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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 "Defender.h"
- #include "Game.h"
- #include "GameDetails.h"
- #include "Invader.h"
- #include "Mothership.h"
- #include "Shield.h"
- #include "Sprite.h"
- #include <Shell.h>
- const float UPDATE_FREQ = 0.01f;
- const float MOVEMENT_SPEED = 300;
- const float BULLET_SPEED = 15;
- const int SPRITE_WIDTH = 64;
- const float RESPAWN_TIME = 1.0f;
- Sprite defender_sprite(Rml::Vector2f(60, 31), Rml::Vector2f(0, 0.5), Rml::Vector2f(0.23437500, 0.98437500));
- Sprite bullet_sprite(Rml::Vector2f(4, 20), Rml::Vector2f(0.4921875, 0.515625), Rml::Vector2f(0.5078125, 0.828125));
- Sprite explosion_sprite(Rml::Vector2f(52, 28), Rml::Vector2f(0.71484375f, 0.51562500f), Rml::Vector2f(0.91796875f, 0.95312500f));
- Defender::Defender(Game* _game)
- {
- move_direction = 0;
- defender_frame_start = 0;
- bullet_in_flight = false;
- respawn_start = 0;
- game = _game;
- position.x = game->GetWindowDimensions().x / 2;
- position.y = game->GetWindowDimensions().y - 50;
- state = ALIVE;
- render = true;
- }
- Defender::~Defender() {}
- void Defender::Update(double t)
- {
- float dt = float(t - defender_frame_start);
- if (dt < UPDATE_FREQ)
- return;
- dt = Rml::Math::Min(dt, 0.1f);
- defender_frame_start = t;
- position.x += (move_direction * dt * MOVEMENT_SPEED);
- if (position.x < 5)
- position.x = 5;
- else if (position.x > (game->GetWindowDimensions().x - SPRITE_WIDTH - 5))
- position.x = game->GetWindowDimensions().x - SPRITE_WIDTH - 5;
- UpdateBullet(t);
- if (state == RESPAWN)
- {
- // Switch the render flag so the defender "flickers"
- render = !render;
- // Check if we should switch back to our alive state
- if (float(t - respawn_start) > RESPAWN_TIME)
- {
- state = ALIVE;
- render = true;
- }
- }
- }
- void Defender::Render(Rml::RenderManager& render_manager, float dp_ratio, Rml::Texture texture)
- {
- Rml::ColourbPremultiplied color = GameDetails::GetDefenderColour().ToPremultiplied();
- // Render our sprite if rendering is enabled
- if (render)
- defender_sprite.Render(render_manager, position, dp_ratio, color, texture);
- // Render the bullet
- if (bullet_in_flight)
- bullet_sprite.Render(render_manager, bullet_position, dp_ratio, color, texture);
- }
- void Defender::StartMove(float direction)
- {
- move_direction = direction > 0.0f ? 1.0f : -1.0f;
- }
- void Defender::StopMove(float direction)
- {
- float stop_direction = direction > 0.0f ? 1.0f : -1.0f;
- if (stop_direction == move_direction)
- move_direction = 0.0f;
- }
- void Defender::Fire()
- {
- if (!bullet_in_flight)
- {
- bullet_position = position + Rml::Vector2f((SPRITE_WIDTH / 2) - 4, 0);
- bullet_in_flight = true;
- }
- }
- bool Defender::CheckHit(double t, const Rml::Vector2f& check_position)
- {
- float sprite_width = defender_sprite.dimensions.x;
- float sprite_height = defender_sprite.dimensions.y;
- // If the position is within our bounds, set ourselves
- // as exploding and return a valid hit.
- if (state == ALIVE && check_position.x >= position.x && check_position.x <= position.x + sprite_width && check_position.y >= position.y &&
- check_position.y <= position.y + sprite_height)
- {
- game->RemoveLife();
- state = RESPAWN;
- respawn_start = t;
- return true;
- }
- return false;
- }
- void Defender::UpdateBullet(double t)
- {
- if (bullet_in_flight)
- {
- // Move the bullet up and mark it dead if it flies off the top of the screen
- bullet_position.y -= BULLET_SPEED;
- if (bullet_position.y < 0)
- {
- bullet_in_flight = false;
- return;
- }
- // Check if we hit the shields
- for (int i = 0; i < game->GetNumShields(); i++)
- {
- if (game->GetShield(i)->CheckHit(bullet_position))
- {
- bullet_in_flight = false;
- return;
- }
- }
- // Check if we hit any invaders
- for (int i = 0; i < game->GetNumInvaders(); i++)
- {
- if (game->GetInvader(i)->CheckHit(t, bullet_position))
- {
- bullet_in_flight = false;
- return;
- }
- }
- }
- }
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