The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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46 lines
3.3 KiB
46 lines
3.3 KiB
#include "Effect.h"
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#include "DEFINES.h"
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#include "Crawler.h"
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#include "util.h"
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#include "safemap.h"
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INCLUDE_game
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INCLUDE_MONSTER_LIST
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INCLUDE_GFX
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Meteor::Meteor(vf2d pos, float lifetime, std::string imgFile, bool upperLevel, vf2d size, float fadeout, vf2d spd, Pixel col, float rotation, float rotationSpd, bool additiveBlending)
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:Effect(pos,lifetime,imgFile,upperLevel,size,fadeout,spd,col,rotation,rotationSpd,additiveBlending),startLifetime(lifetime){
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}
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bool Meteor::Update(float fElapsedTime){
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if(lifetime<=0&&!shakeField){
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shakeField=true;
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game->SetupWorldShake("Wizard.Ability 3.WorldShakeTime"_F);
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vf2d meteorOffset=pos+vf2d{lifetime*"Wizard.Ability 3.MeteorXMovementMult"_I,lifetime*"Wizard.Ability 3.MeteorYMovementMult"_I}*"Wizard.Ability 3.MeteorStartingDist"_F-vf2d{0,"Wizard.Ability 3.MeteorRadius"_F/100*12};
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for(int i=0;i<"Wizard.Ability 3.MeteorImpactParticles"_I;i++){
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float randomAngle="Wizard.Ability 3.MeteorImpactParticleAngleRange"_FRange;
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float randomRange=100*size.x*(1-util::random("Wizard.Ability 3.MeteorImpactParticleRandomVariance"_F))*(1-util::random("Wizard.Ability 3.MeteorImpactParticleRandomVariance"_F));
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float randomColorTintG=256*(1-util::random("Wizard.Ability 3.MeteorImpactParticleColorGVariance"_F))*(1-util::random("Wizard.Ability 3.MeteorImpactParticleColorGVariance"_F));
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float randomColorTintB="Wizard.Ability 3.MeteorImpactParticleColorBlueRange"_FRange;
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vf2d effectPos=vf2d{cos(randomAngle),sin(randomAngle)}*randomRange+meteorOffset;
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game->AddEffect(std::make_unique<Effect>(effectPos,0,"circle.png",OnUpperLevel(),vf2d{util::random(2)+1,util::random(3)+1},util::random(3)+1,vf2d{util::random(10)-5,-util::random(20)-5},Pixel{255,uint8_t(randomColorTintG),uint8_t(randomColorTintB),uint8_t("Wizard.Ability 3.MeteorImpactParticleAlphaRange"_FRange)},0,0,true),effectPos.y<meteorOffset.y);
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}
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game->HurtEnemies(pos,"Wizard.Ability 3.MeteorRadius"_F/100*24,game->GetPlayer()->GetAttack()*"Wizard.Ability 3.MeteorDamageMult"_F,OnUpperLevel(),0);
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game->AddEffect(std::make_unique<PulsatingFire>(pos,"Wizard.Ability 3.FireRingLifetime"_F,"fire_ring1.png",OnUpperLevel(),vf2d{"Wizard.Ability 3.MeteorRadius"_F/100*2,"Wizard.Ability 3.MeteorRadius"_F/100*2},"Wizard.Ability 3.FireRingFadeoutTime"_F),true);
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}
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return Effect::Update(fElapsedTime);
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}
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void Meteor::Draw(){
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if(lifetime>0){
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vf2d scale=vf2d{192,64}/3.f*(startLifetime+1-lifetime)*0.25*size;
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vf2d meteorOffset=vf2d{lifetime*"Wizard.Ability 3.MeteorXMovementMult"_I,0}*"Wizard.Ability 3.MeteorShadowStartingDist"_F;
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vf2d centerPoint=pos-vf2d{GFX["circle.png"].Sprite()->width*scale.x/2,GFX["circle.png"].Sprite()->height*scale.y/2};
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game->view.DrawDecal(centerPoint+meteorOffset,GFX["circle.png"].Decal(),scale,{0,0,0,192});
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}
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vf2d meteorOffset=pos+vf2d{lifetime*"Wizard.Ability 3.MeteorXMovementMult"_I,lifetime*"Wizard.Ability 3.MeteorYMovementMult"_I}*"Wizard.Ability 3.MeteorStartingDist"_F-vf2d{0,GetFrame().GetSourceRect().size.y/4.f}*size;
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if(lifetime<=0){
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meteorOffset=pos-vf2d{0,GetFrame().GetSourceRect().size.y/4.f}*size;
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}
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game->view.DrawPartialRotatedDecal(meteorOffset,GetFrame().GetSourceImage()->Decal(),rotation,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,size,{col.r,col.g,col.b,uint8_t(fadeout/original_fadeoutTime*255)});
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} |