The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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80 lines
3.3 KiB
80 lines
3.3 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "BulletTypes.h"
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#include "Player.h"
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#include "util.h"
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Tornado::Tornado(vf2d centerPoint,float distance,float initialRot,float rotSpd,int damage,const float knockupDuration,const float knockbackAmt,const float lifetime,bool upperLevel,bool friendly,Pixel col,const vf2d scale)
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:polarAngle({distance,initialRot}),rot(initialRot),rotatingSpd(rotSpd),knockupDuration(knockupDuration),knockbackAmt(knockbackAmt),centerPoint(centerPoint),Bullet(centerPoint+polarAngle.cart(),vf2d{},6.f,damage,"tornado2.png",upperLevel,true,lifetime+0.5f,false,friendly,col,scale){}
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void Tornado::Update(float fElapsedTime){
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rot+=rotatingSpd*fElapsedTime;
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polarAngle={polarAngle.x,rot};
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pos=centerPoint+polarAngle.cart();
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if(lifetime<=0.5f&&fadeOutTime==0.f){
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fadeOutTime=0.5f;
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}
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hitList.clear(); //This is a slight hack to make it so these tornados will always hit things multiple times.
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}
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BulletDestroyState Tornado::PlayerHit(Player*player){
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player->Knockback(util::pointTo(centerPoint,player->GetPos())*knockbackAmt);
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player->Knockup(knockupDuration);
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player->ApplyIframes(knockupDuration*2);
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return BulletDestroyState::KEEP_ALIVE;
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}
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BulletDestroyState Tornado::MonsterHit(Monster&monster,const uint8_t markStacksBeforeHit){
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if(monster.IgnoresTerrainCollision())return BulletDestroyState::KEEP_ALIVE; //All airborne enemy types won't care about this.
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monster.Knockback(util::pointTo(centerPoint,monster.GetPos())*knockbackAmt);
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monster.Knockup(knockupDuration);
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monster.ApplyIframes(knockupDuration*2);
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return BulletDestroyState::KEEP_ALIVE;
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}
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void Tornado::ModifyOutgoingDamageData(HurtDamageInfo&data){} |