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TrickBall.cpp
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#include "TrickBall.h"
TrickBall::~TrickBall()
{
}
void TrickBall::action()
{
BaseAction();
if (innertype >= 1)
SetNeedChangeColor();
if (!(GetErrorState() & vertigo))
{
HGE *hge = hgeCreate(HGE_VERSION);
switch (type)
{
case TRICKBALL:
//pattern子弹 旋转 触碰无伤害(随英雄等级上升子弹发射频率增加)
//变异1:子弹中毒
//变异2:子弹冰冻
//远离英雄for3-5s 后无敌+旋转子弹(循环)
if (!trigger)
{
SetSpeed(250 - GetDistance(&Hero::GetHero()));
AwayFromOneObject(&Hero::GetHero(),hge->Timer_GetDelta());
if (ReturnValid(bullettimer, 150, 250))
{
trigger = true;
SetSpeed(50);
}
}
else
{
SetReachable(false);
if (bullets!=Hero::GetHero().GetLevel()*50)
{
if (bullets % 20 == 0)
{
for (int i = 0; i < 4; i++)
{
Bullet *bullet = new Bullet(this, BULLET4, 10);
switch (innertype)
{
case 1:
bullet->SetBulletStats(Toxic);
break;
case 2:
bullet->SetBulletStats(Frost);
break;
}
bullet->SetRot(GetRot() + 0.785 + 1.57*i);
ObjectPool::GetObjPool().InsertObject(bullet, true);
}
}
SetRot(GetRot() + (6.28 / ((float)Hero::GetHero().GetLevel() * 50)));
bullets++;
}
else
{
SetReachable(true);
trigger = false;
bullets = 0;
}
}
break;
case BULLETBALL:
break;
}
}
}