The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Crawler/PulsatingFire.cpp

64 lines
3.1 KiB

#include "Effect.h"
#include "DEFINES.h"
#include "Crawler.h"
#include "utils.h"
#include "safemap.h"
INCLUDE_game
INCLUDE_ANIMATION_DATA
INCLUDE_MONSTER_LIST
PulsatingFire::PulsatingFire(vf2d pos, float lifetime, std::string animation, bool upperLevel, vf2d size, float fadeout, vf2d spd, Pixel col, float rotation, float rotationSpd, bool additiveBlending)
:Effect(pos,lifetime,animation,upperLevel,size,fadeout,spd,col,rotation,rotationSpd,additiveBlending){
for(int i=0;i<8;i++){
pulsatingFireValues.push_back(util::random(1));
}
}
bool PulsatingFire::Update(float fElapsedTime){
lastParticleTimer-=fElapsedTime;
lastDamageTimer-=fElapsedTime;
if(lastParticleTimer<=0){
int particleCount="Wizard.Ability 3.FireRingParticleSpawnAmtRange"_FRange;
for(int i=0;i<particleCount;i++){
float randomAngle="Wizard.Ability 3.FireRingParticleAngleRange"_FRange;
float randomRange=12*size.x*(1-util::random("Wizard.Ability 3.FireRingParticleRandomVariance"_F))*(1-util::random("Wizard.Ability 3.FireRingParticleRandomVariance"_F));
float randomColorTintG=128*(1-util::random("Wizard.Ability 3.FireRingParticleColorGVariance"_F))*(1-util::random("Wizard.Ability 3.FireRingParticleColorGVariance"_F));
float randomColorTint="Wizard.Ability 3.FireRingParticleColorBlueRange"_FRange;
game->AddEffect(std::make_unique<Effect>(pos+vf2d{cos(randomAngle),sin(randomAngle)}*randomRange,0,"DOT_PARTICLE",OnUpperLevel(),vf2d{"Wizard.Ability 3.FireRingParticleXSizeRange"_FRange,"Wizard.Ability 3.FireRingParticleYSizeRange"_FRange},"Wizard.Ability 3.FireRingParticleFadeoutTimeRange"_FRange,vf2d{"Wizard.Ability 3.FireRingParticleXSpeedRange"_FRange,"Wizard.Ability 3.FireRingParticleYSpeedRange"_FRange},Pixel{128,uint8_t(randomColorTintG),uint8_t(randomColorTint),uint8_t("Wizard.Ability 3.FireRingParticleAlphaRange"_FRange)}));
}
lastParticleTimer="Wizard.Ability 3.FireRingParticleFreqRange"_FRange;
}
if(lastDamageTimer<=0){
lastDamageTimer="Wizard.Ability 3.FireRingDamageFreq"_F-0.01;
game->HurtEnemies(pos,"Wizard.Ability 3.MeteorRadius"_F/100*24,game->GetPlayer()->GetAttack()*"Wizard.Ability 3.FireRingDamageMult"_F,OnUpperLevel(),0);
}
return Effect::Update(fElapsedTime);
}
void PulsatingFire::Draw(){
for(int i=0;i<8;i++){
Animate2D::FrameSequence*effectSpr=nullptr;
switch(int(pulsatingFireValues[i]*5)){
case 0:{
effectSpr=&ANIMATION_DATA["FIRE_RING1"];
}break;
case 1:{
effectSpr=&ANIMATION_DATA["FIRE_RING2"];
}break;
case 2:{
effectSpr=&ANIMATION_DATA["FIRE_RING3"];
}break;
case 3:{
effectSpr=&ANIMATION_DATA["FIRE_RING4"];
}break;
case 4:{
effectSpr=&ANIMATION_DATA["FIRE_RING5"];
}break;
default:
effectSpr=&ANIMATION_DATA["FIRE_RING1"];
}
const Renderable*img=effectSpr->GetFrame(0).GetSourceImage();
game->view.DrawPartialDecal(pos-effectSpr->GetFrame(0).GetSourceRect().size/2*size,img->Decal(),effectSpr->GetFrame(0).GetSourceRect().pos,effectSpr->GetFrame(0).GetSourceRect().size,size,{255,uint8_t(pulsatingFireValues[i]*256),0,uint8_t((63*(sin("Wizard.Ability 3.FireRingOscillatingFrequency"_F*lifetime+PI*pulsatingFireValues[i]))+63)*(fadeout/original_fadeoutTime))});
}
}