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.
67 lines
2.9 KiB
67 lines
2.9 KiB
#include "BulletTypes.h"
|
|
#include "Effect.h"
|
|
#include "Crawler.h"
|
|
#include "DEFINES.h"
|
|
#include "Emitter.h"
|
|
#include "utils.h"
|
|
|
|
INCLUDE_game
|
|
INCLUDE_MONSTER_LIST
|
|
INCLUDE_EMITTER_LIST
|
|
|
|
LightningBolt::LightningBolt(vf2d pos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col)
|
|
:Bullet(pos,vel,radius,damage,AnimationState::LIGHTNING_BOLT,upperLevel,false,INFINITE,true,friendly,col){}
|
|
|
|
void LightningBolt::Update(float fElapsedTime){
|
|
lastParticleSpawn=std::max(0.f,lastParticleSpawn-fElapsedTime);
|
|
if(lastParticleSpawn==0){
|
|
lastParticleSpawn=0.01;
|
|
uint8_t brightness=uint8_t(util::random(100)+150);
|
|
switch(rand()%4){
|
|
case 0:{
|
|
game->AddEffect(std::make_unique<Effect>(pos+vf2d{util::random(12)-6,util::random(12)-6},util::random(0.1),AnimationState::LIGHTNING_BOLT_PARTICLE1,upperLevel,util::random(0.5)+1,0.1,vel*(util::random(0.1)+0.9),Pixel{brightness,brightness,brightness}));
|
|
}break;
|
|
case 1:{
|
|
game->AddEffect(std::make_unique<Effect>(pos+vf2d{util::random(12)-6,util::random(12)-6},util::random(0.1),AnimationState::LIGHTNING_BOLT_PARTICLE2,upperLevel,util::random(0.5)+1,0.1,vel*(util::random(0.1)+0.9),Pixel{brightness,brightness,brightness}));
|
|
}break;
|
|
case 2:{
|
|
game->AddEffect(std::make_unique<Effect>(pos+vf2d{util::random(12)-6,util::random(12)-6},util::random(0.1),AnimationState::LIGHTNING_BOLT_PARTICLE3,upperLevel,util::random(0.5)+1,0.1,vel*(util::random(0.1)+0.9),Pixel{brightness,brightness,brightness}));
|
|
}break;
|
|
case 3:{
|
|
game->AddEffect(std::make_unique<Effect>(pos+vf2d{util::random(12)-6,util::random(12)-6},util::random(0.1),AnimationState::LIGHTNING_BOLT_PARTICLE4,upperLevel,util::random(0.5)+1,0.1,vel*(util::random(0.1)+0.9),Pixel{brightness,brightness,brightness}));
|
|
}break;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool LightningBolt::PlayerHit(Player& player)
|
|
{
|
|
deactivated=true;
|
|
fadeOutTime=0.2f;
|
|
game->AddEffect(std::make_unique<Effect>(player.GetPos(),0.3,AnimationState::LIGHTNING_SPLASH,upperLevel,player.GetSizeMult(),0.25,vf2d{},WHITE,util::random(PI)));
|
|
return false;
|
|
}
|
|
|
|
bool LightningBolt::MonsterHit(Monster& monster)
|
|
{
|
|
deactivated=true;
|
|
fadeOutTime=0.2f;
|
|
game->AddEffect(std::make_unique<Effect>(monster.GetPos(),0.3,AnimationState::LIGHTNING_SPLASH,upperLevel,monster.GetSizeMult(),0.25,vf2d{},WHITE,util::random(PI)));
|
|
int targetsHit=0;
|
|
for(Monster&m:MONSTER_LIST){
|
|
if(&m==&monster||monster.OnUpperLevel()!=m.OnUpperLevel())continue;
|
|
geom2d::line<float>lineToTarget=geom2d::line<float>(monster.GetPos(),m.GetPos());
|
|
float dist=lineToTarget.length();
|
|
vf2d vec;
|
|
vec.norm();
|
|
if(dist<=72){
|
|
if(m.Hurt(game->GetPlayer()->GetAttack()*2)){
|
|
EMITTER_LIST.push_back(std::make_unique<LightningBoltEmitter>(LightningBoltEmitter(monster.GetPos(),m.GetPos(),0.05,0.25,upperLevel)));
|
|
game->AddEffect(std::make_unique<Effect>(m.GetPos(),0.5,AnimationState::LIGHTNING_SPLASH,upperLevel,monster.GetSizeMult(),0.25,vf2d{},WHITE,util::random(PI)));
|
|
targetsHit++;
|
|
}
|
|
}
|
|
if(targetsHit>=2)break;
|
|
}
|
|
return false;
|
|
} |