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- /*
- * 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.
- *
- */
- #ifndef RMLUIINVADERSINVADER_H
- #define RMLUIINVADERSINVADER_H
- #include <RmlUi/Core/Types.h>
- class Game;
- /**
- An alien invader.
- @author Lloyd Weehuizen
- */
- class Invader
- {
- public:
- enum InvaderType { UNKNOWN, RANK1, RANK2, RANK3, MOTHERSHIP };
- enum BombType { NONE, RAY, MISSILE };
- /// Construct the invader
- Invader(Game* game, InvaderType type, int index);
- ~Invader();
- /// Set the invaders screen position
- /// @param position Position in screen space
- void SetPosition(const Rml::Core::Vector2f& position);
- /// Get the current invader position
- /// @returns The invaders position in screen space
- const Rml::Core::Vector2f& GetPosition() const;
- /// Update the invader
- virtual void Update();
- /// Render the invader
- void Render();
- /// Update the invaders animation
- void UpdateAnimation();
- /// The current invaders state
- enum InvaderState { ALIVE, EXPLODING, DEAD };
- /// Get the current invader state
- /// @returns Invader state
- InvaderState GetState();
- /// Returns true if the position hits the invader
- /// If a hit is detected, will explode and start the death timer
- /// @param position Position to do the hit check at
- /// @returns If the invader was hit
- bool CheckHit(const Rml::Core::Vector2f& position);
- protected:
- // Game this invader is in
- Game* game;
- // The index/id of this invader
- int invader_index;
- // The invader type we represent
- InvaderType type;
- // The current position in screen space of the invader
- Rml::Core::Vector2f position;
- // Our current animation frame
- int animation_frame;
- // Our current state
- InvaderState state;
- // Our current in-flight bomb, or none. (may be not none if we're dead.)
- BombType bomb;
- // The current position of the bomb in screen space
- Rml::Core::Vector2f bomb_position;
- // The animation frame the bomb is on
- int bomb_animation_frame;
- // When the last bomb update occured
- double bomb_frame_start;
- // Probability of us dropping a bomb - this is calculated
- // at construction time and based on our rank and the game
- // difficulty level
- float bomb_probability;
- // Time when we should die - 0, until we're hit
- double death_time;
- int GetSpriteIndex() const;
- };
- #endif
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