Added lingering field effect.

pull/28/head
sigonasr2 1 year ago
parent 88df322042
commit 73d29a2ab5
  1. 6
      Crawler/Animation.cpp
  2. 1
      Crawler/Animation.h
  3. 1
      Crawler/Crawler.vcxproj
  4. 3
      Crawler/Crawler.vcxproj.filters
  5. 8
      Crawler/Effect.h
  6. 19
      Crawler/Meteor.cpp
  7. 57
      Crawler/PulsatingFire.cpp
  8. 2
      Crawler/Version.h
  9. 2
      Crawler/Wizard.cpp

@ -295,6 +295,12 @@ void sig::Animation::InitializeAnimations(){
Animate2D::FrameSequence meteor; Animate2D::FrameSequence meteor;
meteor.AddFrame({&game->GFX_Meteor,{{0,0},{192,192}}}); meteor.AddFrame({&game->GFX_Meteor,{{0,0},{192,192}}});
ANIMATION_DATA[AnimationState::METEOR]=meteor; ANIMATION_DATA[AnimationState::METEOR]=meteor;
for(int i=0;i<5;i++){
Animate2D::FrameSequence firering;
firering.AddFrame({&game->GFX_LightningSplash,{{i*24,0},{24,24}}});
ANIMATION_DATA[AnimationState(AnimationState::FIRE_RING1+i)]=firering;
}
} }
void sig::Animation::SetupPlayerAnimations(){ void sig::Animation::SetupPlayerAnimations(){

@ -21,6 +21,7 @@ enum AnimationState{
LIGHTNING_BOLT,LIGHTNING_BOLT_PARTICLE1,LIGHTNING_BOLT_PARTICLE2,LIGHTNING_BOLT_PARTICLE3,LIGHTNING_BOLT_PARTICLE4, LIGHTNING_BOLT,LIGHTNING_BOLT_PARTICLE1,LIGHTNING_BOLT_PARTICLE2,LIGHTNING_BOLT_PARTICLE3,LIGHTNING_BOLT_PARTICLE4,
CHAIN_LIGHTNING,LIGHTNING_SPLASH, CHAIN_LIGHTNING,LIGHTNING_SPLASH,
WIZARD_CAST_S,WIZARD_CAST_N,WIZARD_CAST_E,WIZARD_CAST_W,METEOR, WIZARD_CAST_S,WIZARD_CAST_N,WIZARD_CAST_E,WIZARD_CAST_W,METEOR,
FIRE_RING1,FIRE_RING2,FIRE_RING3,FIRE_RING4,FIRE_RING5,
}; };
namespace sig{ namespace sig{

@ -219,6 +219,7 @@
<ClCompile Include="Player.cpp" /> <ClCompile Include="Player.cpp" />
<ClCompile Include="Monster.cpp" /> <ClCompile Include="Monster.cpp" />
<ClCompile Include="MonsterData.cpp" /> <ClCompile Include="MonsterData.cpp" />
<ClCompile Include="PulsatingFire.cpp" />
<ClCompile Include="Ranger.cpp" /> <ClCompile Include="Ranger.cpp" />
<ClCompile Include="Thief.cpp" /> <ClCompile Include="Thief.cpp" />
<ClCompile Include="Trapper.cpp" /> <ClCompile Include="Trapper.cpp" />

@ -188,6 +188,9 @@
<ClCompile Include="Ranger.cpp"> <ClCompile Include="Ranger.cpp">
<Filter>Source Files\Player Classes</Filter> <Filter>Source Files\Player Classes</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="PulsatingFire.cpp">
<Filter>Source Files\Effects</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="cpp.hint" /> <None Include="cpp.hint" />

@ -34,3 +34,11 @@ struct Meteor:Effect{
bool Update(float fElapsedTime)override; bool Update(float fElapsedTime)override;
void Draw()override; void Draw()override;
}; };
struct PulsatingFire:Effect{
PulsatingFire(vf2d pos,float lifetime,AnimationState animation,bool upperLevel,vf2d size={1,1},float fadeout=0.0f,vf2d spd={},Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false);
std::vector<float>pulsatingFireValues;
float lastParticleTimer=0;
bool Update(float fElapsedTime)override;
void Draw()override;
};

@ -4,6 +4,7 @@
#include "utils.h" #include "utils.h"
INCLUDE_game INCLUDE_game
INCLUDE_MONSTER_LIST
Meteor::Meteor(vf2d pos, float lifetime, AnimationState animation, bool upperLevel, vf2d size, float fadeout, vf2d spd, Pixel col, float rotation, float rotationSpd, bool additiveBlending) Meteor::Meteor(vf2d pos, float lifetime, AnimationState animation, bool upperLevel, vf2d size, float fadeout, vf2d spd, Pixel col, float rotation, float rotationSpd, bool additiveBlending)
:Effect(pos,lifetime,animation,upperLevel,size,fadeout,spd,col,rotation,rotationSpd,additiveBlending),startLifetime(lifetime){ :Effect(pos,lifetime,animation,upperLevel,size,fadeout,spd,col,rotation,rotationSpd,additiveBlending),startLifetime(lifetime){
@ -14,27 +15,35 @@ bool Meteor::Update(float fElapsedTime){
if(lifetime<=0&&!shakeField){ if(lifetime<=0&&!shakeField){
shakeField=true; shakeField=true;
game->SetupWorldShake(2); game->SetupWorldShake(2);
vf2d meteorOffset=pos+vf2d{lifetime,-lifetime}*320-vf2d{0,GetFrame().GetSourceRect().size.y/4.f};
for(int i=0;i<650;i++){ for(int i=0;i<650;i++){
float randomAngle=util::random(2*PI); float randomAngle=util::random(2*PI);
float randomRange=100*size.x*(1-util::random(0.25))*(1-util::random(0.25)); float randomRange=100*size.x*(1-util::random(0.25))*(1-util::random(0.25));
float randomColorTintG=256-(util::random(128)+util::random(128)); float randomColorTintG=256-(util::random(128)+util::random(128));
float randomColorTint=util::random(128); float randomColorTint=util::random(128);
vf2d effectPos=pos+vf2d{cos(randomAngle),sin(randomAngle)}*randomRange-vf2d{0,GetFrame().GetSourceRect().size.y/2.f}; vf2d effectPos=vf2d{cos(randomAngle),sin(randomAngle)}*randomRange+meteorOffset;
game->AddEffect(std::make_unique<Effect>(effectPos,0,AnimationState::DOT_PARTICLE,OnUpperLevel(),vf2d{util::random(2)+1,util::random(3)+1},util::random(3)+1,vf2d{util::random(10)-5,-util::random(20)-5},Pixel{255,uint8_t(randomColorTintG),uint8_t(randomColorTint),uint8_t(util::random(128)+128)},0,0,true),effectPos.y<(pos-vf2d{0,GetFrame().GetSourceRect().size.y/2.f}).y); game->AddEffect(std::make_unique<Effect>(effectPos,0,AnimationState::DOT_PARTICLE,OnUpperLevel(),vf2d{util::random(2)+1,util::random(3)+1},util::random(3)+1,vf2d{util::random(10)-5,-util::random(20)-5},Pixel{255,uint8_t(randomColorTintG),uint8_t(randomColorTint),uint8_t(util::random(128)+128)},0,0,true),effectPos.y<meteorOffset.y);
} }
for(Monster&m:MONSTER_LIST){
float dist=sqrt(pow(pos.y-m.GetPos().y,2)+pow(pos.x-m.GetPos().x,2));
if(dist<=4*24){
m.Hurt(game->GetPlayer()->GetAttack()*9);
}
}
game->AddEffect(std::make_unique<PulsatingFire>(pos,3,AnimationState::FIRE_RING1,OnUpperLevel(),vf2d{8,8},1),true);
} }
return Effect::Update(fElapsedTime); return Effect::Update(fElapsedTime);
} }
void Meteor::Draw(){ void Meteor::Draw(){
if(lifetime>0){ if(lifetime>0){
vf2d scale=vf2d{192,64}/3.f*(startLifetime+1-lifetime)*0.5; vf2d scale=vf2d{192,64}/3.f*(startLifetime+1-lifetime)*0.25*size;
vf2d centerPoint=pos-vf2d{game->GFX_Circle.Sprite()->width*scale.x/2,game->GFX_Circle.Sprite()->height*scale.y/2}; vf2d centerPoint=pos-vf2d{game->GFX_Circle.Sprite()->width*scale.x/2,game->GFX_Circle.Sprite()->height*scale.y/2};
game->view.DrawDecal(centerPoint,game->GFX_Circle.Decal(),scale,{0,0,0,192}); game->view.DrawDecal(centerPoint,game->GFX_Circle.Decal(),scale,{0,0,0,192});
} }
vf2d meteorOffset=pos+vf2d{lifetime,-lifetime}*320-vf2d{0,GetFrame().GetSourceRect().size.y/2.f}; vf2d meteorOffset=pos+vf2d{lifetime,-lifetime}*320-vf2d{0,GetFrame().GetSourceRect().size.y/4.f}*size;
if(lifetime<=0){ if(lifetime<=0){
meteorOffset=pos-vf2d{0,GetFrame().GetSourceRect().size.y/2.f}; meteorOffset=pos-vf2d{0,GetFrame().GetSourceRect().size.y/4.f}*size;
} }
game->view.DrawPartialRotatedDecal(meteorOffset,GetFrame().GetSourceImage()->Decal(),rotation,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,size,{col.r,col.g,col.b,uint8_t(fadeout/original_fadeoutTime*255)}); game->view.DrawPartialRotatedDecal(meteorOffset,GetFrame().GetSourceImage()->Decal(),rotation,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,size,{col.r,col.g,col.b,uint8_t(fadeout/original_fadeoutTime*255)});
} }

@ -0,0 +1,57 @@
#include "Effect.h"
#include "DEFINES.h"
#include "Crawler.h"
#include "utils.h"
INCLUDE_game
INCLUDE_ANIMATION_DATA
PulsatingFire::PulsatingFire(vf2d pos, float lifetime, AnimationState animation, bool upperLevel, vf2d size, float fadeout, vf2d spd, Pixel col, float rotation, float rotationSpd, bool additiveBlending)
:Effect(pos,lifetime,animation,upperLevel,size,fadeout,spd,col,rotation,rotationSpd,additiveBlending),lastParticleTimer(lifetime){
for(int i=0;i<8;i++){
pulsatingFireValues.push_back(util::random(1));
}
}
bool PulsatingFire::Update(float fElapsedTime){
lastParticleTimer-=fElapsedTime;
if(lastParticleTimer<=0){
int particleCount=rand()%10+1;
for(int i=0;i<particleCount;i++){
float randomAngle=util::random(2*PI);
float randomRange=100*size.x*(1-util::random(0.25))*(1-util::random(0.25));
float randomColorTintG=256-(util::random(128)+util::random(128));
float randomColorTint=util::random(128);
game->AddEffect(std::make_unique<Effect>(pos+vf2d{cos(randomAngle),sin(randomAngle)}*randomRange,0,AnimationState::DOT_PARTICLE,OnUpperLevel(),vf2d{util::random(2)+1,1},util::random(4)+2,vf2d{util::random(20)-5,-util::random(30)-10},Pixel{255,uint8_t(randomColorTintG),uint8_t(randomColorTint),uint8_t(util::random(128)+128)},0,0,true));
}
lastParticleTimer=util::random(0.2)+0.025;
}
return Effect::Update(fElapsedTime);
}
void PulsatingFire::Draw(){
for(int i=0;i<8;i++){
Animate2D::FrameSequence*effectSpr=nullptr;
switch(int(pulsatingFireValues[i]*5)){
case 0:{
effectSpr=&ANIMATION_DATA[AnimationState::FIRE_RING1];
}break;
case 1:{
effectSpr=&ANIMATION_DATA[AnimationState::FIRE_RING2];
}break;
case 2:{
effectSpr=&ANIMATION_DATA[AnimationState::FIRE_RING3];
}break;
case 3:{
effectSpr=&ANIMATION_DATA[AnimationState::FIRE_RING4];
}break;
case 4:{
effectSpr=&ANIMATION_DATA[AnimationState::FIRE_RING5];
}break;
default:
effectSpr=&ANIMATION_DATA[AnimationState::FIRE_RING1];
}
const Renderable*img=effectSpr->GetFrame(0).GetSourceImage();
game->view.DrawPartialDecal(pos-effectSpr->GetFrame(0).GetSourceRect().size/2*size,img->Decal(),effectSpr->GetFrame(0).GetSourceRect().pos,effectSpr->GetFrame(0).GetSourceRect().size,size,{255,uint8_t(pulsatingFireValues[i]*256),0,uint8_t(63*(sin(3*lifetime+PI*pulsatingFireValues[i]))+64)});
}
}

@ -2,7 +2,7 @@
#define VERSION_MAJOR 0 #define VERSION_MAJOR 0
#define VERSION_MINOR 2 #define VERSION_MINOR 2
#define VERSION_PATCH 0 #define VERSION_PATCH 0
#define VERSION_BUILD 686 #define VERSION_BUILD 712
#define stringify(a) stringify_(a) #define stringify(a) stringify_(a)
#define stringify_(a) #a #define stringify_(a) #a

@ -121,7 +121,7 @@ void Wizard::InitializeClassAbilities(){
Wizard::ability3.action= Wizard::ability3.action=
[&](vf2d pos={}){ [&](vf2d pos={}){
CastSpell(Wizard::ability3); CastSpell(Wizard::ability3);
game->AddEffect(std::make_unique<Meteor>(pos,3,AnimationState::METEOR,OnUpperLevel(),vf2d{1.75,1.75},2)); game->AddEffect(std::make_unique<Meteor>(pos,3,AnimationState::METEOR,OnUpperLevel(),vf2d{1,1},2));
return true; return true;
}; };
#pragma endregion #pragma endregion

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