/* * 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. * */ #ifndef RMLUI_LUAINVADERS_SHIELD_H #define RMLUI_LUAINVADERS_SHIELD_H #include class Game; const int NUM_SHIELD_CELLS = 6; const int PIXEL_SIZE = 4; /** A shield, protecting the player. @author Robert Curry */ class Shield { public: enum ShieldType { REGULAR, TOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHT }; /// Construct the invader Shield(Game* game, ShieldType type); ~Shield(); /// Sets up which cells are on and off, based on the type. void InitialiseCells(); /// Set the shield's screen position /// @param position Position in screen space void SetPosition(const Rml::Vector2f& position); /// Get the current shield position /// @returns The shield's position in screen space const Rml::Vector2f& GetPosition() const; /// Render the shield. void Render(Rml::RenderManager& render_manager, float dp_ratio); /// Returns true if the position hits the shield /// If a hit is detected, will degrade the shield. /// @param position Position to do the hit check at /// @returns If the shield was hit bool CheckHit(const Rml::Vector2f& position); protected: void SustainDamage(); // Game this shield is in Game* game; // The invader type we represent ShieldType type; // The current position in screen space of the shield Rml::Vector2f position; // Our current state - starts at 4, degrades once per hit. int health; enum ShieldCellState { ON, OFF, DESTROYED }; ShieldCellState shield_cells[NUM_SHIELD_CELLS][NUM_SHIELD_CELLS]; }; #endif