The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 
AdventuresInLestoria/Crawler/Bullet.cpp

46 lines
2.1 KiB

#include "Bullet.h"
#include "Crawler.h"
#include "DEFINES.h"
#include "safemap.h"
INCLUDE_ANIMATION_DATA
INCLUDE_game
Bullet::Bullet(vf2d pos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col,vf2d scale)
:pos(pos),vel(vel),radius(radius),damage(damage),col(col),friendly(friendly),upperLevel(upperLevel),scale(scale){};
Bullet::Bullet(vf2d pos,vf2d vel,float radius,int damage,std::string animation,bool upperLevel,bool hitsMultiple,float lifetime,bool rotatesWithAngle,bool friendly,Pixel col,vf2d scale)
:pos(pos),vel(vel),radius(radius),damage(damage),col(col),animated(true),rotates(rotatesWithAngle),lifetime(lifetime),hitsMultiple(hitsMultiple),friendly(friendly),upperLevel(upperLevel),scale(scale){
this->animation.AddState(animation,ANIMATION_DATA[animation]);
this->animation.ChangeState(internal_animState,animation);
};
Animate2D::Frame Bullet::GetFrame(){
return animation.GetFrame(internal_animState);
}
void Bullet::UpdateFadeTime(float fElapsedTime)
{
if(fadeOutTime>0){
if(fadeOutTimer==0){
lifetime=fadeOutTime;
}
fadeOutTimer+=fElapsedTime;
}
}
void Bullet::Update(float fElapsedTime){}
void Bullet::Draw(){
auto lerp=[](uint8_t f1,uint8_t f2,float t){return uint8_t((float(f2)*t)+f1*(1-t));};
if(animated){
game->view.DrawPartialRotatedDecal(pos,GetFrame().GetSourceImage()->Decal(),rotates?atan2(vel.y,vel.x)-PI/2:0,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,scale,fadeOutTime==0?col:Pixel{col.r,col.g,col.b,lerp(col.a,0,1-((fadeOutTime-fadeOutTimer)/fadeOutTime))});
} else {
game->view.DrawDecal(pos,game->GFX_BulletCircle.Decal(),{radius,radius},fadeOutTime==0?col:Pixel{col.r,col.g,col.b,lerp(col.a,0,1-((fadeOutTime-fadeOutTimer)/fadeOutTime))});
game->view.DrawDecal(pos,game->GFX_BulletCircleOutline.Decal(),{radius,radius},fadeOutTime==0?WHITE:Pixel{WHITE.r,WHITE.g,WHITE.b,lerp(WHITE.a,0,1-((fadeOutTime-fadeOutTimer)/fadeOutTime))});
}
}
bool Bullet::PlayerHit(Player*player){return true;}
bool Bullet::MonsterHit(Monster&monster){return true;}
bool Bullet::OnUpperLevel(){return upperLevel;}