The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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40 lines
1.6 KiB
40 lines
1.6 KiB
#pragma once
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#include "olcPixelGameEngine.h"
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#include "Animation.h"
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#include "olcUTIL_Animate2D.h"
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#include "Monster.h"
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#include "DEFINES.h"
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struct Bullet{
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friend class Crawler;
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vf2d pos;
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vf2d vel;
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float radius;
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int damage;
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Pixel col;
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float lifetime=INFINITE;
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bool hitsMultiple=false;
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bool rotates=false;
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bool animated=false;
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bool deactivated=false; //A deactivated bullet no longer interacts with the world. It's just a visual.
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float fadeOutTime=0;
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bool friendly=false; //Whether or not it's a player bullet or enemy bullet.
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private:
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float fadeOutTimer=0;
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void UpdateFadeTime(float fElapsedTime);
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public:
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Animate2D::Animation<AnimationState>animation;
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Animate2D::AnimationState internal_animState;
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std::map<Monster*,bool>hitList;
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Bullet(vf2d pos,vf2d vel,float radius,int damage,bool friendly=false,Pixel col=WHITE);
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//Initializes a bullet with an animation.
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Bullet(vf2d pos,vf2d vel,float radius,int damage,AnimationState animation,bool hitsMultiple=false,float lifetime=INFINITE,bool rotatesWithAngle=false,bool friendly=false,Pixel col=WHITE);
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public:
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virtual void Update(float fElapsedTime);
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//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.
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virtual bool PlayerHit(Player&player);
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//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.
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virtual bool MonsterHit(Monster&monster);
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Animate2D::Frame GetFrame();
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void Draw();
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}; |