-
Notifications
You must be signed in to change notification settings - Fork 2
Expand file tree
/
Copy pathModuleEnemies.cpp
More file actions
268 lines (231 loc) · 5.43 KB
/
ModuleEnemies.cpp
File metadata and controls
268 lines (231 loc) · 5.43 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
#include "Application.h"
#include "ModuleInput.h"
#include "ModuleRender.h"
#include "ModuleEnemies.h"
#include "ModuleParticles.h"
#include "ModuleTextures.h"
#include "ModuleAudio.h"
#include "ModulePlayer.h"
#include "ModuleFadeToBlack.h"
#include "Enemy.h"
#include "Enemy_RedBird.h"
#include "Enemy_BrownCookie.h"
#include "Enemy_CookieNinja.h"
#include "Enemy_CookieBoss.h"
#include "Enemy_MechBoss.h"
#include "Enemy_Mech.h"
#include "Enemy_Rifle.h"
#include "Enemy_Boss.h"
#include "Enemy_Stabby.h"
#define SPAWN_MARGIN 650
ModuleEnemies::ModuleEnemies()
{
section.x = 0;
section.h = 8;
section.w = 22;
section.y = 0;
for(uint i = 0; i < MAX_ENEMIES; ++i)
enemies[i] = nullptr;
}
// Destructor
ModuleEnemies::~ModuleEnemies()
{
}
bool ModuleEnemies::Start()
{
// Create a prototype for each enemy available so we can copy them around
sprites = App->textures->Load("gunsmoke/enemies.png");
sounds[0] = App->audio->LoadFx("gunsmoke/bomber_rifleman_death.wav");
sounds[1] = App->audio->LoadFx("gunsmoke/bandit_sniper_death.wav");
boss_alive = false;
section.x = 181;
section.y = 165;
section.w = 22;
section.h = 8;
return true;
}
update_status ModuleEnemies::PreUpdate()
{
// check camera position to decide what to spawn
for(uint i = 0; i < MAX_ENEMIES; ++i)
{
if(queue[i].type != ENEMY_TYPES::NO_TYPE)
{
if(queue[i].y * SCREEN_SIZE > App->render->camera.y + (App->render->camera.h * SCREEN_SIZE) - SPAWN_MARGIN)
{
SpawnEnemy(queue[i]);
queue[i].type = ENEMY_TYPES::NO_TYPE;
LOG("Spawning enemy at %d", queue[i].y * SCREEN_SIZE);
}
}
}
return UPDATE_CONTINUE;
}
// Called before render is available
update_status ModuleEnemies::Update()
{
for(uint i = 0; i < MAX_ENEMIES; ++i)
if (enemies[i] != nullptr)
{
enemies[i]->previous = enemies[i]->position;
enemies[i]->Move();
};
for(uint i = 0; i < MAX_ENEMIES; ++i)
if(enemies[i] != nullptr) enemies[i]->Draw(sprites);
if (boss_alive)
{
for (uint i = 0; i < MAX_ENEMIES; ++i)
{
if (enemies[i] != nullptr && enemies[i]->boss == true)
{
int squares = enemies[i]->squares;
for (int i = 0; i < squares; ++i)
{
App->render->Blit(sprites, 5 + 25 * i, -2795, §ion);
}
}
}
}
if (SDL_GetTicks() > App->player->death_time && App->player->death_time != -1 && App->player->destroyed == false)
{
App->fade->FadeToBlack((Module*)App->scene_space, (Module*)App->scene_gameover);
App->player->death_time = -1;
}
return UPDATE_CONTINUE;
}
update_status ModuleEnemies::PostUpdate()
{
// check camera position to decide what to de-spawn
for(uint i = 0; i < MAX_ENEMIES; ++i)
{
if(enemies[i] != nullptr)
{
if (enemies[i]->position.y * SCREEN_SIZE >(App->render->camera.y) + 495 || enemies[i]->position.y < -3000
|| (App->player->destroyed == false && App->player->death_time != -1))
{
LOG("DeSpawning enemy at %d", enemies[i]->position.y * SCREEN_SIZE);
delete enemies[i];
enemies[i] = nullptr;
}
}
}
return UPDATE_CONTINUE;
}
// Called before quitting
bool ModuleEnemies::CleanUp()
{
LOG("Freeing all enemies");
App->textures->Unload(sprites);
App->audio->UnLoadFx(sounds[0]);
App->audio->UnLoadFx(sounds[1]);
for(uint i = 0; i < MAX_ENEMIES; ++i)
{
if(enemies[i] != nullptr)
{
delete enemies[i];
enemies[i] = nullptr;
}
}
for (uint i = 0; i < MAX_ENEMIES; ++i)
{
if (queue[i].type != ENEMY_TYPES::NO_TYPE)
{
{
queue[i].type = ENEMY_TYPES::NO_TYPE;
}
}
}
return true;
}
bool ModuleEnemies::AddEnemy(ENEMY_TYPES type, int x, int y)
{
bool ret = false;
for(uint i = 0; i < MAX_ENEMIES; ++i)
{
if(queue[i].type == ENEMY_TYPES::NO_TYPE)
{
queue[i].type = type;
queue[i].x = x;
queue[i].y = y;
ret = true;
break;
}
}
return ret;
}
void ModuleEnemies::SpawnEnemy(const EnemyInfo& info)
{
// find room for the new enemy
uint i = 0;
for(; enemies[i] != nullptr && i < MAX_ENEMIES; ++i);
if(i != MAX_ENEMIES)
{
switch(info.type)
{
case ENEMY_TYPES::REDBIRD:
enemies[i] = new Enemy_RedBird(info.x,info.y);
break;
case ENEMY_TYPES::BROWNCOOKIE:
enemies[i] = new Enemy_BrownCookie(info.x, info.y);
break;
case ENEMY_TYPES::COOKIENINJA:
enemies[i] = new Enemy_CookieNinja(info.x, info.y);
break;
case ENEMY_TYPES::MECH:
enemies[i] = new Enemy_Mech(info.x, info.y);
break;
case ENEMY_TYPES::RIFLE:
enemies[i] = new Enemy_Rifle(info.x, info.y);
break;
case ENEMY_TYPES::BOSS:
enemies[i] = new Enemy_Boss(info.x, info.y);
break;
case ENEMY_TYPES::COOKIEBOSS:
enemies[i] = new Enemy_CookieBoss(info.x, info.y);
break;
case ENEMY_TYPES::MECHBOSS:
enemies[i] = new Enemy_MechBoss(info.x, info.y);
break;
case ENEMY_TYPES::STABBY:
enemies[i] = new Enemy_Stabby(info.x, info.y);
break;
}
}
}
void ModuleEnemies::OnCollision(Collider* c1, Collider* c2)
{
for(uint i = 0; i < MAX_ENEMIES; ++i)
{
if ((enemies[i] != nullptr) && ((enemies[i]->GetCollider() == c1) || (enemies[i]->GetCol() == c1)))
{
enemies[i]->OnCollision(c1, c2);
if (c2->type == COLLIDER_PLAYER_SHOT)
{
enemies[i]->hp -= 1;
enemies[i]->hit = true;
if (enemies[i]->hp == 0)
{
delete enemies[i];
enemies[i] = nullptr;
}
}
break;
}
}
}
int ModuleEnemies::OnScreenEnemies()
{
int ret = 0;
for (uint i = 0; i < MAX_ENEMIES; ++i)
{
if (enemies[i] != nullptr)
{
ret++;
}
}
return ret;
}
void ModuleEnemies::Playsound(int sound)
{
App->audio->PlayFx(sounds[sound]);
}