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#include "BulletTypes.h"
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#include "Effect.h"
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#include "Crawler.h"
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#include "DEFINES.h"
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#include "utils.h"
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INCLUDE_game
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INCLUDE_MONSTER_LIST
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FireBolt::FireBolt(vf2d pos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col)
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:Bullet(pos,vel,radius,damage,AnimationState::ENERGY_BOLT,upperLevel,false,INFINITE,true,friendly,col){}
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void FireBolt::Update(float fElapsedTime){
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lastParticleSpawn=std::max(0.f,lastParticleSpawn-fElapsedTime);
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if(lastParticleSpawn==0){
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lastParticleSpawn=0.03;
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game->AddEffect(std::make_unique<Effect>(pos,util::random(1),AnimationState::ENERGY_PARTICLE,upperLevel,util::random(2),0.3,vf2d{util::random(120)-60,-util::random(60)},Pixel{255,uint8_t(util::random(250)),0}));
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}
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}
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bool FireBolt::PlayerHit(Player*player)
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{
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deactivated=true;
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fadeOutTime=0.2f;
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game->AddEffect(std::make_unique<Effect>(player->GetPos(),0,AnimationState::SPLASH_EFFECT,upperLevel,5,0.25,vf2d{},Pixel{240,120,60}));
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return false;
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}
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bool FireBolt::MonsterHit(Monster& monster)
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{
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deactivated=true;
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fadeOutTime=0.2f;
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for(int i=0;i<72;i++){
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game->AddEffect(std::make_unique<Effect>(monster.GetPos(),util::random(0.5),AnimationState::DOT_PARTICLE,upperLevel,util::random(2),util::random(0.4),vf2d{util::random(300)-150,util::random(300)-150},Pixel{255,uint8_t(util::random(190)+60),60}));
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}
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game->SetupWorldShake(0.25);
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game->HurtEnemies(monster.GetPos(),2.5*24,3*damage,OnUpperLevel());
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game->AddEffect(std::make_unique<Effect>(monster.GetPos(),0,AnimationState::SPLASH_EFFECT,upperLevel,5,0.25,vf2d{},Pixel{240,120,60}));
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return false;
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}
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