Add energy bolt splash effect and fade out.

pull/28/head
sigonasr2 1 year ago
parent 8c34640e52
commit ba6bc74f1f
  1. 2
      Crawler/Animation.h
  2. 30
      Crawler/Bullet.cpp
  3. 16
      Crawler/Bullet.h
  4. 4
      Crawler/BulletTypes.h
  5. 4
      Crawler/Class.cpp
  6. 19
      Crawler/Crawler.cpp
  7. 3
      Crawler/Crawler.h
  8. 20
      Crawler/EnergyBolt.cpp
  9. 2
      Crawler/Monster.cpp
  10. 2
      Crawler/Version.h
  11. BIN
      Crawler/assets/splash_effect.png

@ -17,5 +17,5 @@ enum AnimationState{
WARRIOR_SWINGSONICSWORD_S,WARRIOR_SWINGSONICSWORD_E,WARRIOR_SWINGSONICSWORD_N,WARRIOR_SWINGSONICSWORD_W,
WIZARD_IDLE_ATTACK_S,WIZARD_IDLE_ATTACK_E,WIZARD_IDLE_ATTACK_N,WIZARD_IDLE_ATTACK_W,
WIZARD_ATTACK_S,WIZARD_ATTACK_E,WIZARD_ATTACK_N,WIZARD_ATTACK_W,
ENERGY_BOLT,ENERGY_PARTICLE
ENERGY_BOLT,ENERGY_PARTICLE,SPLASH_EFFECT,
};

@ -5,11 +5,11 @@
INCLUDE_ANIMATION_DATA
INCLUDE_game
Bullet::Bullet(vf2d pos,vf2d vel,float radius,int damage,Pixel col)
:pos(pos),vel(vel),radius(radius),damage(damage),col(col){};
Bullet::Bullet(vf2d pos,vf2d vel,float radius,int damage,bool friendly,Pixel col)
:pos(pos),vel(vel),radius(radius),damage(damage),col(col),friendly(friendly){};
Bullet::Bullet(vf2d pos,vf2d vel,float radius,int damage,AnimationState animation,bool hitsMultiple,float lifetime,bool rotatesWithAngle,Pixel col)
:pos(pos),vel(vel),radius(radius),damage(damage),col(col),animated(true),rotates(rotatesWithAngle),lifetime(lifetime),hitsMultiple(hitsMultiple){
Bullet::Bullet(vf2d pos,vf2d vel,float radius,int damage,AnimationState animation,bool hitsMultiple,float lifetime,bool rotatesWithAngle,bool friendly,Pixel col)
:pos(pos),vel(vel),radius(radius),damage(damage),col(col),animated(true),rotates(rotatesWithAngle),lifetime(lifetime),hitsMultiple(hitsMultiple),friendly(friendly){
this->animation.AddState(animation,ANIMATION_DATA[animation]);
this->animation.ChangeState(internal_animState,animation);
};
@ -18,14 +18,28 @@ Animate2D::Frame Bullet::GetFrame(){
return animation.GetFrame(internal_animState);
}
void Bullet::Update(float fElapsedTime){
void Bullet::UpdateFadeTime(float fElapsedTime)
{
if(fadeOutTime>0){
if(fadeOutTimer==0){
lifetime=fadeOutTime;
}
fadeOutTimer+=fElapsedTime;
}
}
void Bullet::Update(float fElapsedTime){}
void Bullet::Draw(){
auto lerp=[](uint8_t f1,uint8_t f2,float t){return uint8_t((float(f2)*t)+f1*(1-t));};
if(animated){
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);
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))});
} else {
game->view.DrawDecal(pos,game->GFX_BulletCircle.Decal(),{radius,radius},col);
game->view.DrawDecal(pos,game->GFX_BulletCircleOutline.Decal(),{radius,radius},WHITE);
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))});
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))});
}
}
bool Bullet::PlayerHit(Player&player){return true;}
bool Bullet::MonsterHit(Monster&monster){return true;}

@ -7,6 +7,7 @@
#define INFINITE 999999
struct Bullet{
friend class Crawler;
vf2d pos;
vf2d vel;
float radius;
@ -16,14 +17,25 @@ struct Bullet{
bool hitsMultiple=false;
bool rotates=false;
bool animated=false;
bool deactivated=false; //A deactivated bullet no longer interacts with the world. It's just a visual.
float fadeOutTime=0;
bool friendly=false; //Whether or not it's a player bullet or enemy bullet.
private:
float fadeOutTimer=0;
void UpdateFadeTime(float fElapsedTime);
public:
Animate2D::Animation<AnimationState>animation;
Animate2D::AnimationState internal_animState;
std::map<Monster*,bool>hitList;
Bullet(vf2d pos,vf2d vel,float radius,int damage,Pixel col=WHITE);
Bullet(vf2d pos,vf2d vel,float radius,int damage,bool friendly=false,Pixel col=WHITE);
//Initializes a bullet with an animation.
Bullet(vf2d pos,vf2d vel,float radius,int damage,AnimationState animation,bool hitsMultiple=false,float lifetime=INFINITE,bool rotatesWithAngle=false,Pixel col=WHITE);
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);
public:
virtual void Update(float fElapsedTime);
//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.
virtual bool PlayerHit(Player&player);
//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.
virtual bool MonsterHit(Monster&monster);
Animate2D::Frame GetFrame();
void Draw();
};

@ -3,6 +3,8 @@
struct EnergyBolt:public Bullet{
float lastParticleSpawn=0;
EnergyBolt(vf2d pos,vf2d vel,float radius,int damage,Pixel col=WHITE);
EnergyBolt(vf2d pos,vf2d vel,float radius,int damage,bool friendly=false,Pixel col=WHITE);
void Update(float fElapsedTime)override;
bool PlayerHit(Player&player)override;
bool MonsterHit(Monster&monster)override;
};

@ -147,7 +147,7 @@ bool Warrior::Ability3(){
p.UpdateAnimation(AnimationState::WARRIOR_SWINGSONICSWORD_S);
}break;
}
PLAYER_BULLET_LIST.push_back(std::make_unique<Bullet>(p.pos,bulletVel,30,p.GetAttack()*8,AnimationState::SONICSLASH,true,2.25,true));
PLAYER_BULLET_LIST.push_back(std::make_unique<Bullet>(p.pos,bulletVel,30,p.GetAttack()*8,AnimationState::SONICSLASH,true,2.25,true,true,WHITE));
game->SetupWorldShake(0.5);
return true;
}
@ -283,7 +283,7 @@ bool Wizard::AutoAttack(){
ACCESS_PLAYER
p.attack_cooldown_timer=p.MAGIC_ATTACK_COOLDOWN;
float angleToCursor=atan2(game->GetWorldMousePos().y-p.pos.y,game->GetWorldMousePos().x-p.pos.x);
PLAYER_BULLET_LIST.push_back(std::make_unique<EnergyBolt>(EnergyBolt(p.pos,{cos(angleToCursor)*200,sin(angleToCursor)*200},12,p.GetAttack())));
PLAYER_BULLET_LIST.push_back(std::make_unique<EnergyBolt>(EnergyBolt(p.pos,{cos(angleToCursor)*200,sin(angleToCursor)*200},12,p.GetAttack(),true,WHITE)));
return true;
}

@ -60,6 +60,7 @@ bool Crawler::OnUserCreate(){
GFX_BulletCircleOutline.Load("assets/circle_outline.png");
GFX_EnergyBolt.Load("assets/energy_bolt.png");
GFX_EnergyParticle.Load("assets/energy_particle.png");
GFX_Splash_Effect.Load("assets/splash_effect.png");
//Animations
InitializeAnimations();
@ -355,6 +356,12 @@ void Crawler::InitializeAnimations(){
energy_particle.AddFrame({&GFX_EnergyParticle,{{i*3,0},{3,3}}});
}
ANIMATION_DATA[AnimationState::ENERGY_PARTICLE]=energy_particle;
Animate2D::FrameSequence splash_animation(0.05);
for(int i=0;i<5;i++){
splash_animation.AddFrame({&GFX_Splash_Effect,{{i*24,0},{24,24}}});
}
ANIMATION_DATA[AnimationState::SPLASH_EFFECT]=splash_animation;
}
bool Crawler::LeftHeld(){
@ -597,18 +604,21 @@ void Crawler::UpdateEffects(float fElapsedTime){
void Crawler::UpdateBullets(float fElapsedTime){
for(auto it=BULLET_LIST.begin();it!=BULLET_LIST.end();++it){
Bullet*b=(*it).get();
b->UpdateFadeTime(fElapsedTime);
b->Update(fElapsedTime);
b->pos+=b->vel*fElapsedTime;
if(geom2d::overlaps(geom2d::circle(player.GetPos(),12*player.GetSizeMult()/2),geom2d::circle(b->pos,b->radius))){
if(!b->deactivated&&geom2d::overlaps(geom2d::circle(player.GetPos(),12*player.GetSizeMult()/2),geom2d::circle(b->pos,b->radius))){
if(player.Hurt(b->damage)){
if(b->PlayerHit(player)){
it=BULLET_LIST.erase(it);
if(it==BULLET_LIST.end()){
break;
}
}
continue;
}
}
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){
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){
it=BULLET_LIST.erase(it);
if(it==BULLET_LIST.end()){
break;
@ -627,22 +637,27 @@ void Crawler::UpdateBullets(float fElapsedTime){
}
for(std::vector<std::unique_ptr<Bullet>>::iterator it=PLAYER_BULLET_LIST.begin();it!=PLAYER_BULLET_LIST.end();++it){
std::unique_ptr<Bullet>&b=*it;
b->UpdateFadeTime(fElapsedTime);
b->Update(fElapsedTime);
b->pos+=b->vel*fElapsedTime;
if(!b->deactivated){
for(Monster&m:MONSTER_LIST){
if(geom2d::overlaps(geom2d::circle(m.GetPos(),12*m.GetSizeMult()),geom2d::circle(b->pos,b->radius))){
if(b->hitList.find(&m)==b->hitList.end()&&m.Hurt(b->damage)){
if(!b->hitsMultiple){
if(b->MonsterHit(m)){
it=PLAYER_BULLET_LIST.erase(it);
if(it==PLAYER_BULLET_LIST.end()){
goto outsidePlayerBulletLoop;
}
}
goto continuePlayerBulletLoop;
}
b->hitList[&m]=true;
}
}
}
}
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){
it=PLAYER_BULLET_LIST.erase(it);
if(it==PLAYER_BULLET_LIST.end()){

@ -22,7 +22,8 @@ class Crawler : public olc::PixelGameEngine
Renderable GFX_Warrior_Sheet,GFX_Slime_Sheet,GFX_Circle,
GFX_Effect_GroundSlam_Back,GFX_Effect_GroundSlam_Front,
GFX_Heart,GFX_BLOCK_BUBBLE,GFX_Ranger_Sheet,GFX_Wizard_Sheet,
GFX_Battlecry_Effect,GFX_Mana,GFX_SonicSlash,GFX_EnergyParticle;
GFX_Battlecry_Effect,GFX_Mana,GFX_SonicSlash,GFX_EnergyParticle,
GFX_Splash_Effect;
public:
Renderable GFX_BulletCircle,GFX_BulletCircleOutline,GFX_EnergyBolt;
private:

@ -5,8 +5,8 @@
INCLUDE_game
EnergyBolt::EnergyBolt(vf2d pos,vf2d vel,float radius,int damage,Pixel col)
:Bullet(pos,vel,radius,damage,AnimationState::ENERGY_BOLT,false,INFINITE,true,col){}
EnergyBolt::EnergyBolt(vf2d pos,vf2d vel,float radius,int damage,bool friendly,Pixel col)
:Bullet(pos,vel,radius,damage,AnimationState::ENERGY_BOLT,false,INFINITE,true,friendly,col){}
void EnergyBolt::Update(float fElapsedTime){
lastParticleSpawn=std::max(0.f,lastParticleSpawn-fElapsedTime);
@ -15,3 +15,19 @@ void EnergyBolt::Update(float fElapsedTime){
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}));
}
}
bool EnergyBolt::PlayerHit(Player& player)
{
deactivated=true;
fadeOutTime=0.2f;
game->AddEffect(Effect(player.GetPos(),0,AnimationState::SPLASH_EFFECT,player.GetSizeMult(),0.25));
return false;
}
bool EnergyBolt::MonsterHit(Monster& monster)
{
deactivated=true;
fadeOutTime=0.2f;
game->AddEffect(Effect(monster.GetPos(),0,AnimationState::SPLASH_EFFECT,monster.GetSizeMult(),0.25));
return false;
}

@ -155,7 +155,7 @@ bool Monster::Update(float fElapsedTime){
if(queueShotTimer<0){
queueShotTimer=0;
{
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 })));
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 })));
}
}
}

@ -2,7 +2,7 @@
#define VERSION_MAJOR 0
#define VERSION_MINOR 2
#define VERSION_PATCH 0
#define VERSION_BUILD 373
#define VERSION_BUILD 391
#define stringify(a) stringify_(a)
#define stringify_(a) #a

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