/* * This source file is part of libRocket, the HTML/CSS Interface Middleware * * For the latest information, see http://www.librocket.com * * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd * * 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 "Mothership.h" #include #include "Shell.h" #include "Game.h" #include "Sprite.h" const int SPRITE_WIDTH = 64; const int SPRITE_HEIGHT = 28; const float APPEARANCE_PROBABILITY = 0.001f; const float UPDATE_FREQ = 0.025f; const float MOVEMENT_SPEED = 5; Mothership::Mothership(Game* game, int index) : Invader(game, Invader::MOTHERSHIP, index) { // Start off dead, and set up our position state = DEAD; update_frame_start = 0; position = Rocket::Core::Vector2f(-SPRITE_WIDTH, 64.0f); } Mothership::~Mothership() { } void Mothership::Update() { // Generic Invader update Invader::Update(); if (Shell::GetElapsedTime() - update_frame_start < UPDATE_FREQ) return; // We're alive, keep moving! if (state == ALIVE) { position.x += (direction * MOVEMENT_SPEED); if ((direction < 0.0f && position.x < -SPRITE_WIDTH) || (direction > 0.0f && position.x > game->GetWindowDimensions().x)) state = DEAD; update_frame_start = Shell::GetElapsedTime(); } // Determine if we should come out of hiding else if (Rocket::Core::Math::RandomReal(1.0f) < APPEARANCE_PROBABILITY) { direction = Rocket::Core::Math::RandomReal(1.0f) < 0.5 ? -1.0f : 1.0f; if (direction < 0) position.x = game->GetWindowDimensions().x + SPRITE_WIDTH; else position.x = -SPRITE_WIDTH; state = ALIVE; } }