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#include "Emitter.h"
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#include "olcUTIL_Geometry2D.h"
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#include "util.h"
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#include "Crawler.h"
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#include "DEFINES.h"
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INCLUDE_game
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LightningBoltEmitter::LightningBoltEmitter(vf2d startPos,vf2d endPos,float frequency,float timer,bool upperLevel)
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:startPos(startPos),endPos(endPos),Emitter(frequency,timer),upperLevel(upperLevel){}
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void LightningBoltEmitter::Emit(){
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DrawLightningBolt();
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}
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void LightningBoltEmitter::DrawLightningBolt(){
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vf2d currentPos=startPos;
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const int MAX_ITERATIONS=100;
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geom2d::line<float>lineToTarget=geom2d::line<float>(startPos,endPos);
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float targetAngle=atan2(lineToTarget.vector().y,lineToTarget.vector().x);
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float targetDist=lineToTarget.length()*util::random(0.5);
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targetAngle+=util::random((PI/2))-PI/4;
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geom2d::line<float>lightningLine=geom2d::line<float>(currentPos,currentPos+vf2d{cos(targetAngle)*targetDist,sin(targetAngle)*targetDist});
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game->AddEffect(std::make_unique<Effect>(lightningLine.upoint(0),0,"chain_lightning.png",upperLevel,vf2d{lightningLine.length(),0.2},0.2,vf2d{},WHITE,targetAngle,0,true));
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int iterations=1;
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currentPos+=vf2d{cos(targetAngle)*targetDist,sin(targetAngle)*targetDist};
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while(iterations<MAX_ITERATIONS&&geom2d::line<float>(currentPos,endPos).length()>1){
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geom2d::line<float>lineToTarget=geom2d::line<float>(currentPos,endPos);
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float targetAngle=atan2(lineToTarget.vector().y,lineToTarget.vector().x);
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float targetDist=lineToTarget.length()*util::random(0.5);
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targetAngle+=util::random((PI/2))-PI/4;
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geom2d::line<float>lightningLine=geom2d::line<float>(currentPos,currentPos+vf2d{cos(targetAngle)*targetDist,sin(targetAngle)*targetDist});
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game->AddEffect(std::make_unique<Effect>(lightningLine.upoint(0),0,"chain_lightning.png",upperLevel,vf2d{lightningLine.length(),0.2},0.2,vf2d{},WHITE,targetAngle,0,true));
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currentPos+=vf2d{cos(targetAngle)*targetDist,sin(targetAngle)*targetDist};
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iterations++;
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}
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}
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