#include "Effect.h" #include "DEFINES.h" #include "Crawler.h" #include "utils.h" INCLUDE_game INCLUDE_MONSTER_LIST Meteor::Meteor(vf2d pos, float lifetime, std::string animation, bool upperLevel, vf2d size, float fadeout, vf2d spd, Pixel col, float rotation, float rotationSpd, bool additiveBlending) :Effect(pos,lifetime,animation,upperLevel,size,fadeout,spd,col,rotation,rotationSpd,additiveBlending),startLifetime(lifetime){ } bool Meteor::Update(float fElapsedTime){ if(lifetime<=0&&!shakeField){ shakeField=true; game->SetupWorldShake("Wizard.Ability 3.WorldShakeTime"_F); vf2d meteorOffset=pos+vf2d{lifetime*"Wizard.Ability 3.MeteorXMovementMult"_I,lifetime*"Wizard.Ability 3.MeteorYMovementMult"_I}*"Wizard.Ability 3.MeteorStartingDist"_F-vf2d{0,"Wizard.Ability 3.MeteorRadius"_F/100*12}; for(int i=0;i<"Wizard.Ability 3.MeteorImpactParticles"_I;i++){ float randomAngle="Wizard.Ability 3.MeteorImpactParticleAngleRange"_FRange; float randomRange=100*size.x*(1-util::random("Wizard.Ability 3.MeteorImpactParticleRandomVariance"_F))*(1-util::random("Wizard.Ability 3.MeteorImpactParticleRandomVariance"_F)); float randomColorTintG=256*(1-util::random("Wizard.Ability 3.MeteorImpactParticleColorGVariance"_F))*(1-util::random("Wizard.Ability 3.MeteorImpactParticleColorGVariance"_F)); float randomColorTintB="Wizard.Ability 3.MeteorImpactParticleColorBlueRange"_FRange; vf2d effectPos=vf2d{cos(randomAngle),sin(randomAngle)}*randomRange+meteorOffset; game->AddEffect(std::make_unique(effectPos,0,"DOT_PARTICLE",OnUpperLevel(),vf2d{util::random(2)+1,util::random(3)+1},util::random(3)+1,vf2d{util::random(10)-5,-util::random(20)-5},Pixel{255,uint8_t(randomColorTintG),uint8_t(randomColorTintB),uint8_t("Wizard.Ability 3.MeteorImpactParticleAlphaRange"_FRange)},0,0,true),effectPos.yHurtEnemies(pos,"Wizard.Ability 3.MeteorRadius"_F/100*24,game->GetPlayer()->GetAttack()*"Wizard.Ability 3.MeteorDamageMult"_F,OnUpperLevel(),0); game->AddEffect(std::make_unique(pos,"Wizard.Ability 3.FireRingLifetime"_F,"FIRE_RING1",OnUpperLevel(),vf2d{"Wizard.Ability 3.MeteorRadius"_F/100*2,"Wizard.Ability 3.MeteorRadius"_F/100*2},"Wizard.Ability 3.FireRingFadeoutTime"_F),true); } return Effect::Update(fElapsedTime); } void Meteor::Draw(){ if(lifetime>0){ vf2d scale=vf2d{192,64}/3.f*(startLifetime+1-lifetime)*0.25*size; vf2d meteorOffset=vf2d{lifetime*"Wizard.Ability 3.MeteorXMovementMult"_I,0}*"Wizard.Ability 3.MeteorShadowStartingDist"_F; vf2d centerPoint=pos-vf2d{game->GFX_Circle.Sprite()->width*scale.x/2,game->GFX_Circle.Sprite()->height*scale.y/2}; game->view.DrawDecal(centerPoint+meteorOffset,game->GFX_Circle.Decal(),scale,{0,0,0,192}); } vf2d meteorOffset=pos+vf2d{lifetime*"Wizard.Ability 3.MeteorXMovementMult"_I,lifetime*"Wizard.Ability 3.MeteorYMovementMult"_I}*"Wizard.Ability 3.MeteorStartingDist"_F-vf2d{0,GetFrame().GetSourceRect().size.y/4.f}*size; if(lifetime<=0){ meteorOffset=pos-vf2d{0,GetFrame().GetSourceRect().size.y/4.f}*size; } game->view.DrawPartialRotatedDecal(meteorOffset,GetFrame().GetSourceImage()->Decal(),rotation,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,size,{col.r,col.g,col.b,uint8_t(fadeout/original_fadeoutTime*255)}); }