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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50 lines
1.9 KiB
50 lines
1.9 KiB
#include "DEFINES.h"
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#include "Effect.h"
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#include "Crawler.h"
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#include "safemap.h"
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INCLUDE_ANIMATION_DATA
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INCLUDE_game
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Effect::Effect(vf2d pos,float lifetime,std::string animation,bool upperLevel,float size,float fadeout,vf2d spd,Pixel col,float rotation,float rotationSpd,bool additiveBlending)
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:Effect::Effect(pos,lifetime,animation,upperLevel,vf2d{size,size},fadeout,spd,col,rotation,rotationSpd,additiveBlending){
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this->animation.AddState(animation,ANIMATION_DATA[animation]);
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}
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Effect::Effect(vf2d pos,float lifetime,std::string animation,bool upperLevel,vf2d size,float fadeout,vf2d spd,Pixel col,float rotation,float rotationSpd,bool additiveBlending)
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:pos(pos),lifetime(lifetime),upperLevel(upperLevel),size(size),fadeout(fadeout),original_fadeoutTime(fadeout),spd(spd),col(col),rotation(rotation),rotationSpd(rotationSpd),additiveBlending(additiveBlending){
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this->animation.AddState(animation,ANIMATION_DATA[animation]);
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}
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bool Effect::Update(float fElapsedTime){
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lifetime-=fElapsedTime;
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if(lifetime<=0){
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fadeout-=fElapsedTime;
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if(fadeout<=0){
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dead=true;
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return false;
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}
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}
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rotation+=rotationSpd*fElapsedTime;
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pos+=spd*fElapsedTime;
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animation.UpdateState(internal_animState,fElapsedTime);
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return true;
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}
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void Effect::Draw(){
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if(additiveBlending)game->SetDecalMode(DecalMode::ADDITIVE);
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if(fadeout==0){
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game->view.DrawPartialRotatedDecal(pos,GetFrame().GetSourceImage()->Decal(),rotation,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,size,col);
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} else {
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game->view.DrawPartialRotatedDecal(pos,GetFrame().GetSourceImage()->Decal(),rotation,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,size,{col.r,col.g,col.b,uint8_t(fadeout/original_fadeoutTime*255)});
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}
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game->SetDecalMode(DecalMode::NORMAL);
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}
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Animate2D::Frame Effect::GetFrame(){
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return animation.GetFrame(internal_animState);
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}
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bool Effect::OnUpperLevel(){
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return upperLevel;
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} |