a normal monster reveals its health pip', target.hpBarT === 2.5 && target.hp < target.maxHp);
ctx.G.enemies = [target];
ctx.updateEnemies(2.6);
check('normal monster health pip expires after the tracking window', target.hpBarT === 0);
ctx.G.enemies = [];
}
console.log('== 500ms wave spawn telegraph ==');
{
ctx.startRun(); step(3, 16);
@@ -1426,10 +1439,15 @@ console.log('== performance and duplicate-hit regressions ==');
console.log('== death and restart ==');
ctx.G.player.invT = 0;
ctx.hurtPlayer(9999, 0);
check('death starts a three-second input lock', ctx.G.deathLockT === 3);
check('player death creates a layered gore burst', ctx.G.parts.some(p => p.type === 'gib') && ctx.G.parts.some(p => p.type === 'shockwave'));
step(5, 16);
check('game over', ctx.G.mode === 'gameover');
check('death animation advances once per game-over frame', Math.abs(ctx.G.player.deathT - 0.08) < 0.001);
tap('r');
check('restart input is ignored during death lock', ctx.G.mode === 'gameover');
step(190, 16);
tap('r');
step(5, 16);
check('restart works', ctx.G.mode === 'play' && ctx.G.floor === 1);
+69 -1
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@@ -1456,6 +1456,71 @@ def render_legs_sheet():
return sheet
def render_player_death_sheet():
"""Derive a gore burst from the shipped AI player still without redrawing it."""
source_path = OUT / "player.png"
if not source_path.exists():
raise FileNotFoundError("assets/player.png is required for the derived death sheet")
source = _fit_actor(Image.open(source_path).convert("RGBA"), "player", 128)
frame_size, frame_count = 128, 12
sheet = Image.new("RGBA", (frame_size * frame_count, frame_size), (0, 0, 0, 0))
rng = random.Random(0x5A17CE)
fragments = []
cols = rows = 4
for gy in range(rows):
y0 = round(gy * source.height / rows)
y1 = round((gy + 1) * source.height / rows)
for gx in range(cols):
x0 = round(gx * source.width / cols)
x1 = round((gx + 1) * source.width / cols)
piece = source.crop((x0, y0, x1, y1))
if not piece.getbbox():
continue
relx = (x0 + x1) / 2 - source.width / 2
rely = (y0 + y1) / 2 - source.height / 2
a = math.atan2(rely, relx) + rng.uniform(-0.7, 0.7)
fragments.append((piece, relx, rely, a, rng.uniform(30, 68), rng.uniform(-105, 105)))
for index in range(frame_count):
p = index / max(1, frame_count - 1)
burst = p * p * (3 - 2 * p)
frame = Image.new("RGBA", (frame_size, frame_size), (0, 0, 0, 0))
d = ImageDraw.Draw(frame)
if index in (1, 2, 3):
flash = (1 - abs(index - 2) / 2) * 0.9
rr = 8 + index * 9
d.ellipse([64 - rr, 64 - rr, 64 + rr, 64 + rr], fill=(255, 223, 164, round(255 * flash)))
for dot in range(20):
da = (dot * 2.399963 + 0.37) % math.tau
dr = burst * (18 + (dot * 17) % 47)
rr = max(1, round((3 + dot % 4) * (1 - p * 0.55)))
dx = round(64 + math.cos(da) * dr)
dy = round(64 + math.sin(da) * dr)
alpha = round(230 * max(0, 1 - p * 0.75))
color = (174, 15 + (dot % 3) * 8, 38, alpha)
d.ellipse([dx - rr, dy - rr, dx + rr, dy + rr], fill=color)
origin_x = (frame_size - source.width) / 2
origin_y = (frame_size - source.height) / 2
for piece, relx, rely, ang, speed, spin in fragments:
work = piece.copy()
fade = 1 if p < 0.62 else max(0, 1 - (p - 0.62) / 0.38)
if fade < 1:
work.putalpha(work.getchannel("A").point(lambda alpha: round(alpha * fade)))
rotation = spin * burst
if rotation:
work = work.rotate(rotation, Image.Resampling.NEAREST, expand=True)
cx = origin_x + source.width / 2 + relx
cy = origin_y + source.height / 2 + rely
travel = speed * burst
cx += math.cos(ang) * travel + relx * burst * 0.45
cy += math.sin(ang) * travel + rely * burst * 0.45
frame.alpha_composite(work, (round(cx - work.width / 2), round(cy - work.height / 2)))
sheet.alpha_composite(frame, (index * frame_size, 0))
sheet.save(OUT / "player_death_sheet.png", optimize=True)
return sheet
def main():
filters = [a for a in sys.argv[1:] if not a.startswith("--")]
OUT.mkdir(exist_ok=True)
@@ -1468,9 +1533,12 @@ def main():
for name in actor_names:
sheet = render_actor_sheet(name)
print(f"drew assets/{name}_sheet.png ({sheet.width}x{sheet.height})")
if not filters or any("player_legs" in f or "player" in f for f in filters):
if not filters or any("player_legs" in f or f == "player" for f in filters):
sheet = render_legs_sheet()
print(f"drew assets/player_legs_sheet.png ({sheet.width}x{sheet.height})")
if any("player_death" in f for f in filters):
sheet = render_player_death_sheet()
print(f"drew assets/player_death_sheet.png ({sheet.width}x{sheet.height})")
print(f"\n{len(names)} sprites and {len(actor_names)} animation sheets rendered.")