#include "BulletTypes.h" #include "Effect.h" #include "Crawler.h" #include "DEFINES.h" #include "utils.h" INCLUDE_game INCLUDE_MONSTER_LIST FireBolt::FireBolt(vf2d pos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col) :Bullet(pos,vel,radius,damage,AnimationState::ENERGY_BOLT,upperLevel,false,INFINITE,true,friendly,col){} void FireBolt::Update(float fElapsedTime){ lastParticleSpawn=std::max(0.f,lastParticleSpawn-fElapsedTime); if(lastParticleSpawn==0){ lastParticleSpawn=0.03; game->AddEffect(std::make_unique(pos,util::random(1),AnimationState::ENERGY_PARTICLE,upperLevel,util::random(2),0.3,vf2d{util::random(120)-60,-util::random(60)},Pixel{255,uint8_t(util::random(250)),0})); } } bool FireBolt::PlayerHit(Player*player) { deactivated=true; fadeOutTime=0.2f; game->AddEffect(std::make_unique(player->GetPos(),0,AnimationState::SPLASH_EFFECT,upperLevel,5,0.25,vf2d{},Pixel{240,120,60})); return false; } bool FireBolt::MonsterHit(Monster& monster) { deactivated=true; fadeOutTime=0.2f; for(int i=0;i<72;i++){ game->AddEffect(std::make_unique(monster.GetPos(),util::random(0.5),AnimationState::DOT_PARTICLE,upperLevel,util::random(2),util::random(0.4),vf2d{util::random(300)-150,util::random(300)-150},Pixel{255,uint8_t(util::random(190)+60),60})); } game->SetupWorldShake(0.25); for(Monster&m:MONSTER_LIST){ if(geom2d::line(monster.GetPos(),m.GetPos()).length()<=2.5*24){ m.Hurt(3*damage); } } game->AddEffect(std::make_unique(monster.GetPos(),0,AnimationState::SPLASH_EFFECT,upperLevel,5,0.25,vf2d{},Pixel{240,120,60})); return false; }