[Added] Enemy player detection and shooting, [Moved] Lots of entity code to cpp files to avoid circular dependencies
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@@ -2,11 +2,9 @@
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#define BULLET_H
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#include "raylib.h"
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#include <cmath>
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#include "entities/TextureWrapper.h"
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#include "entities/Vector2i.h"
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#include "services/MapService.h"
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#include <iostream>
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#include <cmath>
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class Bullet
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{
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@@ -18,8 +16,6 @@ public:
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this->direction = direction;
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}
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// ~Bullet() {}
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void logic()
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{
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move();
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@@ -31,7 +27,7 @@ public:
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void draw()
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{
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DrawCircleGradient(position.x, position.y, size, color, BLUE);
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DrawCircleGradient(position.x, position.y, size, color, BLACK);
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}
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bool getHasCollided()
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@@ -46,37 +42,16 @@ protected:
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bool hasCollided = false;
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private:
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// TextureWrapper object;
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float direction;
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float velocity = 15.0f;
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void move()
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{
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// float directionInRadians = this->direction * M_PI / 180.0f;
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position.x += velocity * cos(direction);
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position.y += velocity * sin(direction);
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}
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void envCollision()
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{
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if (position.x < 0 || position.y < 0 || position.y > GetScreenHeight())
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{
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hasCollided = true;
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return;
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}
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const int tileSize = MapService::getInstance().getMap().getTileSize();
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Vector2i tilePos = Vector2i((int)this->position.x / tileSize, (int)this->position.y / tileSize);
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if (MapService::getInstance().getMap().getColMap()[tilePos.y][tilePos.x] == 1)
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{
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hasCollided = true;
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return;
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}
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}
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void envCollision();
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virtual void objCollision() = 0;
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// void handleCollision() {
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// }
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};
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#endif
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