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ModuleEnemies.cpp
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154 lines (130 loc) · 2.92 KB
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#include "Application.h"
#include "ModuleInput.h"
#include "ModuleRender.h"
#include "ModuleEnemies.h"
#include "ModuleParticles.h"
#include "ModuleTextures.h"
#include "Enemy.h"
#include "Enemy_RedBird.h"
#include "Enemy_BrownCookie.h"
#define SPAWN_MARGIN 50
ModuleEnemies::ModuleEnemies()
{
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("rtype/enemies.png");
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].x * SCREEN_SIZE < App->render->camera.x + (App->render->camera.w * SCREEN_SIZE) + SPAWN_MARGIN)
{
SpawnEnemy(queue[i]);
queue[i].type = ENEMY_TYPES::NO_TYPE;
LOG("Spawning enemy at %d", queue[i].x * 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]->Move();
for(uint i = 0; i < MAX_ENEMIES; ++i)
if(enemies[i] != nullptr) enemies[i]->Draw(sprites);
return UPDATE_CONTINUE;
}
update_status ModuleEnemies::PostUpdate()
{
// check camera position to decide what to spawn
for(uint i = 0; i < MAX_ENEMIES; ++i)
{
if(enemies[i] != nullptr)
{
if(enemies[i]->position.x * SCREEN_SIZE < (App->render->camera.x) - SPAWN_MARGIN)
{
LOG("DeSpawning enemy at %d", enemies[i]->position.x * 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);
for(uint i = 0; i < MAX_ENEMIES; ++i)
{
if(enemies[i] != nullptr)
{
delete enemies[i];
enemies[i] = nullptr;
}
}
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;
}
}
}
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]->OnCollision(c2);
delete enemies[i];
enemies[i] = nullptr;
break;
}
}
}