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Shell.cpp
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194 lines (169 loc) · 5.66 KB
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#include "Shell.h"
#include "Header.h"
#include <iostream>
#include "Hero.h"
#include <cmath>
extern float mainTime;
extern double speedAnimation;
Shell::Shell(sf::String ImageFileAttack, int maxFrameAttackX, int maxFrameAttackY, double speed, int damage, bool enemyKill) : Object(ImageFileAttack, maxFrameAttackX, maxFrameAttackY, speed)
{
this->enemyKill = enemyKill;
this->damage = damage;
this->setCollisionTieldsFlag(1);
this->setCollisionObjectsFlag(0);
}
Shell::~Shell()
{
}
/*
X:
1 - left
2 - right
Y:
1 - up
2 - down
*/
void Shell::startShot(double x0, double y0, int directionAttackX, int directionAttackY, double range, double speed, float angle)
{
setPos(x0, y0);
this->directionAttackX = directionAttackX;
this->directionAttackY = directionAttackY;
this->range = range;
this->speed = speed;
this->x0 = x0;
this->y0 = y0;
this->angle = angle;
//updateAnimation();
}
int Shell::update(sf::Event)
{
return updateAnimation();
}
void Shell::makeShell(sf::String ImageFileAttack, int maxFrameAttackX, int maxFrameAttackY, double speed, int damage, bool enemyKill, Hero& hero, int directionX, int directionY, float angle)
{
shells.push_back(new Shell(ImageFileAttack, maxFrameAttackX, maxFrameAttackY, speed, damage, enemyKill));//Player player(*camera, "resource\\Enemy\\Dungeon\\Character\\devil.png", "resource\\Enemy\\Dungeon\\Projectile\\devilAttack.png", 4, 11, 1, 1, 500, 500, speedPlayer, speedPlayerAttack);
float tan = std::tan(angle * PI / 180.0);
float speedX = sqrt(pow(speed, 2) / (1 + pow(tan, 2)));
float speedY = sqrt(pow(speed, 2) - pow(speedX, 2));
if (directionY == 1)// 1 - left
speedY = -speedY;
if (directionX == 1)// 1 - up
speedX = -speedX;
if (abs(speedX) > abs(speedY))
{
if (speedX < 0)
shells.back()->startShot((hero.getSprite().getPosition().x - hero.getSizeXY().sizeX + distanceAttackingObject), hero.getSprite().getPosition().y, directionX, directionY, hero.getStats().attackRange, hero.getStats().attackSpeed, angle);
else
shells.back()->startShot((hero.getSprite().getPosition().x + hero.getSizeXY().sizeX - distanceAttackingObject), hero.getSprite().getPosition().y, directionX, directionY, hero.getStats().attackRange, hero.getStats().attackSpeed, angle);
}
else
{
if (speedY < 0)
shells.back()->startShot(hero.getSprite().getPosition().x, (hero.getSprite().getPosition().y - hero.getSizeXY().sizeY + distanceAttackingObject), directionX, directionY, hero.getStats().attackRange, hero.getStats().attackSpeed, angle);
else
shells.back()->startShot(hero.getSprite().getPosition().x, (hero.getSprite().getPosition().y + hero.getSizeXY().sizeY - distanceAttackingObject), directionX, directionY, hero.getStats().attackRange, hero.getStats().attackSpeed, angle);
}
}
void Shell::checkIntersectsObjectsUpdate(const sf::Event& event)
{
for (int i = 0; i < shells.size(); ++i)
{
if (shells.at(i)->update(event) == -1)
{
delete shells[i];
shells.erase(shells.begin() + i);
--i;
continue;
}
}
}
/*1
1 - left
2 - right
3 - up
4 - down
*/
bool Shell::animation(int direction)
{
double way = sqrt(pow(getPosition().x - x0, 2) + pow(getPosition().y - y0, 2));
switch (direction)
{
case 1:// 1 - left
{
// åñëè ïîÿâèòñÿ ïðîòèâíèê ñ íåîãð äàëüíîñòüþ, ìîæåò ïðèãîäèòüñÿ
//currentFrameX += 9 * pow(10, -7) * mainTime; // magicNumbers - timeFly
//if (currentFrameX > movementTexture.maxFrameX)
//{
// currentFrameX = 0;
// return true;
//}
//std::cout << getPosition().x << " " << getPosition().y << " " << x0 << " " << y0 << std::endl << pow(getPosition().x - x0, 2) << " " << pow(getPosition().y - y0, 2) << std::endl;
if (way > ((currentFrameX + 1) * range) / this->movementTexture.maxFrameX)
++currentFrameX;
movementTexture.sprite->setTextureRect(sf::IntRect((getSizeXY().sizeX) * int(currentFrameX), getSizeXY().sizeY, getSizeXY().sizeX, getSizeXY().sizeY));//(sizeX) * int(currentFrameY) + sizeX
break;
}
case 2:// 2 - right
{
if (way > ((currentFrameX + 1) * range) / this->movementTexture.maxFrameX)
++currentFrameX;
movementTexture.sprite->setTextureRect(sf::IntRect((getSizeXY().sizeX) * int(currentFrameX), 2 * getSizeXY().sizeY, getSizeXY().sizeX, getSizeXY().sizeY));//(sizeX) * int(currentFrameY) + sizeX
break;
}
case 3://3 - up
{
if (way > ((currentFrameY + 1) * range) / this->movementTexture.maxFrameX)
++currentFrameY;
movementTexture.sprite->setTextureRect(sf::IntRect((getSizeXY().sizeX) * int(currentFrameY), 3 * getSizeXY().sizeY, getSizeXY().sizeX, getSizeXY().sizeY));//(sizeX) * int(currentFrameY) + sizeX
break;
}
case 4://4 - down
{
if (way > ((currentFrameY + 1) * range) / this->movementTexture.maxFrameX)
++currentFrameY;
movementTexture.sprite->setTextureRect(sf::IntRect((getSizeXY().sizeX) * int(currentFrameY), 0, getSizeXY().sizeX, getSizeXY().sizeY));//(sizeX) * int(currentFrameY) + sizeX
break;
}
}
return false;
}
int Shell::actionCollisionObjects(Object* obj)
{
return 0;
}
int Shell::updateAnimation()
{
// speed * range
//double attackTime = 3;
double way = sqrt(pow(getPosition().x - x0, 2) + pow(getPosition().y - y0, 2));
if (way > range)
return -1;
// Äà, ïðîâåðêà èìåííî çäåñü, ÷òîáû èãðîê óâèäåë, ïîñëåäíèé ïîêàçûâàþùèéñÿ ñïðàéò
float speedX, speedY;
float tan = std::tan(angle * PI / 180.0);
speedX = sqrt(pow(speed, 2) / (1 + pow(tan, 2)));
speedY = sqrt(pow(speed, 2) - pow(speedX, 2));
if (directionAttackY == 1)// 1 - up
{
speedY = -speedY;
}
if (directionAttackX == 1)// 1 - left
{
speedX = -speedX;
}
if (abs(speedX) > abs(speedY))
{
if (speedX < 0)// if (angle < 0)
animation(1);
else
animation(2);
}
else
{
if (speedY > 0)
animation(4);
else
animation(3);
}
return this->move(speedX, speedY);
}