The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Crawler/Bullet.h

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2.1 KiB

#pragma once
#include "olcPixelGameEngine.h"
#include "Animation.h"
#include "olcUTIL_Animate2D.h"
#include "Monster.h"
#include "DEFINES.h"
struct Bullet{
friend class Crawler;
vf2d vel;
vf2d pos;
float radius;
int damage;
Pixel col;
float lifetime=INFINITE;
bool hitsMultiple=false;
bool rotates=false;
bool animated=false;
bool deactivated=false; //A deactivated bullet no longer interacts with the world. It's just a visual.
float fadeOutTime=0; //Setting the fade out time causes the bullet's lifetime to be set to the fadeout time as well, as that's when the bullet's alpha will reach 0, so it dies.
bool friendly=false; //Whether or not it's a player bullet or enemy bullet.
bool upperLevel=false;
bool rendered=false;
bool alwaysOnTop=false;
protected:
float fadeOutTimer=0;
private:
void UpdateFadeTime(float fElapsedTime);
vf2d scale={1,1};
bool dead=false; //When marked as dead it wil be removed by the next frame.
public:
Animate2D::Animation<std::string>animation;
Animate2D::AnimationState internal_animState;
std::map<Monster*,bool>hitList;
virtual ~Bullet()=default;
Bullet(vf2d pos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly=false,Pixel col=WHITE,vf2d scale={1,1});
//Initializes a bullet with an animation.
Bullet(vf2d pos,vf2d vel,float radius,int damage,std::string animation,bool upperLevel,bool hitsMultiple=false,float lifetime=INFINITE,bool rotatesWithAngle=false,bool friendly=false,Pixel col=WHITE,vf2d scale={1,1});
public:
virtual void Update(float fElapsedTime);
//Used by special bullets to control custom despawning behavior! Return true when the bullet should be destroyed. Return false to handle it otherwise (like deactivating it instead). You become responsible for getting rid of the bullet.
virtual bool PlayerHit(Player*player);
//Used by special bullets to control custom despawning behavior! Return true when the bullet should be destroyed. Return false to handle it otherwise (like deactivating it instead). You become responsible for getting rid of the bullet.
virtual bool MonsterHit(Monster&monster);
Animate2D::Frame GetFrame();
virtual void Draw();
bool OnUpperLevel();
};