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