/*
* 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) 2019-2023 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 "Defender.h"
#include "Game.h"
#include "GameDetails.h"
#include "Invader.h"
#include "Mothership.h"
#include "Shield.h"
#include "Sprite.h"
#include
const float UPDATE_FREQ = 0.01f;
const float MOVEMENT_SPEED = 300;
const float BULLET_SPEED = 15;
const int SPRITE_WIDTH = 64;
const float RESPAWN_TIME = 1.0f;
Sprite defender_sprite(Rml::Vector2f(60, 31), Rml::Vector2f(0, 0.5), Rml::Vector2f(0.23437500, 0.98437500));
Sprite bullet_sprite(Rml::Vector2f(4, 20), Rml::Vector2f(0.4921875, 0.515625), Rml::Vector2f(0.5078125, 0.828125));
Sprite explosion_sprite(Rml::Vector2f(52, 28), Rml::Vector2f(0.71484375f, 0.51562500f), Rml::Vector2f(0.91796875f, 0.95312500f));
Defender::Defender(Game* _game)
{
move_direction = 0;
defender_frame_start = 0;
bullet_in_flight = false;
respawn_start = 0;
game = _game;
position.x = game->GetWindowDimensions().x / 2;
position.y = game->GetWindowDimensions().y - 50;
state = ALIVE;
render = true;
}
Defender::~Defender() {}
void Defender::Update(double t)
{
float dt = float(t - defender_frame_start);
if (dt < UPDATE_FREQ)
return;
dt = Rml::Math::Min(dt, 0.1f);
defender_frame_start = t;
position.x += (move_direction * dt * MOVEMENT_SPEED);
if (position.x < 5)
position.x = 5;
else if (position.x > (game->GetWindowDimensions().x - SPRITE_WIDTH - 5))
position.x = game->GetWindowDimensions().x - SPRITE_WIDTH - 5;
UpdateBullet(t);
if (state == RESPAWN)
{
// Switch the render flag so the defender "flickers"
render = !render;
// Check if we should switch back to our alive state
if (float(t - respawn_start) > RESPAWN_TIME)
{
state = ALIVE;
render = true;
}
}
}
void Defender::Render(Rml::RenderManager& render_manager, float dp_ratio, Rml::Texture texture)
{
Rml::ColourbPremultiplied color = GameDetails::GetDefenderColour().ToPremultiplied();
// Render our sprite if rendering is enabled
if (render)
defender_sprite.Render(render_manager, position, dp_ratio, color, texture);
// Render the bullet
if (bullet_in_flight)
bullet_sprite.Render(render_manager, bullet_position, dp_ratio, color, texture);
}
void Defender::StartMove(float direction)
{
move_direction = direction > 0.0f ? 1.0f : -1.0f;
}
void Defender::StopMove(float direction)
{
float stop_direction = direction > 0.0f ? 1.0f : -1.0f;
if (stop_direction == move_direction)
move_direction = 0.0f;
}
void Defender::Fire()
{
if (!bullet_in_flight)
{
bullet_position = position + Rml::Vector2f((SPRITE_WIDTH / 2) - 4, 0);
bullet_in_flight = true;
}
}
bool Defender::CheckHit(double t, const Rml::Vector2f& check_position)
{
float sprite_width = defender_sprite.dimensions.x;
float sprite_height = defender_sprite.dimensions.y;
// If the position is within our bounds, set ourselves
// as exploding and return a valid hit.
if (state == ALIVE && check_position.x >= position.x && check_position.x <= position.x + sprite_width && check_position.y >= position.y &&
check_position.y <= position.y + sprite_height)
{
game->RemoveLife();
state = RESPAWN;
respawn_start = t;
return true;
}
return false;
}
void Defender::UpdateBullet(double t)
{
if (bullet_in_flight)
{
// Move the bullet up and mark it dead if it flies off the top of the screen
bullet_position.y -= BULLET_SPEED;
if (bullet_position.y < 0)
{
bullet_in_flight = false;
return;
}
// Check if we hit the shields
for (int i = 0; i < game->GetNumShields(); i++)
{
if (game->GetShield(i)->CheckHit(bullet_position))
{
bullet_in_flight = false;
return;
}
}
// Check if we hit any invaders
for (int i = 0; i < game->GetNumInvaders(); i++)
{
if (game->GetInvader(i)->CheckHit(t, bullet_position))
{
bullet_in_flight = false;
return;
}
}
}
}