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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) 2019-2023 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 <RmlUi/Core/Math.h>
- #include <Shell.h>
- 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(float dp_ratio, Rml::TextureHandle texture)
- {
- Rml::Colourb color(255);
- if (type == MOTHERSHIP)
- color = MOTHERSHIP_COLOUR;
- int sprite_index = GetSpriteIndex();
- int sprite_offset = int((invader_sprites[sprite_index].dimensions.x - 48) / 2);
- if (state != DEAD)
- invader_sprites[sprite_index].Render(Rml::Vector2f(position.x - sprite_offset, position.y), dp_ratio, color, texture);
- if (bomb != NONE)
- bomb_sprites[bomb_animation_frame].Render(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;
- }
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