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#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright <EFBFBD> 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "BulletTypes.h"
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#include "Player.h"
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#include "util.h"
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#include "DEFINES.h"
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#include "AdventuresInLestoria.h"
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INCLUDE_game
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LargeTornado::LargeTornado(vf2d pos,const float suctionAmt,const float knockupAmt,const float knockbackAmt,const int damage,const float radius,const float lifetime,bool upperLevel,bool friendly,Pixel col,const vf2d scale)
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:suctionAmt(suctionAmt),knockupDuration(knockupAmt),knockbackAmt(knockbackAmt),Bullet(pos,vf2d{},radius,damage,"large_tornado.png",upperLevel,true,lifetime+0.5f,false,friendly,col,scale){
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SetBulletType(BulletType::LARGE_TORNADO);
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}
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void LargeTornado::Update(float fElapsedTime){
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if(game->GetPlayer()->IsAlive()&&IsActivated())game->SetWindSpeed(util::pointTo(game->GetPlayer()->GetPos(),pos)*suctionAmt); //The tornado shouldn't begin pulling in the player until it is actually active (due to fade-in)
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hitList.clear(); //This is a slight hack to make it so these tornados will always hit things multiple times.
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}
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BulletDestroyState LargeTornado::PlayerHit(Player*player){
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player->Knockback(util::pointTo(pos,player->GetPos())*knockbackAmt);
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player->Knockup(knockupDuration);
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player->ApplyIframes(knockupDuration*2);
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return BulletDestroyState::KEEP_ALIVE;
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}
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BulletDestroyState LargeTornado::MonsterHit(Monster&monster){
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if(monster.IgnoresTerrainCollision())return BulletDestroyState::KEEP_ALIVE; //All airborne enemy types won't care about this.
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monster.Knockback(util::pointTo(pos,monster.GetPos())*knockbackAmt);
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monster.Knockup(knockupDuration);
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monster.ApplyIframes(knockupDuration*2);
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return BulletDestroyState::KEEP_ALIVE;
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}
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