#include "BulletTypes.h" #include "Effect.h" #include "Crawler.h" #include "DEFINES.h" #include "Emitter.h" #include "utils.h" INCLUDE_game INCLUDE_MONSTER_LIST INCLUDE_EMITTER_LIST LightningBolt::LightningBolt(vf2d pos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col) :Bullet(pos,vel,radius,damage,AnimationState::LIGHTNING_BOLT,upperLevel,false,INFINITE,true,friendly,col){} void LightningBolt::Update(float fElapsedTime){ lastParticleSpawn=std::max(0.f,lastParticleSpawn-fElapsedTime); if(lastParticleSpawn==0){ lastParticleSpawn=0.01; uint8_t brightness=uint8_t(util::random(100)+150); switch(rand()%4){ case 0:{ game->AddEffect(std::make_unique(pos+vf2d{util::random(12)-6,util::random(12)-6},util::random(0.1),AnimationState::LIGHTNING_BOLT_PARTICLE1,upperLevel,util::random(0.5)+1,0.1,vel*(util::random(0.1)+0.9),Pixel{brightness,brightness,brightness})); }break; case 1:{ game->AddEffect(std::make_unique(pos+vf2d{util::random(12)-6,util::random(12)-6},util::random(0.1),AnimationState::LIGHTNING_BOLT_PARTICLE2,upperLevel,util::random(0.5)+1,0.1,vel*(util::random(0.1)+0.9),Pixel{brightness,brightness,brightness})); }break; case 2:{ game->AddEffect(std::make_unique(pos+vf2d{util::random(12)-6,util::random(12)-6},util::random(0.1),AnimationState::LIGHTNING_BOLT_PARTICLE3,upperLevel,util::random(0.5)+1,0.1,vel*(util::random(0.1)+0.9),Pixel{brightness,brightness,brightness})); }break; case 3:{ game->AddEffect(std::make_unique(pos+vf2d{util::random(12)-6,util::random(12)-6},util::random(0.1),AnimationState::LIGHTNING_BOLT_PARTICLE4,upperLevel,util::random(0.5)+1,0.1,vel*(util::random(0.1)+0.9),Pixel{brightness,brightness,brightness})); }break; } } } bool LightningBolt::PlayerHit(Player*player) { deactivated=true; fadeOutTime=0.2f; game->AddEffect(std::make_unique(player->GetPos(),0.3,AnimationState::LIGHTNING_SPLASH,upperLevel,player->GetSizeMult(),0.25,vf2d{},WHITE,util::random(PI))); return false; } bool LightningBolt::MonsterHit(Monster& monster) { deactivated=true; fadeOutTime=0.2f; game->AddEffect(std::make_unique(monster.GetPos(),0.3,AnimationState::LIGHTNING_SPLASH,upperLevel,monster.GetSizeMult(),0.25,vf2d{},WHITE,util::random(PI))); int targetsHit=0; for(Monster&m:MONSTER_LIST){ if(&m==&monster||monster.OnUpperLevel()!=m.OnUpperLevel())continue; geom2d::linelineToTarget=geom2d::line(monster.GetPos(),m.GetPos()); float dist=lineToTarget.length(); vf2d vec; vec.norm(); if(dist<=72){ if(m.Hurt(game->GetPlayer()->GetAttack()*2)){ EMITTER_LIST.push_back(std::make_unique(LightningBoltEmitter(monster.GetPos(),m.GetPos(),0.05,0.25,upperLevel))); game->AddEffect(std::make_unique(m.GetPos(),0.5,AnimationState::LIGHTNING_SPLASH,upperLevel,monster.GetSizeMult(),0.25,vf2d{},WHITE,util::random(PI))); targetsHit++; } } if(targetsHit>=2)break; } return false; }