Add energy bolt splash effect and fade out.
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8c34640e52
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ba6bc74f1f
@ -17,5 +17,5 @@ enum AnimationState{
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WARRIOR_SWINGSONICSWORD_S,WARRIOR_SWINGSONICSWORD_E,WARRIOR_SWINGSONICSWORD_N,WARRIOR_SWINGSONICSWORD_W,
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WIZARD_IDLE_ATTACK_S,WIZARD_IDLE_ATTACK_E,WIZARD_IDLE_ATTACK_N,WIZARD_IDLE_ATTACK_W,
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WIZARD_ATTACK_S,WIZARD_ATTACK_E,WIZARD_ATTACK_N,WIZARD_ATTACK_W,
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ENERGY_BOLT,ENERGY_PARTICLE
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ENERGY_BOLT,ENERGY_PARTICLE,SPLASH_EFFECT,
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};
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@ -5,11 +5,11 @@
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INCLUDE_ANIMATION_DATA
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INCLUDE_game
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Bullet::Bullet(vf2d pos,vf2d vel,float radius,int damage,Pixel col)
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:pos(pos),vel(vel),radius(radius),damage(damage),col(col){};
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Bullet::Bullet(vf2d pos,vf2d vel,float radius,int damage,bool friendly,Pixel col)
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:pos(pos),vel(vel),radius(radius),damage(damage),col(col),friendly(friendly){};
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Bullet::Bullet(vf2d pos,vf2d vel,float radius,int damage,AnimationState animation,bool hitsMultiple,float lifetime,bool rotatesWithAngle,Pixel col)
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:pos(pos),vel(vel),radius(radius),damage(damage),col(col),animated(true),rotates(rotatesWithAngle),lifetime(lifetime),hitsMultiple(hitsMultiple){
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Bullet::Bullet(vf2d pos,vf2d vel,float radius,int damage,AnimationState animation,bool hitsMultiple,float lifetime,bool rotatesWithAngle,bool friendly,Pixel col)
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:pos(pos),vel(vel),radius(radius),damage(damage),col(col),animated(true),rotates(rotatesWithAngle),lifetime(lifetime),hitsMultiple(hitsMultiple),friendly(friendly){
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this->animation.AddState(animation,ANIMATION_DATA[animation]);
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this->animation.ChangeState(internal_animState,animation);
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};
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@ -18,14 +18,28 @@ Animate2D::Frame Bullet::GetFrame(){
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return animation.GetFrame(internal_animState);
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}
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void Bullet::Update(float fElapsedTime){
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void Bullet::UpdateFadeTime(float fElapsedTime)
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{
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if(fadeOutTime>0){
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if(fadeOutTimer==0){
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lifetime=fadeOutTime;
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}
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fadeOutTimer+=fElapsedTime;
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}
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}
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void Bullet::Update(float fElapsedTime){}
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void Bullet::Draw(){
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auto lerp=[](uint8_t f1,uint8_t f2,float t){return uint8_t((float(f2)*t)+f1*(1-t));};
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if(animated){
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game->view.DrawPartialRotatedDecal(pos,GetFrame().GetSourceImage()->Decal(),rotates?atan2(vel.y,vel.x)-PI/2:0,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,{1,1},col);
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game->view.DrawPartialRotatedDecal(pos,GetFrame().GetSourceImage()->Decal(),rotates?atan2(vel.y,vel.x)-PI/2:0,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,{1,1},fadeOutTime==0?col:Pixel{col.r,col.g,col.b,lerp(col.a,0,1-((fadeOutTime-fadeOutTimer)/fadeOutTime))});
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} else {
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game->view.DrawDecal(pos,game->GFX_BulletCircle.Decal(),{radius,radius},col);
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game->view.DrawDecal(pos,game->GFX_BulletCircleOutline.Decal(),{radius,radius},WHITE);
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game->view.DrawDecal(pos,game->GFX_BulletCircle.Decal(),{radius,radius},fadeOutTime==0?col:Pixel{col.r,col.g,col.b,lerp(col.a,0,1-((fadeOutTime-fadeOutTimer)/fadeOutTime))});
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game->view.DrawDecal(pos,game->GFX_BulletCircleOutline.Decal(),{radius,radius},fadeOutTime==0?WHITE:Pixel{WHITE.r,WHITE.g,WHITE.b,lerp(WHITE.a,0,1-((fadeOutTime-fadeOutTimer)/fadeOutTime))});
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}
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}
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}
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bool Bullet::PlayerHit(Player&player){return true;}
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bool Bullet::MonsterHit(Monster&monster){return true;}
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@ -7,6 +7,7 @@
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#define INFINITE 999999
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struct Bullet{
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friend class Crawler;
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vf2d pos;
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vf2d vel;
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float radius;
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@ -16,14 +17,25 @@ struct Bullet{
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bool hitsMultiple=false;
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bool rotates=false;
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bool animated=false;
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bool deactivated=false; //A deactivated bullet no longer interacts with the world. It's just a visual.
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float fadeOutTime=0;
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bool friendly=false; //Whether or not it's a player bullet or enemy bullet.
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private:
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float fadeOutTimer=0;
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void UpdateFadeTime(float fElapsedTime);
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public:
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Animate2D::Animation<AnimationState>animation;
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Animate2D::AnimationState internal_animState;
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std::map<Monster*,bool>hitList;
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Bullet(vf2d pos,vf2d vel,float radius,int damage,Pixel col=WHITE);
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Bullet(vf2d pos,vf2d vel,float radius,int damage,bool friendly=false,Pixel col=WHITE);
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//Initializes a bullet with an animation.
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Bullet(vf2d pos,vf2d vel,float radius,int damage,AnimationState animation,bool hitsMultiple=false,float lifetime=INFINITE,bool rotatesWithAngle=false,Pixel col=WHITE);
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Bullet(vf2d pos,vf2d vel,float radius,int damage,AnimationState animation,bool hitsMultiple=false,float lifetime=INFINITE,bool rotatesWithAngle=false,bool friendly=false,Pixel col=WHITE);
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public:
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virtual void Update(float fElapsedTime);
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//Return true when the bullet should be destroyed. Return false to handle it otherwise (like deactivating it instead). You become responsible for getting rid of the bullet.
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virtual bool PlayerHit(Player&player);
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//Return true when the bullet should be destroyed. Return false to handle it otherwise (like deactivating it instead). You become responsible for getting rid of the bullet.
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virtual bool MonsterHit(Monster&monster);
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Animate2D::Frame GetFrame();
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void Draw();
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};
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@ -3,6 +3,8 @@
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struct EnergyBolt:public Bullet{
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float lastParticleSpawn=0;
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EnergyBolt(vf2d pos,vf2d vel,float radius,int damage,Pixel col=WHITE);
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EnergyBolt(vf2d pos,vf2d vel,float radius,int damage,bool friendly=false,Pixel col=WHITE);
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void Update(float fElapsedTime)override;
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bool PlayerHit(Player&player)override;
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bool MonsterHit(Monster&monster)override;
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};
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@ -147,7 +147,7 @@ bool Warrior::Ability3(){
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p.UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_S);
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}break;
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}
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PLAYER_BULLET_LIST.push_back(std::make_unique<Bullet>(p.pos,bulletVel,30,p.GetAttack()*8,AnimationState::SONICSLASH,true,2.25,true));
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PLAYER_BULLET_LIST.push_back(std::make_unique<Bullet>(p.pos,bulletVel,30,p.GetAttack()*8,AnimationState::SONICSLASH,true,2.25,true,true,WHITE));
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game->SetupWorldShake(0.5);
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return true;
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}
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@ -283,7 +283,7 @@ bool Wizard::AutoAttack(){
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ACCESS_PLAYER
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p.attack_cooldown_timer=p.MAGIC_ATTACK_COOLDOWN;
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float angleToCursor=atan2(game->GetWorldMousePos().y-p.pos.y,game->GetWorldMousePos().x-p.pos.x);
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PLAYER_BULLET_LIST.push_back(std::make_unique<EnergyBolt>(EnergyBolt(p.pos,{cos(angleToCursor)*200,sin(angleToCursor)*200},12,p.GetAttack())));
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PLAYER_BULLET_LIST.push_back(std::make_unique<EnergyBolt>(EnergyBolt(p.pos,{cos(angleToCursor)*200,sin(angleToCursor)*200},12,p.GetAttack(),true,WHITE)));
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return true;
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}
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@ -60,6 +60,7 @@ bool Crawler::OnUserCreate(){
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GFX_BulletCircleOutline.Load("assets/circle_outline.png");
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GFX_EnergyBolt.Load("assets/energy_bolt.png");
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GFX_EnergyParticle.Load("assets/energy_particle.png");
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GFX_Splash_Effect.Load("assets/splash_effect.png");
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//Animations
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InitializeAnimations();
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@ -355,6 +356,12 @@ void Crawler::InitializeAnimations(){
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energy_particle.AddFrame({&GFX_EnergyParticle,{{i*3,0},{3,3}}});
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}
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ANIMATION_DATA[AnimationState::ENERGY_PARTICLE]=energy_particle;
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Animate2D::FrameSequence splash_animation(0.05);
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for(int i=0;i<5;i++){
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splash_animation.AddFrame({&GFX_Splash_Effect,{{i*24,0},{24,24}}});
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}
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ANIMATION_DATA[AnimationState::SPLASH_EFFECT]=splash_animation;
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}
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bool Crawler::LeftHeld(){
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@ -597,18 +604,21 @@ void Crawler::UpdateEffects(float fElapsedTime){
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void Crawler::UpdateBullets(float fElapsedTime){
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for(auto it=BULLET_LIST.begin();it!=BULLET_LIST.end();++it){
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Bullet*b=(*it).get();
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b->UpdateFadeTime(fElapsedTime);
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b->Update(fElapsedTime);
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b->pos+=b->vel*fElapsedTime;
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if(geom2d::overlaps(geom2d::circle(player.GetPos(),12*player.GetSizeMult()/2),geom2d::circle(b->pos,b->radius))){
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if(!b->deactivated&&geom2d::overlaps(geom2d::circle(player.GetPos(),12*player.GetSizeMult()/2),geom2d::circle(b->pos,b->radius))){
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if(player.Hurt(b->damage)){
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it=BULLET_LIST.erase(it);
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if(it==BULLET_LIST.end()){
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break;
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if(b->PlayerHit(player)){
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it=BULLET_LIST.erase(it);
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if(it==BULLET_LIST.end()){
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break;
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}
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}
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continue;
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}
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}
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if(b->pos.x<view.GetWorldTL().x||b->pos.x>view.GetWorldBR().x||b->pos.y<view.GetWorldTL().y||b->pos.y>view.GetWorldBR().y){
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if(b->pos.x+b->radius<view.GetWorldTL().x||b->pos.x-b->radius>view.GetWorldBR().x||b->pos.y+b->radius<view.GetWorldTL().y||b->pos.y-b->radius>view.GetWorldBR().y){
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it=BULLET_LIST.erase(it);
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if(it==BULLET_LIST.end()){
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break;
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@ -627,19 +637,24 @@ void Crawler::UpdateBullets(float fElapsedTime){
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}
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for(std::vector<std::unique_ptr<Bullet>>::iterator it=PLAYER_BULLET_LIST.begin();it!=PLAYER_BULLET_LIST.end();++it){
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std::unique_ptr<Bullet>&b=*it;
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b->UpdateFadeTime(fElapsedTime);
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b->Update(fElapsedTime);
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b->pos+=b->vel*fElapsedTime;
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for(Monster&m:MONSTER_LIST){
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if(geom2d::overlaps(geom2d::circle(m.GetPos(),12*m.GetSizeMult()),geom2d::circle(b->pos,b->radius))){
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if(b->hitList.find(&m)==b->hitList.end()&&m.Hurt(b->damage)){
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if(!b->hitsMultiple){
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it=PLAYER_BULLET_LIST.erase(it);
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if(it==PLAYER_BULLET_LIST.end()){
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goto outsidePlayerBulletLoop;
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if(!b->deactivated){
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for(Monster&m:MONSTER_LIST){
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if(geom2d::overlaps(geom2d::circle(m.GetPos(),12*m.GetSizeMult()),geom2d::circle(b->pos,b->radius))){
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if(b->hitList.find(&m)==b->hitList.end()&&m.Hurt(b->damage)){
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if(!b->hitsMultiple){
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if(b->MonsterHit(m)){
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it=PLAYER_BULLET_LIST.erase(it);
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if(it==PLAYER_BULLET_LIST.end()){
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goto outsidePlayerBulletLoop;
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}
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}
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goto continuePlayerBulletLoop;
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}
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goto continuePlayerBulletLoop;
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b->hitList[&m]=true;
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}
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b->hitList[&m]=true;
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}
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}
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}
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@ -22,7 +22,8 @@ class Crawler : public olc::PixelGameEngine
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Renderable GFX_Warrior_Sheet,GFX_Slime_Sheet,GFX_Circle,
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GFX_Effect_GroundSlam_Back,GFX_Effect_GroundSlam_Front,
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GFX_Heart,GFX_BLOCK_BUBBLE,GFX_Ranger_Sheet,GFX_Wizard_Sheet,
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GFX_Battlecry_Effect,GFX_Mana,GFX_SonicSlash,GFX_EnergyParticle;
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GFX_Battlecry_Effect,GFX_Mana,GFX_SonicSlash,GFX_EnergyParticle,
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GFX_Splash_Effect;
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public:
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Renderable GFX_BulletCircle,GFX_BulletCircleOutline,GFX_EnergyBolt;
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private:
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@ -5,8 +5,8 @@
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INCLUDE_game
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EnergyBolt::EnergyBolt(vf2d pos,vf2d vel,float radius,int damage,Pixel col)
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:Bullet(pos,vel,radius,damage,AnimationState::ENERGY_BOLT,false,INFINITE,true,col){}
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EnergyBolt::EnergyBolt(vf2d pos,vf2d vel,float radius,int damage,bool friendly,Pixel col)
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:Bullet(pos,vel,radius,damage,AnimationState::ENERGY_BOLT,false,INFINITE,true,friendly,col){}
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void EnergyBolt::Update(float fElapsedTime){
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lastParticleSpawn=std::max(0.f,lastParticleSpawn-fElapsedTime);
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@ -14,4 +14,20 @@ void EnergyBolt::Update(float fElapsedTime){
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lastParticleSpawn=0.03;
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game->AddEffect(Effect(pos,float(rand()%500)/500,AnimationState::ENERGY_PARTICLE,float(rand()%1000)/500,0.5,{float(rand()%60)-30,float(rand()%60)-30}));
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}
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}
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}
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bool EnergyBolt::PlayerHit(Player& player)
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{
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deactivated=true;
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fadeOutTime=0.2f;
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game->AddEffect(Effect(player.GetPos(),0,AnimationState::SPLASH_EFFECT,player.GetSizeMult(),0.25));
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return false;
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}
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bool EnergyBolt::MonsterHit(Monster& monster)
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{
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deactivated=true;
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fadeOutTime=0.2f;
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game->AddEffect(Effect(monster.GetPos(),0,AnimationState::SPLASH_EFFECT,monster.GetSizeMult(),0.25));
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return false;
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}
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@ -155,7 +155,7 @@ bool Monster::Update(float fElapsedTime){
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if(queueShotTimer<0){
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queueShotTimer=0;
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{
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BULLET_LIST.push_back(std::make_unique<Bullet>(Bullet(pos + vf2d{ 0,-4 }, geom2d::line(pos + vf2d{ 0,-4 }, game->GetPlayer().GetPos()).vector().norm() * 24 * 3.f, 2, GetAttack(), { 75 / 2,162 / 2,225 / 2 })));
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BULLET_LIST.push_back(std::make_unique<Bullet>(Bullet(pos + vf2d{ 0,-4 }, geom2d::line(pos + vf2d{ 0,-4 }, game->GetPlayer().GetPos()).vector().norm() * 24 * 3.f, 2, GetAttack(),false, { 75 / 2,162 / 2,225 / 2 })));
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}
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}
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}
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@ -2,7 +2,7 @@
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 2
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#define VERSION_PATCH 0
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#define VERSION_BUILD 373
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#define VERSION_BUILD 391
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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BIN
Crawler/assets/splash_effect.png
Normal file
BIN
Crawler/assets/splash_effect.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.0 KiB |
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