Пример #1
0
void UpdateBackflipAway( float elapsedTime, CSkill* skill, CParticleSystem* ps )
{
	CPlayer* pPlayer		= CPlayer::GetInstance();
	CBattleMap* pBattleMap	= CBattleMap::GetInstance();
	CBase* character		= pBattleMap->GetCurrChar();
	CBase* target			= pBattleMap->GetCurrEnemyTarget();
	//	if the skill consists of more than one animation, this needs to happen when each one is finished
	if (skill->Trigger()) 
	{
		ps[NINJA_BLOOD].Emit(target->GetPosX(), target->GetPosY());
		ps[NINJA_BLOOD].m_bActive = true; ps[NINJA_BLOOD].m_bLoop = false;

		// FORMULA: str - def + dmg + accuracy * 1.5 + random(-5 to 5) + (QTE amt successful * 5)
		skill->DmgToRender( (int)((float)(character->GetStrength() - target->GetDefense() + 
			skill->GetDmg() + character->GetAccuracy()) * 1.5f + rand() % (5 + 4) - 5) + (skill->GetCurrAmtSuccessful() * 5) );
		target->SetHealth(target->GetHealth() - skill->DmgToRender());
		ps[NINJA_BLOOD].m_bActive = false;
		skill->Trigger(false);
	}
	/*ps[BLOOD].UpdateParticle(elapsedTime);
	ps[BLOOD].DrawParticle(CAssets::GetInstance()->aBloodParticle);*/
}
Пример #2
0
void CCamera::Update( float fElapsedTime )
{
	int width( int( theCamera->GetWidth( )-theCamera->GetXOffset( ) ) );
	int height( int( theCamera->GetHeight( )-theCamera->GetYOffset( ) ) );

	RECT rCamera;
	rCamera.left    = LONG( GetXOffset() );
	rCamera.right   = LONG( rCamera.left + GetWidth() );
	rCamera.top     = LONG( GetYOffset() );
	rCamera.bottom  = LONG( rCamera.top + GetHeight() );

	CBase* pCurPlayer;

	RECT rPlayer;
	if( !((CPlayer*)thePlayer)->GetFainted() || thePlayer2 == NULL )
	{
		pCurPlayer = thePlayer;
	 rPlayer    = thePlayer->GetCollisionRect( fElapsedTime );
	}
	else if( thePlayer2 )
	{
		pCurPlayer = thePlayer2;

	 rPlayer    = thePlayer2->GetCollisionRect( fElapsedTime );
	}



	int CenterOfScreenX( int( theCamera->GetXOffset( ) + width / 2 ) );
	int CenterOfScreenY( int( theCamera->GetYOffset( ) + height / 2 ) );

	RECT rHook, r;
	int x          = thePlayer->GetWidth( );
	rHook.left     = CenterOfScreenX - ( thePlayer->GetWidth( ) << 1 );
	rHook.top      = CenterOfScreenY - ( thePlayer->GetHeight( ) );
	rHook.right    = CenterOfScreenX + ( thePlayer->GetWidth( ) << 1 );
	rHook.bottom   = CenterOfScreenY + ( thePlayer->GetHeight( ) );

	if( !IntersectRect( &r, &rPlayer, &rCamera ) )
	{
		theCamera->SetCameraXOffset( pCurPlayer->GetPosX( ) - width / 2 );
		theCamera->SetCameraYOffset( pCurPlayer->GetPosY( ) - height / 2 );
	}

	if (IntersectRect( &r, &rHook, &rPlayer ) )
	{
		theCamera->SetVelocityX( theCamera->GetVelocityX( ) * 0.95f );
		theCamera->SetVelocityY( theCamera->GetVelocityY( ) * 0.95f );
	}

	{
		if( rPlayer.left < rHook.left && pCurPlayer->GetVelX() < -110)
			theCamera->SetVelocityX( pCurPlayer->GetVelX());
		else if( rPlayer.left < rHook.left )
			theCamera->SetVelocityX( -100 );
		else if( rPlayer.right > rHook.right && pCurPlayer->GetVelX() > 110)
			theCamera->SetVelocityX( pCurPlayer->GetVelX() );
		else if( rPlayer.right > rHook.right )
			theCamera->SetVelocityX( 100 );

		if( rPlayer.top < rHook.top )
			theCamera->SetVelocityY( -100 );
		else if( rPlayer.bottom > rHook.bottom && pCurPlayer->GetVelY() > 200)
			theCamera->SetVelocityY( pCurPlayer->GetVelY() );
		else if(rPlayer.bottom > rHook.bottom)
			theCamera->SetVelocityY( 200 );
		
	}

	theCamera->SetCameraXOffset( theCamera->GetXOffset( ) + theCamera->GetVelocityX( ) * fElapsedTime );
	theCamera->SetCameraYOffset( theCamera->GetYOffset( ) + theCamera->GetVelocityY( ) * fElapsedTime );
}