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);*/ }
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 ); }