|
|
|
#include "Bullet.h"
|
|
|
|
#include "Crawler.h"
|
|
|
|
#include "DEFINES.h"
|
|
|
|
#include "safemap.h"
|
|
|
|
|
|
|
|
INCLUDE_ANIMATION_DATA
|
|
|
|
INCLUDE_game
|
|
|
|
|
|
|
|
Bullet::Bullet(vf2d pos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col,vf2d scale)
|
|
|
|
:pos(pos),vel(vel),radius(radius),damage(damage),col(col),friendly(friendly),upperLevel(upperLevel),scale(scale){};
|
|
|
|
|
|
|
|
Bullet::Bullet(vf2d pos,vf2d vel,float radius,int damage,std::string animation,bool upperLevel,bool hitsMultiple,float lifetime,bool rotatesWithAngle,bool friendly,Pixel col,vf2d scale)
|
|
|
|
:pos(pos),vel(vel),radius(radius),damage(damage),col(col),animated(true),rotates(rotatesWithAngle),lifetime(lifetime),hitsMultiple(hitsMultiple),friendly(friendly),upperLevel(upperLevel),scale(scale){
|
|
|
|
this->animation.AddState(animation,ANIMATION_DATA[animation]);
|
|
|
|
this->animation.ChangeState(internal_animState,animation);
|
|
|
|
};
|
|
|
|
|
|
|
|
Animate2D::Frame Bullet::GetFrame(){
|
|
|
|
return animation.GetFrame(internal_animState);
|
|
|
|
}
|
|
|
|
void Bullet::UpdateFadeTime(float fElapsedTime)
|
|
|
|
{
|
|
|
|
if(fadeOutTime>0){
|
|
|
|
if(fadeOutTimer==0){
|
|
|
|
lifetime=fadeOutTime;
|
|
|
|
}
|
|
|
|
fadeOutTimer+=fElapsedTime;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Bullet::Update(float fElapsedTime){}
|
|
|
|
|
|
|
|
void Bullet::Draw(){
|
|
|
|
auto lerp=[](uint8_t f1,uint8_t f2,float t){return uint8_t((float(f2)*t)+f1*(1-t));};
|
|
|
|
|
|
|
|
if(animated){
|
|
|
|
game->view.DrawPartialRotatedDecal(pos,GetFrame().GetSourceImage()->Decal(),rotates?atan2(vel.y,vel.x)-PI/2:0,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,scale,fadeOutTime==0?col:Pixel{col.r,col.g,col.b,lerp(col.a,0,1-((fadeOutTime-fadeOutTimer)/fadeOutTime))});
|
|
|
|
} else {
|
|
|
|
game->view.DrawDecal(pos,game->GFX_BulletCircle.Decal(),{radius,radius},fadeOutTime==0?col:Pixel{col.r,col.g,col.b,lerp(col.a,0,1-((fadeOutTime-fadeOutTimer)/fadeOutTime))});
|
|
|
|
game->view.DrawDecal(pos,game->GFX_BulletCircleOutline.Decal(),{radius,radius},fadeOutTime==0?WHITE:Pixel{WHITE.r,WHITE.g,WHITE.b,lerp(WHITE.a,0,1-((fadeOutTime-fadeOutTimer)/fadeOutTime))});
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Bullet::PlayerHit(Player*player){return true;}
|
|
|
|
bool Bullet::MonsterHit(Monster&monster){return true;}
|
|
|
|
bool Bullet::OnUpperLevel(){return upperLevel;}
|