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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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EnergyBolt::EnergyBolt(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 EnergyBolt::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),0.5f,vf2d{util::random(60)-30,util::random(60)-30}));
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}
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}
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bool EnergyBolt::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,player.GetSizeMult(),0.25));
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return false;
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}
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bool EnergyBolt::MonsterHit(Monster& monster)
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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>(monster.GetPos(),0,AnimationState::SPLASH_EFFECT,upperLevel,monster.GetSizeMult(),0.25));
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return false;
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}
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