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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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INCLUDE_MONSTER_LIST |
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FireBolt::FireBolt(vf2d pos,vf2d vel,float radius,int damage,bool friendly,Pixel col) |
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:Bullet(pos,vel,radius,damage,AnimationState::ENERGY_BOLT,false,INFINITE,true,friendly,col){} |
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void FireBolt::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(Effect(pos,util::random(1),AnimationState::ENERGY_PARTICLE,util::random(2),0.3,{util::random(120)-60,-util::random(60)},{255,uint8_t(util::random(250)),0})); |
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} |
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} |
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bool FireBolt::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(Effect(player.GetPos(),0,AnimationState::SPLASH_EFFECT,5,0.25,{},{240,120,60})); |
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return false; |
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} |
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bool FireBolt::MonsterHit(Monster& monster) |
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{ |
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deactivated=true; |
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fadeOutTime=0.2f; |
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for(int i=0;i<72;i++){ |
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game->AddEffect(Effect(monster.GetPos(),util::random(0.5),AnimationState::DOT_PARTICLE,util::random(2),util::random(0.4),{util::random(300)-150,util::random(300)-150},{255,uint8_t(util::random(190)+60),60})); |
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} |
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for(Monster&m:MONSTER_LIST){ |
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if(geom2d::line(monster.GetPos(),m.GetPos()).length()<=2.5*24){ |
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m.Hurt(3*damage); |
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} |
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} |
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game->AddEffect(Effect(monster.GetPos(),0,AnimationState::SPLASH_EFFECT,5,0.25,{},{240,120,60})); |
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return false; |
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} |
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#include "utils.h" |
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float util::random(float range){ |
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return float(rand())/RAND_MAX*range; |
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} |
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#pragma once |
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#include <stdlib.h> |
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namespace util{ |
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//Returns 0-range (as a float).
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float random(float range); |
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} |
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