#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;
}