add hit "animation"
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@@ -89,6 +89,7 @@ private:
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Direction m_Direction;
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std::vector<EffectDuration> m_Effects;
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const Tower* m_LastDamage; // the last tower that damaged the mob
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float m_HitCooldown;
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utils::Timer m_EffectFireTimer;
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utils::Timer m_EffectPoisonTimer;
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@@ -99,7 +100,7 @@ private:
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public:
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Mob(MobID id, MobLevel level, PlayerID sender) : m_Sender(sender), m_Level(level),
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m_EffectFireTimer(1000), m_EffectPoisonTimer(1000),
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m_HitCooldown(0), m_EffectFireTimer(1000), m_EffectPoisonTimer(1000),
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m_EffectHealTimer(1000), m_CastleTarget(nullptr), m_AttackTimer(1000) {
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}
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@@ -123,8 +124,16 @@ public:
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const Tower* GetLastDamageTower() { return m_LastDamage; }
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bool HasReachedEnemyCastle() { return m_CastleTarget != nullptr; }
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void Damage(float dmg, const Tower* damager) { m_Health = std::max(0.0f, m_Health - dmg); m_LastDamage = damager; }
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void Heal(float heal) { m_Health = std::min(static_cast<float>(GetStats()->GetMaxLife()), m_Health + heal); }
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void Damage(float dmg, const Tower* damager) {
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m_Health = std::max(0.0f, m_Health - dmg);
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m_LastDamage = damager;
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m_HitCooldown = 0.1;
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}
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void Heal(float heal) {
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m_Health = std::min(static_cast<float>(GetStats()->GetMaxLife()), m_Health + heal);
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}
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void SetMobReachedCastle(TeamCastle* castle) { m_CastleTarget = castle; } // used when mob is in front of the castle
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bool IsImmuneTo(TowerType type);
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@@ -133,6 +142,8 @@ public:
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void AddEffect(EffectType type, float durationSec, Tower* tower);
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bool HasEffect(EffectType type);
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bool HasTakenDamage() { return m_HitCooldown > 0; }
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float GetTileX() { return GetCenterX() - static_cast<float>(static_cast<std::int32_t>(GetCenterX())); } // returns a float between 0 and 1 excluded
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float GetTileY() { return GetCenterY() - static_cast<float>(static_cast<std::int32_t>(GetCenterY())); } // returns a float between 0 and 1 excluded
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@@ -16,6 +16,7 @@ public:
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struct Model {
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GL::VertexArray* vao;
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Vec2f positon;
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Vec3f color = { 1, 1, 1 };
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};
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private:
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std::unique_ptr<shader::WorldShader> m_WorldShader;
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@@ -13,6 +13,7 @@ private:
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unsigned int m_LocationAspectRatio = 0;
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unsigned int m_LocationTranslation = 0;
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unsigned int m_LocationViewtype = 0;
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unsigned int m_LocationColorEffect = 0;
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protected:
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virtual void GetAllUniformLocation();
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public:
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@@ -24,6 +25,7 @@ public:
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void SetAspectRatio(float aspectRatio);
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void SetModelPos(const Vec2f& modelPos);
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void SetIsometricView(float isometric);
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void SetColorEffect(const Vec3f& color);
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};
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} // namespace shader
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