#include "BulletTypes.h" #include "Effect.h" #include "Crawler.h" #include "DEFINES.h" INCLUDE_game EnergyBolt::EnergyBolt(vf2d pos,vf2d vel,float radius,int damage,bool friendly,Pixel col) :Bullet(pos,vel,radius,damage,AnimationState::ENERGY_BOLT,false,INFINITE,true,friendly,col){} void EnergyBolt::Update(float fElapsedTime){ 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})); } } bool EnergyBolt::PlayerHit(Player& player) { deactivated=true; fadeOutTime=0.2f; game->AddEffect(Effect(player.GetPos(),0,AnimationState::SPLASH_EFFECT,player.GetSizeMult(),0.25)); return false; } bool EnergyBolt::MonsterHit(Monster& monster) { deactivated=true; fadeOutTime=0.2f; game->AddEffect(Effect(monster.GetPos(),0,AnimationState::SPLASH_EFFECT,monster.GetSizeMult(),0.25)); return false; }