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#pragma once
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#include "olcPixelGameEngine.h"
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#include "Animation.h"
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#include "olcUTIL_Animate2D.h"
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struct Effect{
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vf2d pos={0,0};
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float lifetime=0;
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float fadeout=0;
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vf2d size={1,1};
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Pixel col=WHITE;
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vf2d spd={};
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float rotation=0;
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float rotationSpd=0;
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bool additiveBlending=false;
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Effect(vf2d pos,float lifetime,AnimationState animation,bool upperLevel,float size=1.0f,float fadeout=0.0f,vf2d spd={},Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false);
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Effect(vf2d pos,float lifetime,AnimationState animation,bool upperLevel,vf2d size={1,1},float fadeout=0.0f,vf2d spd={},Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false);
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virtual bool Update(float fElapsedTime);
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Animate2D::Frame GetFrame();
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virtual void Draw();
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bool OnUpperLevel();
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protected:
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float original_fadeoutTime;
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private:
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Animate2D::Animation<AnimationState>animation;
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Animate2D::AnimationState internal_animState;
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bool upperLevel=false;
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};
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struct Meteor:Effect{
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Meteor(vf2d pos,float lifetime,AnimationState animation,bool upperLevel,vf2d size={1,1},float fadeout=0.0f,vf2d spd={},Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false);
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float startLifetime=0;
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bool shakeField=false;
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bool Update(float fElapsedTime)override;
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void Draw()override;
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};
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struct PulsatingFire:Effect{
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PulsatingFire(vf2d pos,float lifetime,AnimationState animation,bool upperLevel,vf2d size={1,1},float fadeout=0.0f,vf2d spd={},Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false);
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std::vector<float>pulsatingFireValues;
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float lastParticleTimer=0;
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float lastDamageTimer=0;
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bool Update(float fElapsedTime)override;
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void Draw()override;
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};
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