The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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35 lines
1.4 KiB
35 lines
1.4 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 "utils.h"
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INCLUDE_game
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EnergyBolt::EnergyBolt(vf2d pos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col)
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:Bullet(pos,vel,radius,damage,
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"ENERGY_BOLT",upperLevel,false,INFINITE,true,friendly,col){}
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void EnergyBolt::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="Wizard.Auto Attack.ParticleFrequency"_F;
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game->AddEffect(std::make_unique<Effect>(pos,"Wizard.Auto Attack.ParticleLifetimeRange"_FRange,"ENERGY_PARTICLE",upperLevel,"Wizard.Auto Attack.ParticleSizeRange"_FRange,"Wizard.Auto Attack.ParticleFadeoutTime"_F,vf2d{"Wizard.Auto Attack.ParticleSpeedRange"_FRange,"Wizard.Auto Attack.ParticleSpeedRange"_FRange}));
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}
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}
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bool EnergyBolt::PlayerHit(Player*player)
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{
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deactivated=true;
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fadeOutTime="Wizard.Auto Attack.BulletHitFadeoutTime"_F;
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game->AddEffect(std::make_unique<Effect>(player->GetPos(),0,"SPLASH_EFFECT",upperLevel,player->GetSizeMult(),"Wizard.Auto Attack.SplashEffectFadeoutTime"_F));
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return false;
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}
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bool EnergyBolt::MonsterHit(Monster& monster)
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{
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deactivated=true;
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fadeOutTime="Wizard.Auto Attack.BulletHitFadeoutTime"_F;
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game->AddEffect(std::make_unique<Effect>(monster.GetPos(),0,"SPLASH_EFFECT",upperLevel,monster.GetSizeMult(),"Wizard.Auto Attack.SplashEffectFadeoutTime"_F));
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return false;
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}
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