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@ -5,8 +5,8 @@ |
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INCLUDE_ANIMATION_DATA |
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INCLUDE_game |
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Effect::Effect(vf2d pos,float lifetime,AnimationState animation,float size,float fadeout,vf2d spd) |
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:pos(pos),lifetime(lifetime),size(size),fadeout(fadeout),original_fadeoutTime(fadeout),spd(spd){ |
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Effect::Effect(vf2d pos,float lifetime,AnimationState animation,float size,float fadeout,vf2d spd,Pixel col) |
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:pos(pos),lifetime(lifetime),size(size),fadeout(fadeout),original_fadeoutTime(fadeout),spd(spd),col(col){ |
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this->animation.AddState(animation,ANIMATION_DATA[animation]); |
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} |
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@ -25,9 +25,9 @@ bool Effect::Update(float fElapsedTime){ |
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void Effect::Draw(){ |
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if(fadeout==0){ |
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game->view.DrawPartialDecal(pos-GetFrame().GetSourceRect().size/2,GetFrame().GetSourceImage()->Decal(),GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size); |
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game->view.DrawPartialDecal(pos-GetFrame().GetSourceRect().size/2,GetFrame().GetSourceImage()->Decal(),GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,{size,size},col); |
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} else { |
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game->view.DrawPartialDecal(pos-GetFrame().GetSourceRect().size/2,GetFrame().GetSourceImage()->Decal(),GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,{1,1},{255,255,255,uint8_t(fadeout/original_fadeoutTime*255)}); |
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game->view.DrawPartialDecal(pos-GetFrame().GetSourceRect().size/2,GetFrame().GetSourceImage()->Decal(),GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,{size,size},{col.r,col.g,col.b,uint8_t(fadeout/original_fadeoutTime*255)}); |
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} |
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} |
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