#pragma once #include "olcPixelGameEngine.h" #include "Animation.h" #include "olcUTIL_Animate2D.h" struct Effect{ vf2d pos={0,0}; float lifetime=0; float fadeout=0; vf2d size={1,1}; Pixel col=WHITE; vf2d spd={}; float rotation=0; float rotationSpd=0; bool additiveBlending=false; Effect(vf2d pos,float lifetime,AnimationState animation,bool upperLevel,float size=1.0f,float fadeout=0.0f,vf2d spd={},Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false); Effect(vf2d pos,float lifetime,AnimationState animation,bool upperLevel,vf2d size={1,1},float fadeout=0.0f,vf2d spd={},Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false); virtual bool Update(float fElapsedTime); Animate2D::Frame GetFrame(); virtual void Draw(); bool OnUpperLevel(); protected: float original_fadeoutTime; private: Animate2D::Animationanimation; Animate2D::AnimationState internal_animState; bool upperLevel=false; }; struct Meteor:Effect{ Meteor(vf2d pos,float lifetime,AnimationState animation,bool upperLevel,vf2d size={1,1},float fadeout=0.0f,vf2d spd={},Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false); float startLifetime=0; bool shakeField=false; bool Update(float fElapsedTime)override; void Draw()override; }; struct PulsatingFire:Effect{ PulsatingFire(vf2d pos,float lifetime,AnimationState animation,bool upperLevel,vf2d size={1,1},float fadeout=0.0f,vf2d spd={},Pixel col=WHITE,float rotation=0,float rotationSpd=0,bool additiveBlending=false); std::vectorpulsatingFireValues; float lastParticleTimer=0; float lastDamageTimer=0; bool Update(float fElapsedTime)override; void Draw()override; };