The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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67 lines
4.3 KiB
67 lines
4.3 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,
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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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uint8_t brightness=uint8_t("Wizard.Ability 2.ParticleColorRange"_FRange);
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if(lastParticleSpawn==0){
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lastParticleSpawn="Wizard.Ability 2.ParticleFrequency"_F;
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uint8_t brightness=uint8_t("Wizard.Ability 2.ParticleColorRange"_FRange);
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switch(rand()%4){
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case 0:{
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game->AddEffect(std::make_unique<Effect>(pos+vf2d{"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange,"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange},"Wizard.Ability 2.ParticleLifetimeRange"_FRange,AnimationState::LIGHTNING_BOLT_PARTICLE1,upperLevel,"Wizard.Ability 2.ParticleSizeRange"_FRange,"Wizard.Ability 2.ParticleFadeoutTime"_F,vel*"Wizard.Ability 2.ParticleSpeedMultRange"_FRange,Pixel{brightness,brightness,brightness}));
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}break;
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case 1:{
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game->AddEffect(std::make_unique<Effect>(pos+vf2d{"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange,"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange},"Wizard.Ability 2.ParticleLifetimeRange"_FRange,AnimationState::LIGHTNING_BOLT_PARTICLE2,upperLevel,"Wizard.Ability 2.ParticleSizeRange"_FRange,"Wizard.Ability 2.ParticleFadeoutTime"_F,vel*"Wizard.Ability 2.ParticleSpeedMultRange"_FRange,Pixel{brightness,brightness,brightness}));
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}break;
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case 2:{
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game->AddEffect(std::make_unique<Effect>(pos+vf2d{"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange,"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange},"Wizard.Ability 2.ParticleLifetimeRange"_FRange,AnimationState::LIGHTNING_BOLT_PARTICLE3,upperLevel,"Wizard.Ability 2.ParticleSizeRange"_FRange,"Wizard.Ability 2.ParticleFadeoutTime"_F,vel*"Wizard.Ability 2.ParticleSpeedMultRange"_FRange,Pixel{brightness,brightness,brightness}));
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}break;
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case 3:{
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game->AddEffect(std::make_unique<Effect>(pos+vf2d{"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange,"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange},"Wizard.Ability 2.ParticleLifetimeRange"_FRange,AnimationState::LIGHTNING_BOLT_PARTICLE4,upperLevel,"Wizard.Ability 2.ParticleSizeRange"_FRange,"Wizard.Ability 2.ParticleFadeoutTime"_F,vel*"Wizard.Ability 2.ParticleSpeedMultRange"_FRange,Pixel{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="Wizard.Ability 2.BulletFadeoutTime"_F;
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game->AddEffect(std::make_unique<Effect>(player->GetPos(),"Wizard.Ability 2.SplashLifetime"_F,AnimationState::LIGHTNING_SPLASH,upperLevel,player->GetSizeMult(),"Wizard.Ability 2.SplashFadeoutTime"_F,vf2d{},WHITE,"Wizard.Ability 2.SplashRotationRange"_FRange));
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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="Wizard.Ability 2.BulletFadeoutTime"_F;
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game->AddEffect(std::make_unique<Effect>(monster.GetPos(),"Wizard.Ability 2.SplashLifetime"_F,AnimationState::LIGHTNING_SPLASH,upperLevel,monster.GetSizeMult(),"Wizard.Ability 2.SplashFadeoutTime"_F,vf2d{},WHITE,"Wizard.Ability 2.SplashRotationRange"_FRange));
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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<="Wizard.Ability 2.LightningChainDistance"_F/100*12){
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if(m.Hurt(game->GetPlayer()->GetAttack()*"Wizard.Ability 2.LightningChainDamageMult"_F,OnUpperLevel())){
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EMITTER_LIST.push_back(std::make_unique<LightningBoltEmitter>(LightningBoltEmitter(monster.GetPos(),m.GetPos(),"Wizard.Ability 2.LightningChainFrequency"_F,"Wizard.Ability 2.LightningChainLifetime"_F,upperLevel)));
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game->AddEffect(std::make_unique<Effect>(m.GetPos(),"Wizard.Ability 2.LightningChainSplashLifetime"_F,AnimationState::LIGHTNING_SPLASH,upperLevel,monster.GetSizeMult(),"Wizard.Ability 2.LightningChainSplashFadeoutTime"_F,vf2d{},WHITE,"Wizard.Ability 2.LightningChainSplashRotationRange"_FRange));
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targetsHit++;
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}
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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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} |