The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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41 lines
2.7 KiB
41 lines
2.7 KiB
#include "BulletTypes.h"
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#include "Effect.h"
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#include "Crawler.h"
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#include "DEFINES.h"
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#include "util.h"
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INCLUDE_game
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INCLUDE_MONSTER_LIST
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FireBolt::FireBolt(vf2d pos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col)
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:Bullet(pos,vel,radius,damage,
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"energy_bolt.png",upperLevel,false,INFINITE,true,friendly,col){}
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void FireBolt::Update(float fElapsedTime){
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lastParticleSpawn=std::max(0.f,lastParticleSpawn-fElapsedTime);
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if(lastParticleSpawn==0){
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lastParticleSpawn="Wizard.Ability 1.ParticleFrequency"_F;
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game->AddEffect(std::make_unique<Effect>(pos,"Wizard.Ability 1.ParticleLifetimeRange"_FRange,"energy_particle.png",upperLevel,"Wizard.Ability 1.ParticleSizeRange"_FRange,"Wizard.Ability 1.ParticleFadeoutTime"_F,vf2d{"Wizard.Ability 1.ParticleXSpeedRange"_FRange,"Wizard.Ability 1.ParticleYSpeedRange"_FRange},Pixel{uint8_t("Wizard.Ability 1.ParticleRedRange"_FRange),uint8_t("Wizard.Ability 1.ParticleGreenRange"_FRange),uint8_t("Wizard.Ability 1.ParticleBlueRange"_FRange),uint8_t("Wizard.Ability 1.ParticleAlphaRange"_FRange)}));
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}
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}
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bool FireBolt::PlayerHit(Player*player)
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{
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deactivated=true;
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fadeOutTime="Wizard.Ability 1.BulletHitFadeoutTime"_F;
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game->AddEffect(std::make_unique<Effect>(player->GetPos(),0,"splash_effect.png",upperLevel,5,0.25,vf2d{},Pixel{240,120,60}));
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return false;
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}
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bool FireBolt::MonsterHit(Monster& monster)
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{
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deactivated=true;
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fadeOutTime="Wizard.Ability 1.BulletHitFadeoutTime"_F;
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for(int i=0;i<"Wizard.Ability 1.BulletHitExplosionParticleCount"_I;i++){
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game->AddEffect(std::make_unique<Effect>(monster.GetPos(),"Wizard.Ability 1.BulletHitExplosionParticleLifetimeRange"_FRange,"circle.png",upperLevel,"Wizard.Ability 1.BulletHitExplosionParticleSizeRange"_FRange,"Wizard.Ability 1.BulletHitExplosionParticleFadeoutTimeRange"_FRange,vf2d{"Wizard.Ability 1.BulletHitExplosionParticleSpeedRange"_FRange,"Wizard.Ability 1.BulletHitExplosionParticleSpeedRange"_FRange},Pixel{uint8_t("Wizard.Ability 1.BulletHitExplosionParticleRedRange"_FRange),uint8_t("Wizard.Ability 1.BulletHitExplosionParticleGreenRange"_FRange),uint8_t("Wizard.Ability 1.BulletHitExplosionParticleBlueRange"_FRange),uint8_t("Wizard.Ability 1.BulletHitExplosionParticleAlphaRange"_FRange)}));
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}
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game->SetupWorldShake("Wizard.Ability 1.WorldShakeTime"_F);
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game->HurtEnemies(monster.GetPos(),"Wizard.Ability 1.BulletHitExplosionRange"_F/100*12,"Wizard.Ability 1.BulletHitExplosionDamageMult"_F*game->GetPlayer()->GetAttack(),OnUpperLevel(),0);
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game->AddEffect(std::make_unique<Effect>(monster.GetPos(),0,"splash_effect.png",upperLevel,"Wizard.Ability 1.BulletHitExplosionRange"_F/100*2,"Wizard.Ability 1.BulletHitExplosionFadeoutTime"_F,vf2d{},"Wizard.Ability 1.BulletHitExplosionColor"_Pixel));
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return false;
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}
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