Added particle effects for slime king jump and landing.
This commit is contained in:
parent
14564d814d
commit
43b5503661
@ -302,6 +302,7 @@
|
||||
<ClCompile Include="Effect.cpp" />
|
||||
<ClCompile Include="Emitter.cpp" />
|
||||
<ClCompile Include="EnergyBolt.cpp" />
|
||||
<ClCompile Include="FallingDebris.h" />
|
||||
<ClCompile Include="FireBolt.cpp" />
|
||||
<ClCompile Include="LightningBolt.cpp" />
|
||||
<ClCompile Include="LightningBoltEmitter.cpp" />
|
||||
|
@ -239,6 +239,9 @@
|
||||
<ClCompile Include="SlimeKing.cpp">
|
||||
<Filter>Source Files\Monster Strategies</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="FallingDebris.h">
|
||||
<Filter>Source Files\Effects</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="cpp.hint" />
|
||||
|
19
Crawler/FallingDebris.h
Normal file
19
Crawler/FallingDebris.h
Normal file
@ -0,0 +1,19 @@
|
||||
#include "Effect.h"
|
||||
#include "DEFINES.h"
|
||||
#include "safemap.h"
|
||||
|
||||
INCLUDE_GFX
|
||||
|
||||
class FallingDebris:public Effect{
|
||||
const float GRAVITY=20;
|
||||
public:
|
||||
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)
|
||||
:Effect(pos,lifetime,imgFile,upperLevel,size,fadeout,spd,col,rotation,rotationSpd,additiveBlending){
|
||||
|
||||
}
|
||||
|
||||
inline bool Update(float fElapsedTime)override{
|
||||
spd.y+=GRAVITY*fElapsedTime;
|
||||
return Effect::Update(fElapsedTime);
|
||||
}
|
||||
};
|
@ -5,6 +5,7 @@
|
||||
#include "utils.h"
|
||||
#include "safemap.h"
|
||||
#include "Effect.h"
|
||||
#include "FallingDebris.h"
|
||||
|
||||
INCLUDE_game
|
||||
INCLUDE_BULLET_LIST
|
||||
@ -69,7 +70,7 @@ void Monster::STRATEGY::SLIMEKING(Monster&m,float fElapsedTime,int strategyNumbe
|
||||
float dist=lineToPlayer.length();
|
||||
for(int i=0;i<200;i++){
|
||||
float randomDir=util::random(2*PI);
|
||||
//game->AddEffect(Effect{vf2d{cos(randomDir),sin(randomDir)}*m.GetSizeMult()*8,util::random(1),})
|
||||
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);
|
||||
}
|
||||
if(dist<12*m.GetSizeMult()){
|
||||
game->GetPlayer()->Hurt(ConfigInt("JumpAttackDamage"),m.OnUpperLevel(),m.GetZ());
|
||||
|
@ -2,7 +2,7 @@
|
||||
#define VERSION_MAJOR 0
|
||||
#define VERSION_MINOR 2
|
||||
#define VERSION_PATCH 0
|
||||
#define VERSION_BUILD 1324
|
||||
#define VERSION_BUILD 1330
|
||||
|
||||
#define stringify(a) stringify_(a)
|
||||
#define stringify_(a) #a
|
||||
|
@ -79,6 +79,7 @@ MonsterStrategy
|
||||
ProjectileDamage = 10
|
||||
JumpAttackDamage = 20
|
||||
JumpMoveSpd = 75
|
||||
# How far the player gets knocked back if hit.
|
||||
JumpKnockbackFactor = 250
|
||||
|
||||
BulletSpd = 250
|
||||
|
Loading…
x
Reference in New Issue
Block a user