Mothership.cpp 2.6 KB

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  1. /*
  2. * This source file is part of RmlUi, the HTML/CSS Interface Middleware
  3. *
  4. * For the latest information, see http://github.com/mikke89/RmlUi
  5. *
  6. * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
  7. * Copyright (c) 2019 The RmlUi Team, and contributors
  8. *
  9. * Permission is hereby granted, free of charge, to any person obtaining a copy
  10. * of this software and associated documentation files (the "Software"), to deal
  11. * in the Software without restriction, including without limitation the rights
  12. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  13. * copies of the Software, and to permit persons to whom the Software is
  14. * furnished to do so, subject to the following conditions:
  15. *
  16. * The above copyright notice and this permission notice shall be included in
  17. * all copies or substantial portions of the Software.
  18. *
  19. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  20. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  21. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  22. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  23. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  24. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  25. * THE SOFTWARE.
  26. *
  27. */
  28. #include "Mothership.h"
  29. #include <RmlUi/Core/Math.h>
  30. #include "Shell.h"
  31. #include "Game.h"
  32. #include "Sprite.h"
  33. static const int SPRITE_WIDTH = 64;
  34. static const float APPEARANCE_PROBABILITY = 0.001f;
  35. static const double UPDATE_FREQ = 0.025;
  36. static const float MOVEMENT_SPEED = 5;
  37. Mothership::Mothership(Game* game, int index) : Invader(game, Invader::MOTHERSHIP, index)
  38. {
  39. // Start off dead, and set up our position
  40. state = DEAD;
  41. update_frame_start = 0;
  42. direction = 0;
  43. position = Rml::Core::Vector2f(-SPRITE_WIDTH, 64.0f);
  44. }
  45. Mothership::~Mothership()
  46. {
  47. }
  48. void Mothership::Update()
  49. {
  50. // Generic Invader update
  51. Invader::Update();
  52. if (Shell::GetElapsedTime() - update_frame_start < UPDATE_FREQ)
  53. return;
  54. // We're alive, keep moving!
  55. if (state == ALIVE)
  56. {
  57. position.x += (direction * MOVEMENT_SPEED);
  58. if ((direction < 0.0f && position.x < -SPRITE_WIDTH)
  59. || (direction > 0.0f && position.x > game->GetWindowDimensions().x))
  60. state = DEAD;
  61. update_frame_start = Shell::GetElapsedTime();
  62. }
  63. // Determine if we should come out of hiding
  64. else if (Rml::Core::Math::RandomReal(1.0f) < APPEARANCE_PROBABILITY)
  65. {
  66. direction = Rml::Core::Math::RandomReal(1.0f) < 0.5 ? -1.0f : 1.0f;
  67. if (direction < 0)
  68. position.x = game->GetWindowDimensions().x + SPRITE_WIDTH;
  69. else
  70. position.x = -SPRITE_WIDTH;
  71. state = ALIVE;
  72. }
  73. }