#include "Bullet.h" #include "Crawler.h" #include "DEFINES.h" 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,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){ this->animation.AddState(animation,ANIMATION_DATA[animation]); this->animation.ChangeState(internal_animState,animation); }; Animate2D::Frame Bullet::GetFrame(){ return animation.GetFrame(internal_animState); } void Bullet::Update(float fElapsedTime){ if(animated){ lastParticleSpawn=std::max(0.f,lastParticleSpawn-fElapsedTime); if(lastParticleSpawn==0&&animation.GetFrame(internal_animState).GetSourceImage()==&game->GFX_EnergyBolt){ lastParticleSpawn=0.03; 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})); } } } void Bullet::Draw(){ 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); } else { game->view.DrawDecal(pos,game->GFX_BulletCircle.Decal(),{radius,radius},col); game->view.DrawDecal(pos,game->GFX_BulletCircleOutline.Decal(),{radius,radius},WHITE); } }