#include "DEFINES.h"
#include "Effect.h"
#include "Crawler.h"

INCLUDE_ANIMATION_DATA
INCLUDE_game

Effect::Effect(vf2d pos,float lifetime,AnimationState animation,bool upperLevel,float size,float fadeout,vf2d spd,Pixel col)
	:pos(pos),lifetime(lifetime),upperLevel(upperLevel),size(size),fadeout(fadeout),original_fadeoutTime(fadeout),spd(spd),col(col){
	this->animation.AddState(animation,ANIMATION_DATA[animation]);
}

bool Effect::Update(float fElapsedTime){
	lifetime-=fElapsedTime;
	if(lifetime<=0){
		fadeout-=fElapsedTime;
		if(fadeout<=0){
			return false;
		}
	}
	pos+=spd*fElapsedTime;
	animation.UpdateState(internal_animState,fElapsedTime);
	return true;
}

void Effect::Draw(){
	if(fadeout==0){
		game->view.DrawPartialDecal(pos-GetFrame().GetSourceRect().size*size/2,GetFrame().GetSourceImage()->Decal(),GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,{size,size},col);
	} else {
		game->view.DrawPartialDecal(pos-GetFrame().GetSourceRect().size*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)});
	}
}

Animate2D::Frame Effect::GetFrame(){
	return animation.GetFrame(internal_animState);
}

bool Effect::OnUpperLevel(){
	return upperLevel;
}