The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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64 lines
2.7 KiB
64 lines
2.7 KiB
#include "BulletTypes.h"
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#include "Effect.h"
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#include "Crawler.h"
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#include "DEFINES.h"
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#include "Emitter.h"
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#include "utils.h"
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INCLUDE_game
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INCLUDE_MONSTER_LIST
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INCLUDE_EMITTER_LIST
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LightningBolt::LightningBolt(vf2d pos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col)
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:Bullet(pos,vel,radius,damage,AnimationState::LIGHTNING_BOLT,upperLevel,false,INFINITE,true,friendly,col){}
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void LightningBolt::Update(float fElapsedTime){
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lastParticleSpawn=std::max(0.f,lastParticleSpawn-fElapsedTime);
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if(lastParticleSpawn==0){
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lastParticleSpawn=0.01;
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uint8_t brightness=uint8_t(util::random(100)+150);
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switch(rand()%4){
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case 0:{
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game->AddEffect(Effect(pos+vf2d{util::random(12)-6,util::random(12)-6},util::random(0.1),AnimationState::LIGHTNING_BOLT_PARTICLE1,upperLevel,util::random(0.5)+1,0.1,vel*(util::random(0.1)+0.9),{brightness,brightness,brightness}));
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}break;
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case 1:{
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game->AddEffect(Effect(pos+vf2d{util::random(12)-6,util::random(12)-6},util::random(0.1),AnimationState::LIGHTNING_BOLT_PARTICLE2,upperLevel,util::random(0.5)+1,0.1,vel*(util::random(0.1)+0.9),{brightness,brightness,brightness}));
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}break;
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case 2:{
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game->AddEffect(Effect(pos+vf2d{util::random(12)-6,util::random(12)-6},util::random(0.1),AnimationState::LIGHTNING_BOLT_PARTICLE3,upperLevel,util::random(0.5)+1,0.1,vel*(util::random(0.1)+0.9),{brightness,brightness,brightness}));
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}break;
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case 3:{
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game->AddEffect(Effect(pos+vf2d{util::random(12)-6,util::random(12)-6},util::random(0.1),AnimationState::LIGHTNING_BOLT_PARTICLE4,upperLevel,util::random(0.5)+1,0.1,vel*(util::random(0.1)+0.9),{brightness,brightness,brightness}));
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}break;
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}
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}
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}
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bool LightningBolt::PlayerHit(Player& player)
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{
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deactivated=true;
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fadeOutTime=0.2f;
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game->AddEffect(Effect(player.GetPos(),0.3,AnimationState::LIGHTNING_SPLASH,upperLevel,player.GetSizeMult(),0.25,{},WHITE,util::random(PI)));
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return false;
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}
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bool LightningBolt::MonsterHit(Monster& monster)
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{
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deactivated=true;
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fadeOutTime=0.2f;
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game->AddEffect(Effect(monster.GetPos(),0.3,AnimationState::LIGHTNING_SPLASH,upperLevel,monster.GetSizeMult(),0.25,{},WHITE,util::random(PI)));
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int targetsHit=0;
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for(Monster&m:MONSTER_LIST){
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if(&m==&monster||monster.OnUpperLevel()!=m.OnUpperLevel())continue;
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geom2d::line<float>lineToTarget=geom2d::line<float>(monster.GetPos(),m.GetPos());
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float dist=lineToTarget.length();
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if(dist<=72){
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m.Hurt(game->GetPlayer().GetAttack()*2);
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EMITTER_LIST.push_back(std::make_unique<LightningBoltEmitter>(LightningBoltEmitter(monster.GetPos(),m.GetPos(),0.05,0.25,upperLevel)));
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game->AddEffect(Effect(m.GetPos(),0.5,AnimationState::LIGHTNING_SPLASH,upperLevel,monster.GetSizeMult(),0.25,{},WHITE,util::random(PI)));
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targetsHit++;
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}
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if(targetsHit>=2)break;
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}
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return false;
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} |