[added] Two new components: Bell & Display #2008
Open
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Status
Description
This PR adds two new components.
They will probably not see uses in TDM, but will possibly be enjoyed by Sandbox players.
Feel free to suggest changes.
Bell
Will ring when powered.
Free sound taken from here: https://pixabay.com/sound-effects/ac-bel-105874/
Sprite ticking performance is good.
I checked with
for (int i = 0; i < 10000; i++)
loop around the code that sets offset and rotation of bell spritelayer and ringer spritelayer. With one Bell it is barely noticeable while with two, there is quite a bit of lag.This result is satisfactory, because it means it takes 10000 Bells before there is lag just from the ticking. In reality lag starts happening when there are like 300~400 blobs just existing.
Display
Will work like a junction that displays the current power number.
While it is possible to use
g_debug = 1
in console to display power numbers, I would like an in-game way of showing it.It can display from
0
up to16
, higher values will displayEr
, standing for "Error". In actual game-play, only9
can be reached since power sources are coded to start with power10
.