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.
83 lines
4.6 KiB
83 lines
4.6 KiB
#pragma region License
|
|
/*
|
|
License (OLC-3)
|
|
~~~~~~~~~~~~~~~
|
|
|
|
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
|
|
|
|
Redistribution and use in source and binary forms, with or without modification,
|
|
are permitted provided that the following conditions are met:
|
|
|
|
1. Redistributions or derivations of source code must retain the above copyright
|
|
notice, this list of conditions and the following disclaimer.
|
|
|
|
2. Redistributions or derivative works in binary form must reproduce the above
|
|
copyright notice. This list of conditions and the following disclaimer must be
|
|
reproduced in the documentation and/or other materials provided with the distribution.
|
|
|
|
3. Neither the name of the copyright holder nor the names of its contributors may
|
|
be used to endorse or promote products derived from this software without specific
|
|
prior written permission.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
|
|
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
|
|
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
|
|
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
|
|
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
|
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
|
|
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
|
|
SUCH DAMAGE.
|
|
|
|
Portions of this software are copyright © 2023 The FreeType
|
|
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
|
|
All rights reserved.
|
|
*/
|
|
#pragma endregion
|
|
#include "BulletTypes.h"
|
|
#include "Effect.h"
|
|
#include "AdventuresInLestoria.h"
|
|
#include "DEFINES.h"
|
|
#include "util.h"
|
|
#include "SoundEffect.h"
|
|
|
|
INCLUDE_game
|
|
INCLUDE_MONSTER_LIST
|
|
|
|
FireBolt::FireBolt(vf2d pos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col)
|
|
:Bullet(pos,vel,radius,damage,
|
|
"energy_bolt.png",upperLevel,false,INFINITE,true,friendly,col){}
|
|
|
|
void FireBolt::Update(float fElapsedTime){
|
|
lastParticleSpawn=std::max(0.f,lastParticleSpawn-fElapsedTime);
|
|
if(lastParticleSpawn==0){
|
|
lastParticleSpawn="Wizard.Ability 1.ParticleFrequency"_F;
|
|
game->AddEffect(std::make_unique<Effect>(pos,"Wizard.Ability 1.ParticleLifetimeRange"_FRange,"energy_particle.png",upperLevel,"Wizard.Ability 1.ParticleSizeRange"_FRange,"Wizard.Ability 1.ParticleFadeoutTime"_F,vf2d{"Wizard.Ability 1.ParticleXSpeedRange"_FRange,"Wizard.Ability 1.ParticleYSpeedRange"_FRange},Pixel{uint8_t("Wizard.Ability 1.ParticleRedRange"_FRange),uint8_t("Wizard.Ability 1.ParticleGreenRange"_FRange),uint8_t("Wizard.Ability 1.ParticleBlueRange"_FRange),uint8_t("Wizard.Ability 1.ParticleAlphaRange"_FRange)}));
|
|
}
|
|
}
|
|
|
|
bool FireBolt::PlayerHit(Player*player)
|
|
{
|
|
deactivated=true;
|
|
fadeOutTime="Wizard.Ability 1.BulletHitFadeoutTime"_F;
|
|
game->AddEffect(std::make_unique<Effect>(player->GetPos(),0,"splash_effect.png",upperLevel,5,0.25,vf2d{},Pixel{240,120,60}));
|
|
|
|
SoundEffect::PlaySFX("Wizard Fire Bolt Hit",pos);
|
|
return false;
|
|
}
|
|
|
|
bool FireBolt::MonsterHit(Monster& monster)
|
|
{
|
|
deactivated=true;
|
|
fadeOutTime="Wizard.Ability 1.BulletHitFadeoutTime"_F;
|
|
for(int i=0;i<"Wizard.Ability 1.BulletHitExplosionParticleCount"_I;i++){
|
|
game->AddEffect(std::make_unique<Effect>(monster.GetPos(),"Wizard.Ability 1.BulletHitExplosionParticleLifetimeRange"_FRange,"circle.png",upperLevel,"Wizard.Ability 1.BulletHitExplosionParticleSizeRange"_FRange,"Wizard.Ability 1.BulletHitExplosionParticleFadeoutTimeRange"_FRange,vf2d{"Wizard.Ability 1.BulletHitExplosionParticleSpeedRange"_FRange,"Wizard.Ability 1.BulletHitExplosionParticleSpeedRange"_FRange},Pixel{uint8_t("Wizard.Ability 1.BulletHitExplosionParticleRedRange"_FRange),uint8_t("Wizard.Ability 1.BulletHitExplosionParticleGreenRange"_FRange),uint8_t("Wizard.Ability 1.BulletHitExplosionParticleBlueRange"_FRange),uint8_t("Wizard.Ability 1.BulletHitExplosionParticleAlphaRange"_FRange)}));
|
|
}
|
|
game->SetupWorldShake("Wizard.Ability 1.WorldShakeTime"_F);
|
|
game->HurtEnemies(monster.GetPos(),"Wizard.Ability 1.BulletHitExplosionRange"_F/100*12,int("Wizard.Ability 1.BulletHitExplosionDamageMult"_F*game->GetPlayer()->GetAttack()),OnUpperLevel(),0);
|
|
game->AddEffect(std::make_unique<Effect>(monster.GetPos(),0,"splash_effect.png",upperLevel,"Wizard.Ability 1.BulletHitExplosionRange"_F/100*2,"Wizard.Ability 1.BulletHitExplosionFadeoutTime"_F,vf2d{},"Wizard.Ability 1.BulletHitExplosionColor"_Pixel));
|
|
|
|
SoundEffect::PlaySFX("Wizard Fire Bolt Hit",pos);
|
|
return false;
|
|
}
|
|
|