#include "BulletTypes.h" #include "Effect.h" #include "Crawler.h" #include "DEFINES.h" #include "util.h" #include "olcUTIL_Geometry2D.h" INCLUDE_game Arrow::Arrow(vf2d pos,vf2d targetPos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col) :finalDistance(geom2d::line(pos,targetPos).length()),acc(PI/2*"Ranger.Auto Attack.ArrowSpd"_F), Bullet(pos,vel,radius,damage, "arrow.png",upperLevel,false,INFINITE,true,friendly,col){} void Arrow::Update(float fElapsedTime){ float speed=vel.mag(); travelDistance+=speed*fElapsedTime; vel.y+=acc*fElapsedTime; if(!deactivated&&travelDistance>=finalDistance){ deactivated=true; fadeOutTime=0.2f; } } bool Arrow::PlayerHit(Player*player) { deactivated=true; fadeOutTime=0.2f; game->AddEffect(std::make_unique(player->GetPos(),0,"splash_effect.png",upperLevel,player->GetSizeMult(),0.25)); return false; } bool Arrow::MonsterHit(Monster& monster) { deactivated=true; fadeOutTime=0.2f; game->AddEffect(std::make_unique(monster.GetPos(),0,"splash_effect.png",upperLevel,monster.GetSizeMult(),0.25)); return false; }