/*
* This source file is part of RmlUi, the HTML/CSS Interface Middleware
*
* For the latest information, see http://github.com/mikke89/RmlUi
*
* Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
* Copyright (c) 2019 The RmlUi Team, and contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#include "Mothership.h"
#include
#include "Shell.h"
#include "Game.h"
#include "Sprite.h"
static const int SPRITE_WIDTH = 64;
static const float APPEARANCE_PROBABILITY = 0.001f;
static const double UPDATE_FREQ = 0.025;
static const float MOVEMENT_SPEED = 5;
Mothership::Mothership(Game* game, int index) : Invader(game, Invader::MOTHERSHIP, index)
{
// Start off dead, and set up our position
state = DEAD;
update_frame_start = 0;
direction = 0;
position = Rml::Core::Vector2f(-SPRITE_WIDTH, 64.0f);
}
Mothership::~Mothership()
{
}
void Mothership::Update()
{
// Generic Invader update
Invader::Update();
if (Shell::GetElapsedTime() - update_frame_start < UPDATE_FREQ)
return;
// We're alive, keep moving!
if (state == ALIVE)
{
position.x += (direction * MOVEMENT_SPEED);
if ((direction < 0.0f && position.x < -SPRITE_WIDTH)
|| (direction > 0.0f && position.x > game->GetWindowDimensions().x))
state = DEAD;
update_frame_start = Shell::GetElapsedTime();
}
// Determine if we should come out of hiding
else if (Rml::Core::Math::RandomReal(1.0f) < APPEARANCE_PROBABILITY)
{
direction = Rml::Core::Math::RandomReal(1.0f) < 0.5 ? -1.0f : 1.0f;
if (direction < 0)
position.x = game->GetWindowDimensions().x + SPRITE_WIDTH;
else
position.x = -SPRITE_WIDTH;
state = ALIVE;
}
}