Added lingering field effect.
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				| @ -295,6 +295,12 @@ void sig::Animation::InitializeAnimations(){ | ||||
| 	Animate2D::FrameSequence meteor; | ||||
| 	meteor.AddFrame({&game->GFX_Meteor,{{0,0},{192,192}}}); | ||||
| 	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(){ | ||||
|  | ||||
| @ -21,6 +21,7 @@ enum AnimationState{ | ||||
| 	LIGHTNING_BOLT,LIGHTNING_BOLT_PARTICLE1,LIGHTNING_BOLT_PARTICLE2,LIGHTNING_BOLT_PARTICLE3,LIGHTNING_BOLT_PARTICLE4, | ||||
| 	CHAIN_LIGHTNING,LIGHTNING_SPLASH, | ||||
| 	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{ | ||||
|  | ||||
| @ -219,6 +219,7 @@ | ||||
|     <ClCompile Include="Player.cpp" /> | ||||
|     <ClCompile Include="Monster.cpp" /> | ||||
|     <ClCompile Include="MonsterData.cpp" /> | ||||
|     <ClCompile Include="PulsatingFire.cpp" /> | ||||
|     <ClCompile Include="Ranger.cpp" /> | ||||
|     <ClCompile Include="Thief.cpp" /> | ||||
|     <ClCompile Include="Trapper.cpp" /> | ||||
|  | ||||
| @ -188,6 +188,9 @@ | ||||
|     <ClCompile Include="Ranger.cpp"> | ||||
|       <Filter>Source Files\Player Classes</Filter> | ||||
|     </ClCompile> | ||||
|     <ClCompile Include="PulsatingFire.cpp"> | ||||
|       <Filter>Source Files\Effects</Filter> | ||||
|     </ClCompile> | ||||
|   </ItemGroup> | ||||
|   <ItemGroup> | ||||
|     <None Include="cpp.hint" /> | ||||
|  | ||||
| @ -34,3 +34,11 @@ struct Meteor:Effect{ | ||||
| 	bool Update(float fElapsedTime)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_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) | ||||
| 	: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){ | ||||
| 		shakeField=true; | ||||
| 		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++){ | ||||
| 			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); | ||||
| 			vf2d effectPos=pos+vf2d{cos(randomAngle),sin(randomAngle)}*randomRange-vf2d{0,GetFrame().GetSourceRect().size.y/2.f}; | ||||
| 			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); | ||||
| 			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<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); | ||||
| } | ||||
| 
 | ||||
| void Meteor::Draw(){ | ||||
| 	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}; | ||||
| 		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){ | ||||
| 		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)}); | ||||
| } | ||||
							
								
								
									
										57
									
								
								Crawler/PulsatingFire.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										57
									
								
								Crawler/PulsatingFire.cpp
									
									
									
									
									
										Normal file
									
								
							| @ -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_MINOR 2 | ||||
| #define VERSION_PATCH 0 | ||||
| #define VERSION_BUILD 686 | ||||
| #define VERSION_BUILD 712 | ||||
| 
 | ||||
| #define stringify(a) stringify_(a) | ||||
| #define stringify_(a) #a | ||||
|  | ||||
| @ -121,7 +121,7 @@ void Wizard::InitializeClassAbilities(){ | ||||
|         Wizard::ability3.action= | ||||
|             [&](vf2d pos={}){ | ||||
|                 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; | ||||
|             }; | ||||
|     #pragma endregion | ||||
|  | ||||
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