Added particle effects for slime king jump and landing.
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14564d814d
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@ -302,6 +302,7 @@
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<ClCompile Include="Effect.cpp" />
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<ClCompile Include="Effect.cpp" />
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<ClCompile Include="Emitter.cpp" />
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<ClCompile Include="Emitter.cpp" />
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<ClCompile Include="EnergyBolt.cpp" />
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<ClCompile Include="EnergyBolt.cpp" />
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<ClCompile Include="FallingDebris.h" />
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<ClCompile Include="FireBolt.cpp" />
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<ClCompile Include="FireBolt.cpp" />
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<ClCompile Include="LightningBolt.cpp" />
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<ClCompile Include="LightningBolt.cpp" />
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<ClCompile Include="LightningBoltEmitter.cpp" />
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<ClCompile Include="LightningBoltEmitter.cpp" />
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@ -239,6 +239,9 @@
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<ClCompile Include="SlimeKing.cpp">
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<ClCompile Include="SlimeKing.cpp">
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<Filter>Source Files\Monster Strategies</Filter>
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<Filter>Source Files\Monster Strategies</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="FallingDebris.h">
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<Filter>Source Files\Effects</Filter>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="cpp.hint" />
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<None Include="cpp.hint" />
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19
Crawler/FallingDebris.h
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19
Crawler/FallingDebris.h
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#include "Effect.h"
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#include "DEFINES.h"
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#include "safemap.h"
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INCLUDE_GFX
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class FallingDebris:public Effect{
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const float GRAVITY=20;
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public:
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inline FallingDebris(vf2d pos, float lifetime, std::string imgFile, bool upperLevel,vf2d size={1,1},float fadeout=0.0f,vf2d spd={},Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false)
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:Effect(pos,lifetime,imgFile,upperLevel,size,fadeout,spd,col,rotation,rotationSpd,additiveBlending){
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}
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inline bool Update(float fElapsedTime)override{
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spd.y+=GRAVITY*fElapsedTime;
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return Effect::Update(fElapsedTime);
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}
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};
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@ -5,6 +5,7 @@
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#include "utils.h"
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#include "utils.h"
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#include "safemap.h"
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#include "safemap.h"
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#include "Effect.h"
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#include "Effect.h"
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#include "FallingDebris.h"
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INCLUDE_game
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INCLUDE_game
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INCLUDE_BULLET_LIST
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INCLUDE_BULLET_LIST
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@ -69,7 +70,7 @@ void Monster::STRATEGY::SLIMEKING(Monster&m,float fElapsedTime,int strategyNumbe
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float dist=lineToPlayer.length();
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float dist=lineToPlayer.length();
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for(int i=0;i<200;i++){
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for(int i=0;i<200;i++){
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float randomDir=util::random(2*PI);
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float randomDir=util::random(2*PI);
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//game->AddEffect(Effect{vf2d{cos(randomDir),sin(randomDir)}*m.GetSizeMult()*8,util::random(1),})
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game->AddEffect(std::make_unique<FallingDebris>(m.GetPos()+vf2d{cos(randomDir),sin(randomDir)}*m.GetSizeMult()*8,util::random(1),"circle.png",m.OnUpperLevel(),vf2d{1,1},0.5,vf2d{cos(randomDir)*util::random(5),sin(randomDir)*-util::random(15)-5}*30,BLACK),true);
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}
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}
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if(dist<12*m.GetSizeMult()){
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if(dist<12*m.GetSizeMult()){
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game->GetPlayer()->Hurt(ConfigInt("JumpAttackDamage"),m.OnUpperLevel(),m.GetZ());
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game->GetPlayer()->Hurt(ConfigInt("JumpAttackDamage"),m.OnUpperLevel(),m.GetZ());
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@ -2,7 +2,7 @@
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#define VERSION_MAJOR 0
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 2
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#define VERSION_MINOR 2
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#define VERSION_PATCH 0
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#define VERSION_PATCH 0
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#define VERSION_BUILD 1324
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#define VERSION_BUILD 1330
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#define stringify(a) stringify_(a)
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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#define stringify_(a) #a
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@ -79,6 +79,7 @@ MonsterStrategy
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ProjectileDamage = 10
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ProjectileDamage = 10
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JumpAttackDamage = 20
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JumpAttackDamage = 20
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JumpMoveSpd = 75
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JumpMoveSpd = 75
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# How far the player gets knocked back if hit.
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JumpKnockbackFactor = 250
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JumpKnockbackFactor = 250
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BulletSpd = 250
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BulletSpd = 250
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