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- /*
- * 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 <Rocket/Core/Math.h>
- #include "Shell.h"
- #include "Game.h"
- #include "Sprite.h"
- const int SPRITE_WIDTH = 64;
- 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;
- }
- }
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