/*
* 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 "Invader.h"
#include "Defender.h"
#include "Game.h"
#include "GameDetails.h"
#include "Shield.h"
#include "Sprite.h"
#include
#include
const float BOMB_UPDATE_FREQ = 0.04f;
const float BOMB_RAY_SPEED = 10;
const float BOMB_MISSILE_SPEED = 7;
const float BOMB_PROBABILITY_EASY = 0.002f;
const float BOMB_PROBABILITY_HARD = 0.005f;
const float EXPLOSION_TIME = 0.25f;
const Rml::Colourb MOTHERSHIP_COLOUR = Rml::Colourb(255, 0, 0, 255);
Sprite invader_sprites[] = {
// Rank 1
Sprite(Rml::Vector2f(48, 32), Rml::Vector2f(0.609375f, 0), Rml::Vector2f(0.796875f, 0.5f)),
Sprite(Rml::Vector2f(48, 32), Rml::Vector2f(0.80078125f, 0), Rml::Vector2f(0.98828125f, 0.5f)),
// Rank 2
Sprite(Rml::Vector2f(44, 32), Rml::Vector2f(0.2578125f, 0), Rml::Vector2f(0.4296875f, 0.5f)),
Sprite(Rml::Vector2f(44, 32), Rml::Vector2f(0.43359375f, 0), Rml::Vector2f(0.60546875f, 0.5f)),
// Rank 3
Sprite(Rml::Vector2f(32, 32), Rml::Vector2f(0, 0), Rml::Vector2f(0.125f, 0.5f)),
Sprite(Rml::Vector2f(32, 32), Rml::Vector2f(0.12890625f, 0), Rml::Vector2f(0.25390625f, 0.5f)),
// Mothership
Sprite(Rml::Vector2f(64, 28), Rml::Vector2f(0.23828125f, 0.515625f), Rml::Vector2f(0.48828125f, 0.953125f)),
// Explosion
Sprite(Rml::Vector2f(52, 28), Rml::Vector2f(0.71484375f, 0.51562500f), Rml::Vector2f(0.91796875f, 0.95312500f))};
Sprite bomb_sprites[] = {
// Ray
Sprite(Rml::Vector2f(12, 20), Rml::Vector2f(0.51171875f, 0.51562500f), Rml::Vector2f(0.55859375f, 0.82812500f)),
Sprite(Rml::Vector2f(12, 20), Rml::Vector2f(0.56250000, 0.51562500), Rml::Vector2f(0.60937500, 0.82812500)),
Sprite(Rml::Vector2f(12, 20), Rml::Vector2f(0.61328125, 0.51562500), Rml::Vector2f(0.66015625, 0.82812500)),
Sprite(Rml::Vector2f(12, 20), Rml::Vector2f(0.66406250, 0.51562500), Rml::Vector2f(0.71093750, 0.82812500)),
// Missile
Sprite(Rml::Vector2f(12, 20), Rml::Vector2f(0.92578125, 0.51562500), Rml::Vector2f(0.97265625, 0.82812500))};
Invader::Invader(Game* _game, InvaderType _type, int _index) : position(0, 0)
{
type = UNKNOWN;
animation_frame = 0;
bomb_animation_frame = 0;
bomb_frame_start = 0;
death_time = 0;
state = ALIVE;
bomb = NONE;
game = _game;
type = _type;
death_time = 0;
invader_index = _index;
bomb_probability = GameDetails::GetDifficulty() == GameDetails::EASY ? BOMB_PROBABILITY_EASY : BOMB_PROBABILITY_HARD;
bomb_probability *= float(type);
}
Invader::~Invader() {}
void Invader::SetPosition(const Rml::Vector2f& _position)
{
position = _position;
}
const Rml::Vector2f& Invader::GetPosition() const
{
return position;
}
void Invader::Update(double t)
{
// Update the bombs
if (float(t - bomb_frame_start) > BOMB_UPDATE_FREQ)
{
// Update the bomb position if its in flight, or check if we should drop one
if (bomb != NONE)
{
if (bomb == RAY)
{
bomb_animation_frame++;
if (bomb_animation_frame > 3)
bomb_animation_frame = 0;
bomb_position.y += BOMB_RAY_SPEED;
}
else
{
bomb_position.y += BOMB_MISSILE_SPEED;
}
if (bomb_position.y > game->GetWindowDimensions().y)
bomb = NONE;
// Check if we hit the shields
for (int i = 0; i < game->GetNumShields(); i++)
{
if (game->GetShield(i)->CheckHit(bomb_position))
{
bomb = NONE;
break;
}
}
// Check if we hit the defender
if (bomb != NONE)
{
if (game->GetDefender()->CheckHit(t, bomb_position))
bomb = NONE;
}
}
else if (state == ALIVE && Rml::Math::RandomReal(1.0f) < bomb_probability && game->CanDropBomb(invader_index))
{
bomb = Rml::Math::RandomInteger(2) == 0 ? RAY : MISSILE;
bomb_position = position;
bomb_position.x += invader_sprites[GetSpriteIndex()].dimensions.x / 2;
if (bomb == RAY)
bomb_animation_frame = 0;
else
bomb_animation_frame = 4;
}
bomb_frame_start = t;
}
if (state == EXPLODING && t - death_time > 0.0)
state = DEAD;
}
void Invader::UpdateAnimation()
{
switch (state)
{
case ALIVE:
animation_frame++;
if (animation_frame > 1)
animation_frame = 0;
break;
default: break;
}
}
void Invader::Render(Rml::RenderManager& render_manager, float dp_ratio, Rml::Texture texture)
{
Rml::ColourbPremultiplied color(255);
if (type == MOTHERSHIP)
color = MOTHERSHIP_COLOUR.ToPremultiplied();
int sprite_index = GetSpriteIndex();
int sprite_offset = int((invader_sprites[sprite_index].dimensions.x - 48) / 2);
if (state != DEAD)
invader_sprites[sprite_index].Render(render_manager, Rml::Vector2f(position.x - sprite_offset, position.y), dp_ratio, color, texture);
if (bomb != NONE)
bomb_sprites[bomb_animation_frame].Render(render_manager, bomb_position, dp_ratio, color, texture);
}
Invader::InvaderState Invader::GetState()
{
return state;
}
bool Invader::CheckHit(double t, const Rml::Vector2f& check_position)
{
// Get the sprite index we're currently using for collision detection
int sprite_index = GetSpriteIndex();
int sprite_offset = int((invader_sprites[sprite_index].dimensions.x - 48) / 2);
float sprite_width = invader_sprites[sprite_index].dimensions.x;
float sprite_height = invader_sprites[sprite_index].dimensions.y;
// If we're alive and the position is within our bounds, set ourselves
// as exploding and return a valid hit
if (state == ALIVE && check_position.x >= position.x - sprite_offset && check_position.x <= position.x - sprite_offset + sprite_width &&
check_position.y >= position.y && check_position.y <= position.y + sprite_height)
{
int score = 0;
switch (type)
{
case MOTHERSHIP: score = (Rml::Math::RandomInteger(6) + 1) * 50; break; // 50 -> 300
case RANK3: score = 40; break;
case RANK2: score = 20; break;
case RANK1: score = 10; break;
case UNKNOWN: break;
}
// Add the number of points
game->AddScore(score);
// Set our state to exploding and start the timer to our doom
state = EXPLODING;
death_time = t + EXPLOSION_TIME;
return true;
}
return false;
}
int Invader::GetSpriteIndex() const
{
// Calculate our sprite index based on animation and type
int index = animation_frame;
switch (type)
{
case RANK1: break; // animation_frame is the right index already
case RANK2: index += 2; break;
case RANK3: index += 4; break;
case MOTHERSHIP: index = 6; break;
case UNKNOWN: break;
}
// If we're in exploding state, use the exploding sprite
if (state == EXPLODING)
index = 7;
return index;
}