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Turret.cpp
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110 lines (103 loc) · 3.14 KB
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#include <allegro5/color.h>
#include <allegro5/allegro_primitives.h>
#include <cmath>
#include <utility>
#include "Enemy.hpp"
#include "GameEngine.hpp"
#include "Group.hpp"
#include "IObject.hpp"
#include "IScene.hpp"
#include "PlayScene.hpp"
#include "Point.hpp"
#include "Turret.hpp"
PlayScene* Turret::getPlayScene() {
return dynamic_cast<PlayScene*>(Engine::GameEngine::GetInstance().GetActiveScene());
}
Turret::Turret(std::string imgBase, std::string imgTurret, float x, float y, float radius, int price, float coolDown) :
Sprite(imgTurret, x, y), price(price), coolDown(coolDown), imgBase(imgBase, x, y) {
CollisionRadius = radius;
enhanced = false;
}
void Turret::Update(float deltaTime) {
Sprite::Update(deltaTime);
PlayScene* scene = getPlayScene();
imgBase.Position = Position;
imgBase.Tint = Tint;
if (!Enabled)
return;
if (Target) {
Engine::Point diff = Target->Position - Position;
if (diff.Magnitude() > CollisionRadius) {
Target->lockedTurrets.erase(lockedTurretIterator);
Target = nullptr;
lockedTurretIterator = std::list<Turret*>::iterator();
}
}
if (!Target) {
// Lock first seen target.
// Can be improved by Spatial Hash, Quad Tree, ...
// However simply loop through all enemies is enough for this program.
for (auto& it : scene->EnemyGroup->GetObjects()) {
Engine::Point diff = it->Position - Position;
if (diff.Magnitude() <= CollisionRadius) {
Target = dynamic_cast<Enemy*>(it);
Target->lockedTurrets.push_back(this);
lockedTurretIterator = std::prev(Target->lockedTurrets.end());
break;
}
}
}
if (Target) {
Engine::Point originRotation = Engine::Point(cos(Rotation - ALLEGRO_PI / 2), sin(Rotation - ALLEGRO_PI / 2));
Engine::Point targetRotation = (Target->Position - Position).Normalize();
float maxRotateRadian = rotateRadian * deltaTime;
float cosTheta = originRotation.Dot(targetRotation);
// Might have floating-point precision error.
if (cosTheta > 1) cosTheta = 1;
else if (cosTheta < -1) cosTheta = -1;
float radian = acos(cosTheta);
Engine::Point rotation;
if (abs(radian) <= maxRotateRadian)
rotation = targetRotation;
else
rotation = ((abs(radian) - maxRotateRadian) * originRotation + maxRotateRadian * targetRotation) / radian;
// Add 90 degrees (PI/2 radian), since we assume the image is oriented upward.
Rotation = atan2(rotation.y, rotation.x) + ALLEGRO_PI / 2;
// Shoot reload.
reload -= deltaTime;
if (reload <= 0) {
// shoot.
if (enhanced) reload = coolDown * 0.5;
else reload = coolDown;
CreateBullet();
}
}
}
void Turret::Draw() const {
if (Preview) {
al_draw_filled_circle(Position.x, Position.y, CollisionRadius, al_map_rgba(0, 255, 0, 50));
}
imgBase.Draw();
Sprite::Draw();
if (PlayScene::DebugMode) {
// Draw target radius.
al_draw_circle(Position.x, Position.y, CollisionRadius, al_map_rgb(0, 0, 255), 2);
}
if (enhanced) {
}
}
int Turret::GetPrice() const {
return price;
}
void Turret::setCoolDown(float cooldown) {
coolDown = cooldown;
}
float Turret::getCoolDown() {
return coolDown;
}
void Turret::setEnhanced(bool enhancing) {
enhanced = enhancing;
}
bool Turret::getEnhanced() {
return enhanced;
}