The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
75 lines
3.6 KiB
75 lines
3.6 KiB
#pragma region License
|
|
/*
|
|
License (OLC-3)
|
|
~~~~~~~~~~~~~~~
|
|
|
|
Copyright 2018 - 2023 OneLoneCoder.com
|
|
|
|
Redistribution and use in source and binary forms, with or without modification,
|
|
are permitted provided that the following conditions are met:
|
|
|
|
1. Redistributions or derivations of source code must retain the above copyright
|
|
notice, this list of conditions and the following disclaimer.
|
|
|
|
2. Redistributions or derivative works in binary form must reproduce the above
|
|
copyright notice. This list of conditions and the following disclaimer must be
|
|
reproduced in the documentation and/or other materials provided with the distribution.
|
|
|
|
3. Neither the name of the copyright holder nor the names of its contributors may
|
|
be used to endorse or promote products derived from this software without specific
|
|
prior written permission.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
|
|
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
|
|
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
|
|
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
|
|
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
|
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
|
|
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
|
|
SUCH DAMAGE.
|
|
|
|
Portions of this software are copyright © 2023 The FreeType
|
|
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
|
|
All rights reserved.
|
|
*/
|
|
#pragma endregion
|
|
#include "Emitter.h"
|
|
#include "olcUTIL_Geometry2D.h"
|
|
#include "util.h"
|
|
#include "Crawler.h"
|
|
#include "DEFINES.h"
|
|
|
|
INCLUDE_game
|
|
|
|
LightningBoltEmitter::LightningBoltEmitter(vf2d startPos,vf2d endPos,float frequency,float timer,bool upperLevel)
|
|
:startPos(startPos),endPos(endPos),Emitter(frequency,timer),upperLevel(upperLevel){}
|
|
|
|
|
|
void LightningBoltEmitter::Emit(){
|
|
DrawLightningBolt();
|
|
}
|
|
|
|
void LightningBoltEmitter::DrawLightningBolt(){
|
|
vf2d currentPos=startPos;
|
|
const int MAX_ITERATIONS=100;
|
|
geom2d::line<float>lineToTarget=geom2d::line<float>(startPos,endPos);
|
|
float targetAngle=atan2(lineToTarget.vector().y,lineToTarget.vector().x);
|
|
float targetDist=lineToTarget.length()*util::random(0.5f);
|
|
targetAngle+=util::random((PI/2))-PI/4;
|
|
geom2d::line<float>lightningLine=geom2d::line<float>(currentPos,currentPos+vf2d{cos(targetAngle)*targetDist,sin(targetAngle)*targetDist});
|
|
game->AddEffect(std::make_unique<Effect>(lightningLine.upoint(0),0,"chain_lightning.png",upperLevel,vf2d{lightningLine.length(),0.2f},0.2f,vf2d{},WHITE,targetAngle,0,true));
|
|
int iterations=1;
|
|
currentPos+=vf2d{cos(targetAngle)*targetDist,sin(targetAngle)*targetDist};
|
|
while(iterations<MAX_ITERATIONS&&geom2d::line<float>(currentPos,endPos).length()>1){
|
|
geom2d::line<float>lineToTarget=geom2d::line<float>(currentPos,endPos);
|
|
float targetAngle=atan2(lineToTarget.vector().y,lineToTarget.vector().x);
|
|
float targetDist=lineToTarget.length()*util::random(0.5f);
|
|
targetAngle+=util::random((PI/2))-PI/4;
|
|
geom2d::line<float>lightningLine=geom2d::line<float>(currentPos,currentPos+vf2d{cos(targetAngle)*targetDist,sin(targetAngle)*targetDist});
|
|
game->AddEffect(std::make_unique<Effect>(lightningLine.upoint(0),0,"chain_lightning.png",upperLevel,vf2d{lightningLine.length(),0.2f},0.2f,vf2d{},WHITE,targetAngle,0,true));
|
|
currentPos+=vf2d{cos(targetAngle)*targetDist,sin(targetAngle)*targetDist};
|
|
iterations++;
|
|
}
|
|
} |