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Enemy.cpp
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405 lines (374 loc) · 14.5 KB
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/**************************************************
Autor: Damian "RippeR" Dyńdo
URL: http://warsztat.gd/projects.php?x=view&id=2063
**************************************************/
#include <cmath>
#include <iostream>
#include "Enemy.h"
#include "Game.h"
#include "Sprites.h"
using namespace std;
void CEnemy::Init(int x, int y, ENEMY_TYPE type) {
m_x = x; m_y = y;
m_speed = 3;
if(int(type) >= 4)
m_frame = 1;
else
m_frame = 0;
m_frame_duration = 0.0;
m_enemy_width = 32;
m_enemy_height = 32;
m_can_shoot = true;
m_bullets_in_game = 0;
m_turn_wait_time = (rand()%36 + 5)/10.0;
if(int(type) == 3 || int(type) == 7)
m_level = 4;
else
m_level = 1;
SetEnemyType(type);
Drive();
}
void CEnemy::Drive() {
SetXVelocity(0); SetYVelocity(0);
switch(m_direction) {
case DIR_UP:
m_vy = m_speed; break;
case DIR_DOWN:
m_vy = -m_speed; break;
case DIR_LEFT:
m_vx = -m_speed; break;
case DIR_RIGHT:
m_vx = m_speed; break;
}
}
void CEnemy::SetEnemyType(ENEMY_TYPE type) {
switch(type) {
case ENEMY_SLOW:
m_sprite_up = "enemy_slow_up";
m_sprite_down = "enemy_slow_down";
m_sprite_left = "enemy_slow_left";
m_sprite_right = "enemy_slow_right";
m_enemy_type = type;
m_bullet_speed = 8;
m_bullet_power = 1;
m_max_bullets = 1;
break;
case ENEMY_SLOW_BONUS:
m_sprite_up = "enemy_slow_bonus_up";
m_sprite_down = "enemy_slow_bonus_down";
m_sprite_left = "enemy_slow_bonus_left";
m_sprite_right = "enemy_slow_bonus_right";
m_enemy_type = type;
m_bullet_speed = 8;
m_bullet_power = 1;
m_max_bullets = 1;
break;
case ENEMY_FAST:
m_sprite_up = "enemy_fast_up";
m_sprite_down = "enemy_fast_down";
m_sprite_left = "enemy_fast_left";
m_sprite_right = "enemy_fast_right";
m_enemy_type = type;
m_speed = 7;
m_bullet_speed = 15;
m_bullet_power = 1;
m_max_bullets = 1;
break;
case ENEMY_FAST_BONUS:
m_sprite_up = "enemy_fast_bonus_up";
m_sprite_down = "enemy_fast_bonus_down";
m_sprite_left = "enemy_fast_bonus_left";
m_sprite_right = "enemy_fast_bonus_right";
m_enemy_type = type;
m_speed = 7;
m_bullet_speed = 15;
m_bullet_power = 1;
m_max_bullets = 1;
break;
case ENEMY_MEDIUM:
m_sprite_up = "enemy_medium_up";
m_sprite_down = "enemy_medium_down";
m_sprite_left = "enemy_medium_left";
m_sprite_right = "enemy_medium_right";
m_enemy_type = type;
m_bullet_speed = 23;
m_bullet_power = 1;
m_max_bullets = 1;
break;
case ENEMY_MEDIUM_BONUS:
m_sprite_up = "enemy_medium_bonus_up";
m_sprite_down = "enemy_medium_bonus_down";
m_sprite_left = "enemy_medium_bonus_left";
m_sprite_right = "enemy_medium_bonus_right";
m_enemy_type = type;
m_bullet_speed = 23;
m_bullet_power = 1;
m_max_bullets = 1;
break;
case ENEMY_BIG:
m_sprite_up = "enemy_big_up";
m_sprite_down = "enemy_big_down";
m_sprite_left = "enemy_big_left";
m_sprite_right = "enemy_big_right";
m_enemy_type = type;
m_speed = 3;
m_bullet_speed = 15;
m_bullet_power = 1;
m_max_bullets = 1;
break;
case ENEMY_BIG_BONUS:
m_sprite_up = "enemy_big_bonus_up";
m_sprite_down = "enemy_big_bonus_down";
m_sprite_left = "enemy_big_bonus_left";
m_sprite_right = "enemy_big_bonus_right";
m_enemy_type = type;
m_speed = 3;
m_bullet_speed = 15;
m_bullet_power = 1;
m_max_bullets = 1;
break;
}
}
void CEnemy::Shoot() {
if(m_can_shoot) {
CGame::Get().Audio()->PlayChunk(SOUND_FIRE);
CGame::Get().Bullets()->CreateBullet(m_x, m_y, m_direction, OWN_ENEMY, m_id, m_bullet_speed);
++m_bullets_in_game;
if(m_bullets_in_game >= m_max_bullets) {
m_can_shoot = false;
}
}
}
void CEnemy::DecreaseBullet() {
--m_bullets_in_game;
m_can_shoot = true;
}
void CEnemy::Draw() {
double pos_x = m_x * CGame::Get().TailSize();
double pos_y = m_y * CGame::Get().TailSize();
int frame = m_frame;
if(m_enemy_type == ENEMY_BIG) {
switch(m_level) {
case 2: frame += 6; break;
case 3: frame += 8; break;
case 4: frame += 10; break;
}
}
switch (m_direction) {
case DIR_UP:
CGame::Get().Renderer()->DrawSprite(CGame::Get().Sprites()->Get(m_sprite_up), frame, pos_x, pos_y, m_enemy_width, m_enemy_height); break;
case DIR_DOWN:
CGame::Get().Renderer()->DrawSprite(CGame::Get().Sprites()->Get(m_sprite_down), frame, pos_x, pos_y, m_enemy_width, m_enemy_height); break;
case DIR_LEFT:
CGame::Get().Renderer()->DrawSprite(CGame::Get().Sprites()->Get(m_sprite_left), frame, pos_x, pos_y, m_enemy_width, m_enemy_height); break;
case DIR_RIGHT:
CGame::Get().Renderer()->DrawSprite(CGame::Get().Sprites()->Get(m_sprite_right), frame, pos_x, pos_y, m_enemy_width, m_enemy_height); break;
}
}
void CEnemy::Update(double dt) {
m_x = m_x + m_vx * dt * m_speed_ratio;
m_y = m_y + m_vy * dt * m_speed_ratio;
m_colide = false;
//Wyjechanie poza mapę
if(m_x < 0.0) { m_x = 0.0; m_colide = true; }
if(m_x > 24.0) { m_x = 24.0; m_colide = true; }
if(m_y < 0.0) { m_y = 0.0; m_colide = true; }
if(m_y > 24.0) { m_y = 24.0; m_colide = true; }
int pos_x_l = m_x, pos_x_s = m_x + 1, pos_x_p = m_x + 2;
int pos_y_d = m_y, pos_y_s = m_y + 1, pos_y_g = m_y + 2;
//Detekcja kolizji
if(m_vx < 0 && m_x > 0.0) {
if(CGame::Get().Level()->LevelField(pos_x_l,pos_y_d) == LVL_BRICK ||
CGame::Get().Level()->LevelField(pos_x_l,pos_y_d) == LVL_BRICK_DAMAGED ||
CGame::Get().Level()->LevelField(pos_x_l,pos_y_d) == LVL_WHITE ||
CGame::Get().Level()->LevelField(pos_x_l,pos_y_d) == LVL_WATER ||
CGame::Get().Level()->LevelField(pos_x_l,pos_y_d) == LVL_EAGLE ||
CGame::Get().Level()->LevelField(pos_x_l,pos_y_s) == LVL_BRICK ||
CGame::Get().Level()->LevelField(pos_x_l,pos_y_s) == LVL_BRICK_DAMAGED ||
CGame::Get().Level()->LevelField(pos_x_l,pos_y_s) == LVL_WHITE ||
CGame::Get().Level()->LevelField(pos_x_l,pos_y_s) == LVL_WATER ||
CGame::Get().Level()->LevelField(pos_x_l,pos_y_s) == LVL_EAGLE) {
//Kolizja od lewej strony czolgu
m_x = pos_x_s;
m_colide = true;
}
} else if(m_vx > 0 && m_x < 24.0) {
if(CGame::Get().Level()->LevelField(pos_x_p,pos_y_d) == LVL_BRICK ||
CGame::Get().Level()->LevelField(pos_x_p,pos_y_d) == LVL_BRICK_DAMAGED ||
CGame::Get().Level()->LevelField(pos_x_p,pos_y_d) == LVL_WHITE ||
CGame::Get().Level()->LevelField(pos_x_p,pos_y_d) == LVL_WATER ||
CGame::Get().Level()->LevelField(pos_x_p,pos_y_d) == LVL_EAGLE ||
CGame::Get().Level()->LevelField(pos_x_p,pos_y_s) == LVL_BRICK ||
CGame::Get().Level()->LevelField(pos_x_p,pos_y_s) == LVL_BRICK_DAMAGED ||
CGame::Get().Level()->LevelField(pos_x_p,pos_y_s) == LVL_WHITE ||
CGame::Get().Level()->LevelField(pos_x_p,pos_y_s) == LVL_WATER ||
CGame::Get().Level()->LevelField(pos_x_p,pos_y_s) == LVL_EAGLE) {
//Kolizja od lewej strony czolgu
m_x = pos_x_l;
m_colide = true;
}
} else if(m_vy < 0 && m_y > 0.0) {
if(CGame::Get().Level()->LevelField(pos_x_l,pos_y_d) == LVL_BRICK ||
CGame::Get().Level()->LevelField(pos_x_l,pos_y_d) == LVL_BRICK_DAMAGED ||
CGame::Get().Level()->LevelField(pos_x_l,pos_y_d) == LVL_WHITE ||
CGame::Get().Level()->LevelField(pos_x_l,pos_y_d) == LVL_WATER ||
CGame::Get().Level()->LevelField(pos_x_l,pos_y_d) == LVL_EAGLE ||
CGame::Get().Level()->LevelField(pos_x_s,pos_y_d) == LVL_BRICK ||
CGame::Get().Level()->LevelField(pos_x_s,pos_y_d) == LVL_BRICK_DAMAGED ||
CGame::Get().Level()->LevelField(pos_x_s,pos_y_d) == LVL_WHITE ||
CGame::Get().Level()->LevelField(pos_x_s,pos_y_d) == LVL_WATER ||
CGame::Get().Level()->LevelField(pos_x_s,pos_y_d) == LVL_EAGLE) {
//Kolizja od lewej strony czolgu
m_y = pos_y_s;
m_colide = true;
}
} else if(m_vy > 0 && m_y < 24.0) {
if(CGame::Get().Level()->LevelField(pos_x_l,pos_y_g) == LVL_BRICK ||
CGame::Get().Level()->LevelField(pos_x_l,pos_y_g) == LVL_BRICK_DAMAGED ||
CGame::Get().Level()->LevelField(pos_x_l,pos_y_g) == LVL_WHITE ||
CGame::Get().Level()->LevelField(pos_x_l,pos_y_g) == LVL_WATER ||
CGame::Get().Level()->LevelField(pos_x_l,pos_y_g) == LVL_EAGLE ||
CGame::Get().Level()->LevelField(pos_x_s,pos_y_g) == LVL_BRICK ||
CGame::Get().Level()->LevelField(pos_x_s,pos_y_g) == LVL_BRICK_DAMAGED ||
CGame::Get().Level()->LevelField(pos_x_s,pos_y_g) == LVL_WHITE ||
CGame::Get().Level()->LevelField(pos_x_s,pos_y_g) == LVL_WATER ||
CGame::Get().Level()->LevelField(pos_x_s,pos_y_g) == LVL_EAGLE) {
//Kolizja od lewej strony czolgu
m_y = pos_y_d;
m_colide = true;
}
}
//Sprawdzenie klatki animacji
SpriteData temp;
switch(m_direction) {
case DIR_UP:
if(abs(m_x - int(m_x)) < 0.5) m_x = int(m_x);
else m_x = int(m_x)+1;
temp = CGame::Get().Sprites()->Get(m_sprite_up); break;
case DIR_DOWN:
if(abs(m_x - int(m_x)) < 0.5) m_x = int(m_x);
else m_x = int(m_x)+1;
temp = CGame::Get().Sprites()->Get(m_sprite_down); break;
case DIR_LEFT:
if(abs(m_y - int(m_y)) < 0.5) m_y = int(m_y);
else m_y = int(m_y)+1;
temp = CGame::Get().Sprites()->Get(m_sprite_left); break;
case DIR_RIGHT:
if(abs(m_y - int(m_y) < 0.5)) m_y = int(m_y);
else m_y = int(m_y)+1;
temp = CGame::Get().Sprites()->Get(m_sprite_right); break;
}
m_frame_duration += dt;
if(m_frame_duration >= temp.frame_duration) {
++m_frame;
if(m_frame >= temp.frame_count) {
if(temp.loop) m_frame = 0;
else m_frame = temp.frame_count -1;
}
m_frame_duration = 0.0;
}
//Auto strzelanie
if(m_can_shoot) {
m_current_shoot_time += dt;
if(m_current_shoot_time >= m_shoot_wait_time) {
Shoot();
m_current_shoot_time = 0;
}
}
//Wybieranie kierunku
m_current_turn_wait_time += dt;
if(m_current_turn_wait_time >= m_turn_wait_time) {
ChooseDirection(false);
m_current_turn_wait_time = 0;
m_current_collision_turn_time = 0;
}
//W przypadku kolizji - specjalny tryb zmiany kierunku
if(m_colide) {
m_current_collision_turn_time += dt;
if(m_current_collision_turn_time > m_collision_turn_time) {
ChooseDirection(true);
m_current_collision_turn_time = 0;
m_collision_turn_time = (rand()%10) / (double(m_speed)*1.5);
}
}
}
void CEnemy::UpdatePaused(double dt) {
//Sprawdzenie klatki animacji
SpriteData temp;
switch(m_direction) {
case DIR_UP:
if(abs(m_x - int(m_x)) < 0.5) m_x = int(m_x);
else m_x = int(m_x)+1;
temp = CGame::Get().Sprites()->Get(m_sprite_up); break;
case DIR_DOWN:
if(abs(m_x - int(m_x)) < 0.5) m_x = int(m_x);
else m_x = int(m_x)+1;
temp = CGame::Get().Sprites()->Get(m_sprite_down); break;
case DIR_LEFT:
if(abs(m_y - int(m_y)) < 0.5) m_y = int(m_y);
else m_y = int(m_y)+1;
temp = CGame::Get().Sprites()->Get(m_sprite_left); break;
case DIR_RIGHT:
if(abs(m_y - int(m_y) < 0.5)) m_y = int(m_y);
else m_y = int(m_y)+1;
temp = CGame::Get().Sprites()->Get(m_sprite_right); break;
}
m_frame_duration += dt;
if(m_frame_duration >= temp.frame_duration) {
if(m_frame == 0)
m_frame = 1;
else
m_frame = 0;
m_frame_duration = 0;
}
}
void CEnemy::ChooseDirection(bool collision) {
if(m_colide) {
int test = rand()%4;
if(test == 3 || test == 1) {
m_turn_wait_time = 1;
return;
} else {
m_turn_wait_time = 2;
}
}
int randed;
if(int(m_y) < 10) { //Jeśli może w poziomie zbić godło
randed = rand()%5;
} else { //Jeśli nie może zbić godło
randed = rand()%6;
}
DIRECTION dir;
if(m_x < 10) {
switch(randed) {
case 0: dir = DIR_DOWN; break;
case 1: dir = DIR_RIGHT; break;
case 2: dir = DIR_LEFT; break;
case 3: dir = DIR_UP; break;
case 4: dir = DIR_RIGHT; break;
case 5: dir = DIR_DOWN; break;
default: dir = DIR_DOWN; break;
}
} else if(m_x <= 12) {
switch(randed) {
case 0: dir = DIR_DOWN; break;
case 1: dir = DIR_RIGHT; break;
case 2: dir = DIR_LEFT; break;
case 3: dir = DIR_UP; break;
case 4: dir = DIR_UP; break;
default: dir = DIR_UP; break;
}
} else {
switch(randed) {
case 0: dir = DIR_DOWN; break;
case 1: dir = DIR_RIGHT; break;
case 2: dir = DIR_LEFT; break;
case 3: dir = DIR_UP; break;
case 4: dir = DIR_LEFT; break;
case 5: dir = DIR_DOWN; break;
default: dir = DIR_DOWN; break;
}
}
SetDirection(dir); Drive();
m_turn_wait_time = (rand()%31 + 5)/(double(m_speed)*1.5);
}