#include "DebuffIcon.h" void DebuffIcon::Update(float fElapsedTime){ pos.y-=6*fElapsedTime; lifetime-=fElapsedTime; } void DebuffIcon::Draw(TileTransformedView&game){ game.DrawRotatedDecal(pos,icon->Decal(),0,icon->Sprite()->Size()/2,{1,1},{255,255,255,uint8_t((lifetime/CONSTANT::DEBUFFICON_LIFETIME)*255)}); game.DrawRotatedDecal(pos+vf2d{4,-4},redXIcon->Decal(),0,icon->Sprite()->Size()/2,{1,1},{255,255,255,uint8_t((lifetime/CONSTANT::DEBUFFICON_LIFETIME)*255)}); } void ResourceGainIcon::Update(float fElapsedTime){ pos.y-=6*fElapsedTime; lifetime-=fElapsedTime; } void ResourceGainIcon::Draw(TileTransformedView&game){ Pixel col; switch(type){ case HEALTH:{ col=CONSTANT::HEALTH_COLOR; }break; case RANGE:{ col=CONSTANT::RANGE_COLOR; }break; case ATKSPD:{ col=CONSTANT::ATKSPD_COLOR; }break; case MOVESPD:{ col=CONSTANT::MOVESPD_COLOR; }break; case PROCEDURE:{ col=CONSTANT::PROCEDURE_COLOR; }break; } game.DrawRotatedDecal(pos,icon->Decal(),0,icon->Sprite()->Size()/2,{1,1},{col.r,col.g,col.b,uint8_t((lifetime/CONSTANT::DEBUFFICON_LIFETIME)*255)}); game.DrawShadowStringDecal(pos-vf2d{-2,-2},"+1",col); }