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