#include "Bullet.h" #include "Crawler.h" #include "DEFINES.h" #include "safemap.h" INCLUDE_ANIMATION_DATA INCLUDE_game INCLUDE_GFX Bullet::Bullet(vf2d pos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col,vf2d scale) :pos(pos),vel(vel),radius(radius),damage(damage),col(col),friendly(friendly),upperLevel(upperLevel),scale(scale){}; Bullet::Bullet(vf2d pos,vf2d vel,float radius,int damage,std::string animation,bool upperLevel,bool hitsMultiple,float lifetime,bool rotatesWithAngle,bool friendly,Pixel col,vf2d scale) :pos(pos),vel(vel),radius(radius),damage(damage),col(col),animated(true),rotates(rotatesWithAngle),lifetime(lifetime),hitsMultiple(hitsMultiple),friendly(friendly),upperLevel(upperLevel),scale(scale){ this->animation.AddState(animation,ANIMATION_DATA[animation]); this->animation.ChangeState(internal_animState,animation); }; Animate2D::Frame Bullet::GetFrame(){ return animation.GetFrame(internal_animState); } 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,scale,fadeOutTime==0?col:Pixel{col.r,col.g,col.b,lerp(col.a,0,1-((fadeOutTime-fadeOutTimer)/fadeOutTime))}); } else { game->view.DrawDecal(pos-GFX["circle.png"].Sprite()->Size()*scale/2,GFX["circle.png"].Decal(),scale,fadeOutTime==0?col:Pixel{col.r,col.g,col.b,lerp(col.a,0,1-((fadeOutTime-fadeOutTimer)/fadeOutTime))}); game->view.DrawDecal(pos-GFX["circle.png"].Sprite()->Size()*scale/2,GFX["circle_outline.png"].Decal(),scale,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;} bool Bullet::OnUpperLevel(){return upperLevel;}