64 lines
2.8 KiB
C++
64 lines
2.8 KiB
C++
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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> 2023 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 "SoundEffect.h"
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#include "AdventuresInLestoria.h"
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#include "DEFINES.h"
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INCLUDE_game
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Wisp::Wisp(vf2d pos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col)
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:Bullet(pos,vel,radius,damage,"wisp.png",upperLevel,false,INFINITE,false,friendly,col){}
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void Wisp::Update(float fElapsedTime){
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}
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bool Wisp::PlayerHit(Player*player){
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deactivated=true;
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SoundEffect::PlaySFX("Wisp Hit",player->GetPos());
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game->AddEffect(std::make_unique<Effect>(player->GetPos(),0,"splash_effect.png",upperLevel,player->GetSizeMult(),0.25,vf2d{},"MonsterStrategy.Ursule.Phase 2.Wisp Color"_Pixel));
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fadeOutTime="MonsterStrategy.Ursule.Phase 2.Wisp Fadeout Time"_F;
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return false;
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}
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bool Wisp::MonsterHit(Monster&monster){
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deactivated=true;
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SoundEffect::PlaySFX("Wisp Hit",monster.GetPos());
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game->AddEffect(std::make_unique<Effect>(monster.GetPos(),0,"splash_effect.png",upperLevel,monster.GetSizeMult(),0.25,vf2d{},"MonsterStrategy.Ursule.Phase 2.Wisp Color"_Pixel));
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fadeOutTime="MonsterStrategy.Ursule.Phase 2.Wisp Fadeout Time"_F;
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return false;
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}
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