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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AdventuresInLestoria/Crawler/EnergyBolt.cpp

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#include "BulletTypes.h"
#include "Effect.h"
#include "Crawler.h"
#include "DEFINES.h"
#include "utils.h"
INCLUDE_game
EnergyBolt::EnergyBolt(vf2d pos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col)
:Bullet(pos,vel,radius,damage,
AnimationState::ENERGY_BOLT,upperLevel,false,INFINITE,true,friendly,col){}
void EnergyBolt::Update(float fElapsedTime){
lastParticleSpawn=std::max(0.f,lastParticleSpawn-fElapsedTime);
if(lastParticleSpawn==0){
lastParticleSpawn="Wizard.Auto Attack.ParticleFrequency"_F;
game->AddEffect(std::make_unique<Effect>(pos,"Wizard.Auto Attack.ParticleLifetimeRange"_FRange,AnimationState::ENERGY_PARTICLE,upperLevel,"Wizard.Auto Attack.ParticleSizeRange"_FRange,"Wizard.Auto Attack.ParticleFadeoutTime"_F,vf2d{"Wizard.Auto Attack.ParticleSpeedRange"_FRange,"Wizard.Auto Attack.ParticleSpeedRange"_FRange}));
}
}
bool EnergyBolt::PlayerHit(Player*player)
{
deactivated=true;
fadeOutTime="Wizard.Auto Attack.BulletHitFadeoutTime"_F;
game->AddEffect(std::make_unique<Effect>(player->GetPos(),0,AnimationState::SPLASH_EFFECT,upperLevel,player->GetSizeMult(),"Wizard.Auto Attack.SplashEffectFadeoutTime"_F));
return false;
}
bool EnergyBolt::MonsterHit(Monster& monster)
{
deactivated=true;
fadeOutTime="Wizard.Auto Attack.BulletHitFadeoutTime"_F;
game->AddEffect(std::make_unique<Effect>(monster.GetPos(),0,AnimationState::SPLASH_EFFECT,upperLevel,monster.GetSizeMult(),"Wizard.Auto Attack.SplashEffectFadeoutTime"_F));
return false;
}