#include "BulletTypes.h" #include "Effect.h" #include "Crawler.h" #include "DEFINES.h" #include "utils.h" INCLUDE_game EnergyBolt::EnergyBolt(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 EnergyBolt::Update(float fElapsedTime){ lastParticleSpawn=std::max(0.f,lastParticleSpawn-fElapsedTime); if(lastParticleSpawn==0){ lastParticleSpawn=0.03; game->AddEffect(Effect(pos,util::random(1),AnimationState::ENERGY_PARTICLE,upperLevel,util::random(2),0.5,{util::random(60)-30,util::random(60)-30})); } } bool EnergyBolt::PlayerHit(Player& player) { deactivated=true; fadeOutTime=0.2f; game->AddEffect(Effect(player.GetPos(),0,AnimationState::SPLASH_EFFECT,upperLevel,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,upperLevel,monster.GetSizeMult(),0.25)); return false; }