Mixing Drinks!
I’m finally getting closer to completing the physics implementation of the game! Unfortunately, introducing last week’s fluid simulator into my existing code created many, many bugs and I had to rewrite a few of my older functions to accommodate for this new method of mixing drinks.
I also had to change how I was rendering the fluid in the glass, which I had been doing natively in the simulator’s code, but I swapped to using a sprite for masking. It created a different issue with rendering the surface of the drink, but it’s nothing a normal map can’t fix! ◡̈
As you can see above, I’ve also updated the colours to better represent some of the ingredients we’ll get to play with in the game (water, espresso and milk). I do still need to reprogram the interactions between items and the glass, as well as import a few more animations but these are pretty straightforward. The trickiest part has been completed!
I’ll see you in the next update!
Sprites drawn:
Normal maps for 22 drink states
Adjusted pouring animation for each drink state
Adjusted ice cube animation
Implemented in code:
Replaced old layering mechanic
Added random eddies to fluid simulation
Fixed sprite mask, adjusted scaling
Added colours for each ingredient
Added simulation freeze
New implementation of add_to_drink function
Bugs fixed:
Broken sprite mask
Fluid adding position not updating according to sprite mask
Broken foam layer