[Added] Enemy player detection and shooting, [Moved] Lots of entity code to cpp files to avoid circular dependencies
This commit is contained in:
@@ -0,0 +1,19 @@
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#include "entities/Bullet.h"
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#include "services/MapService.h"
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void Bullet::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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@@ -0,0 +1,18 @@
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#include "entities/EBullet.h"
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#include "services/PlayerService.h"
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void EBullet::objCollision()
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{
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Player& player = PlayerService::getInstance().getPlayer();
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/** If the player is already falling of the map, dont allow bullets to hit it anymore */
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if(player.getHealth() == 0)
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return;
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if(this->position.x + this->size > player.getTexture().getPosition().x && this->position.x-this->size < player.getTexture().getPosition().x + player.getTexture().getSize().x &&
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this->position.y + this->size > player.getTexture().getPosition().y && this->position.y-this->size < player.getTexture().getPosition().y + player.getTexture().getSize().y) {
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player.takeDamage(this->damage);
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AssetService::getInstance().playSound(ESound::PLAYER_DAMAGE);
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this->hasCollided = true;
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}
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}
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@@ -0,0 +1,213 @@
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#include "entities/Enemy.h"
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#include "services/PlayerService.h"
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#include "services/MapService.h"
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#include "services/BulletService.h"
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void Enemy::logic()
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{
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if (health == 0)
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{
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fall();
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}
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else
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{
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detectPlayer();
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if (playerSpotted)
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{
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shoot();
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}
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else
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{
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walk();
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checkForCollision();
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animate();
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}
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}
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texture.move(velocity);
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}
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void Enemy::walk()
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{
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if (spriteAnimation.y == Left)
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{
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velocity.x = -moveSpeed;
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}
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else
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{
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velocity.x = moveSpeed;
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}
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}
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void Enemy::checkForCollision()
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{
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std::vector corners = getCorners();
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std::vector<std::vector<int>> colMap = MapService::getInstance().getMap().getColMap();
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hasCollided = false;
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if (colMap[corners[2].y][corners[2].x] == 0 || colMap[corners[3].y][corners[3].x] == 0) // No ground below enemy
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{
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hasCollided = true;
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}
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else if (colMap[corners[0].y][corners[0].x] == 1 || colMap[corners[1].y][corners[1].x] == 1)
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{
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hasCollided = true;
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}
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if (hasCollided)
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{
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if (spriteAnimation.y == Left)
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spriteAnimation.y = Right;
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else
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spriteAnimation.y = Left;
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velocity.x *= -1;
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}
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}
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std::vector<Vector2i> Enemy::getCorners()
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{
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float bottom = texture.getPosition().y + texture.getSize().y + velocity.y;
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float left = texture.getPosition().x + velocity.x;
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float right = texture.getPosition().x + texture.getSize().x + velocity.x;
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float top = texture.getPosition().y + velocity.y;
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int tileSize = MapService::getInstance().getMap().getTileSize();
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// Vector2i leftTop(Vector2i((int)left / tileSize, (int)(top + 5) / tileSize));
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// Vector2i leftBottom(Vector2i((int)left / tileSize, (int)(bottom - 5) / tileSize));
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Vector2i leftCenter = Vector2i((int)left / tileSize, (int)(bottom - texture.getSize().y / 2.0) / tileSize);
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// Vector2i rightTop(Vector2i((int)right / tileSize, (int)(top + 5) / tileSize));
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// Vector2i rightBottom(Vector2i((int)right / tileSize, (int)(bottom - 5) / tileSize));
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Vector2i rightCenter = Vector2i((int)right / tileSize, (int)(bottom - texture.getSize().y / 2.0) / tileSize);
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Vector2i bottomLeft(Vector2i((int)(left + 5) / tileSize, (int)bottom / tileSize)); // +5 to separate bottom from side
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Vector2i bottomRight(Vector2i((int)(right - 5) / tileSize, (int)bottom / tileSize)); // -5 to separate bottom from side
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std::vector<Vector2i> corners;
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corners.push_back(leftCenter);
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corners.push_back(rightCenter);
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// corners.push_back(leftBottom);
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// corners.push_back(rightTop);
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// corners.push_back(rightBottom);
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corners.push_back(bottomLeft);
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corners.push_back(bottomRight);
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return corners;
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}
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void Enemy::animate()
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{
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if (GetTime() - prevFrame > animationDelay || hasCollided)
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{
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spriteAnimation.x = std::fmod(spriteAnimation.x + 1, 3);
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Rectangle sourceRect = this->texture.getSourceRect();
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sourceRect.x = spriteAnimation.x * this->texture.getSize().x;
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sourceRect.y = spriteAnimation.y * this->texture.getSize().y;
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// sourceRect.x = std::fmod(sourceRect.x, 3 * this->texture.getSize().x);
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this->texture.setSourceRect(sourceRect);
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prevFrame = GetTime();
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}
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}
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void Enemy::drawHealthBar()
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{
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float barLength = (this->texture.getSize().x / maxHealth) * health;
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DrawRectangle(this->texture.getPosition().x, this->texture.getPosition().y - 12.0f, barLength, 3, RED);
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}
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void Enemy::drawGun()
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{
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if (this->spriteAnimation.y == Right)
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{
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DrawTexturePro(
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this->gunRight.getTexture(),
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{0, 0, this->gunRight.getSize().x, this->gunRight.getSize().y},
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{this->texture.getPosition().x + this->texture.getSize().x / 2.0f,
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this->texture.getPosition().y + this->texture.getSize().y / 2.0f,
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this->gunRight.getSize().x,
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this->gunRight.getSize().y},
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{this->gunRight.getSize().x / 3.0f, this->gunRight.getSize().y / 2.0f},
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this->gunRight.getRotation(),
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WHITE);
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}
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else if (this->spriteAnimation.y == Left)
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{
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DrawTexturePro(
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this->gunLeft.getTexture(),
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{0, 0, this->gunLeft.getSize().x, this->gunLeft.getSize().y},
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{this->texture.getPosition().x + this->texture.getSize().x / 2.0f,
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this->texture.getPosition().y + this->texture.getSize().y / 2.0f,
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this->gunLeft.getSize().x,
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this->gunLeft.getSize().y},
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{this->gunLeft.getSize().x - this->gunLeft.getSize().x / 3.0f, this->gunLeft.getSize().y / 2.0f},
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this->gunLeft.getRotation(),
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WHITE);
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}
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}
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void Enemy::fall()
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{
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velocity.y += gravity;
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}
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void Enemy::detectPlayer()
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{
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// playerSpotted = false;
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Player &player = PlayerService::getInstance().getPlayer();
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if (this->health > 0)
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{
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bool spotted = false;
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if (this->spriteAnimation.y == Left && this->texture.getPosition().x - player.getTexture().getPosition().x <= spottingRange &&
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this->texture.getPosition().x - player.getTexture().getPosition().x > 55 && this->texture.getPosition().y + this->texture.getSize().y >= player.getTexture().getPosition().y)
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{
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spotted = true;
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}
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else if (spriteAnimation.y == Right && player.getTexture().getPosition().x - this->texture.getPosition().x <= spottingRange &&
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player.getTexture().getPosition().x - this->texture.getPosition().x > 55 && this->texture.getPosition().y + this->texture.getSize().y >= player.getTexture().getPosition().y)
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{
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spotted = true;
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}
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/** Don't set it again if the detection continues */
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if (spotted && !this->playerSpotted)
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{
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AssetService::getInstance().playSound(ESound::PLAYER_SPOTTED);
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this->playerSpotted = true;
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velocity.x = 0.0f;
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}
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else if (!spotted)
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{
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this->playerSpotted = false;
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}
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}
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}
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void Enemy::shoot()
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{
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Player &player = PlayerService::getInstance().getPlayer();
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/** Stop shooting if the player is dead (and falling out of the map) */
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if (player.getHealth() > 0 && playerSpotted && GetTime() - this->lastShot >= (1 / this->shotsPerSecond))
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{
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this->lastShot = GetTime();
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// Play shooting sound
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AssetService::getInstance().playSound(ESound::SHOOT);
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if ((player.getTexture().getPosition().x > this->texture.getPosition().x + this->gunLeft.getSize().x && spriteAnimation.y == Right) ||
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(player.getTexture().getPosition().x + (this->gunLeft.getSize().x / 2) < this->texture.getPosition().x && spriteAnimation.y == Left))
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{
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float angleShot = atan2(player.getTexture().getPosition().y - (this->texture.getPosition().y + this->texture.getSize().y / 2.0),
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player.getTexture().getPosition().x - (this->texture.getPosition().x + this->texture.getSize().x / 2.0));
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/** Making the bullet originate from the gun's mouth */
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float offsetDistance = this->gunLeft.getSize().x - this->gunLeft.getSize().x / 3;
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float offsetX = cos(angleShot) * offsetDistance;
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float offsetY = sin(angleShot) * offsetDistance;
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Vector2 bulletStartLocation = {this->texture.getPosition().x + this->texture.getSize().x / 2.0f + offsetX,
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this->texture.getPosition().y + this->texture.getSize().y / 2.0f + offsetY};
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BulletService::getInstance().addEnemyBullet(bulletStartLocation, angleShot);
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}
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}
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}
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@@ -0,0 +1,33 @@
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#include "entities/PBullet.h"
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#include "services/CollectableService.h"
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#include "services/EnemyService.h"
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void PBullet::objCollision()
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{
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/** Check for collisions with creates */
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for (auto &crate : CollectableService::getInstance().getCrates())
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{
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if(this->position.x + this->size > crate.getObject().getPosition().x && this->position.x-this->size < crate.getObject().getPosition().x + crate.getObject().getSize().x &&
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this->position.y + this->size > crate.getObject().getPosition().y && this->position.y-this->size < crate.getObject().getPosition().y + crate.getObject().getSize().y) {
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crate.setHit(true);
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AssetService::getInstance().playSound(ESound::CRATE_BREAK);
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this->hasCollided = true;
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}
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}
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for (auto &enemy : EnemyService::getInstance().getEnemies())
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{
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/** If the enemy is already falling of the map, dont allow bullets to hit it anymore */
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if(enemy.getHealth() == 0)
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continue;
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if(this->position.x + this->size > enemy.getObject().getPosition().x && this->position.x-this->size < enemy.getObject().getPosition().x + enemy.getObject().getSize().x &&
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this->position.y + this->size > enemy.getObject().getPosition().y && this->position.y-this->size < enemy.getObject().getPosition().y + enemy.getObject().getSize().y) {
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enemy.takeDamage();
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if(enemy.getHealth() == 0) {
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AssetService::getInstance().playSound(ESound::ENEMY_DEFEATED);
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}
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this->hasCollided = true;
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}
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}
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}
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@@ -0,0 +1,305 @@
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#include "entities/Player.h"
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#include "services/BulletService.h"
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#include "services/GameService.h"
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#include "services/CollectableService.h"
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#include "services/InputService.h"
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void Player::applyGravity()
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{
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if (!groundCollision)
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{
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velocity.y += gravity;
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}
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else
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{
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// velocity.y = 0.0f;
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}
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}
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void Player::movement()
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{
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if (InputService::getInstance().isKeyDown(KEY_A))
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{
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spriteAnimation.y = Left;
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velocity.x = -moveSpeed;
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animate();
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}
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else if (InputService::getInstance().isKeyDown(KEY_D))
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{
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spriteAnimation.y = Right;
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velocity.x = moveSpeed;
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animate();
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}
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else
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{
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velocity.x = 0.0f;
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}
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positionUpdates();
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handleCollision();
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if (!groundCollision)
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{
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velocity.y += gravity;
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}
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else
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{
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velocity.y = 0.0f;
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}
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if (InputService::getInstance().isKeyPressed(KEY_W) && groundCollision)
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{
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velocity.y -= jumpPower;
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}
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move(velocity);
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}
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void Player::move(Vector2 velocity)
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{
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this->texture.move(velocity);
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}
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void Player::animate()
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{
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if (GetTime() - prevFrame > animationDelay)
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{
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spriteAnimation.x = std::fmod(spriteAnimation.x + 1, 3);
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Rectangle sourceRect = this->texture.getSourceRect();
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sourceRect.x = spriteAnimation.x * this->texture.getSize().x;
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sourceRect.y = spriteAnimation.y * this->texture.getSize().y;
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// sourceRect.x = std::fmod(sourceRect.x, 3 * this->texture.getSize().x);
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this->texture.setSourceRect(sourceRect);
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prevFrame = GetTime();
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}
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}
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void Player::positionUpdates()
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{
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const Vector2 pos = this->texture.getPosition();
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const Vector2 size = this->texture.getSize();
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const int tileSize = MapService::getInstance().getMap().getTileSize();
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const float bottom = pos.y + size.y + velocity.y;
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const float left = pos.x + velocity.x;
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const float right = pos.x + size.x + velocity.x;
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const float top = pos.y + velocity.y;
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Vector2i topLeft(Vector2i((int)(left + 5) / tileSize, (int)top / tileSize)); // +5 to separate top from side
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Vector2i topRight(Vector2i((int)(right - 5) / tileSize, (int)top / tileSize)); // -5 to separate top from side
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Vector2i leftTop(Vector2i((int)left / tileSize, (int)(top + 5) / tileSize));
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Vector2i leftBottom(Vector2i((int)left / tileSize, (int)(bottom - 5) / tileSize));
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Vector2i rightTop(Vector2i((int)right / tileSize, (int)(top + 5) / tileSize));
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Vector2i rightBottom(Vector2i((int)right / tileSize, (int)(bottom - 5) / tileSize));
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Vector2i bottomLeft(Vector2i((int)(left + 5) / tileSize, (int)bottom / tileSize)); // +5 to separate bottom from side
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Vector2i bottomRight(Vector2i((int)(right - 5) / tileSize, (int)bottom / tileSize)); // -5 to separate bottom from side
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tiles.clear();
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tiles.push_back(topLeft);
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tiles.push_back(topRight);
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tiles.push_back(leftTop);
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tiles.push_back(leftBottom);
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tiles.push_back(rightTop);
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tiles.push_back(rightBottom);
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tiles.push_back(bottomLeft);
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tiles.push_back(bottomRight);
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}
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void Player::handleCollision()
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{
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timesCollision.clear();
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for (int i = 0; i < tiles.size(); i++)
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{
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if (MapService::getInstance().getMap().getColMap()[tiles[i].y][tiles[i].x] == 1)
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{
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timesCollision.push_back(i);
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}
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}
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groundCollision = false;
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if (timesCollision.size() > 0)
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{
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for (int i = 0; i < timesCollision.size(); i++)
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{
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if (timesCollision[i] == 0 || timesCollision[i] == 1) // Topleft and Topright
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{
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velocity.y = 0;
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}
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else if (timesCollision[i] == 2 || timesCollision[i] == 3 || // Lefttop and Leftbottom
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timesCollision[i] == 4 || timesCollision[i] == 5) // Righttop and Lefttop
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{
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velocity.x = 0;
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}
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else if (timesCollision[i] == 6 || timesCollision[i] == 7) // Bottomleft and Bottomright
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{
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groundCollision = true;
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}
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}
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}
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}
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void Player::consumableCollision()
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{
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/** Check for collisions with ammo packs */
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for (auto &ammoPack : CollectableService::getInstance().getAmmoPacks())
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{
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if (this->texture.getPosition().x + this->texture.getSize().x > ammoPack.getObject().getPosition().x &&
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this->texture.getPosition().x<ammoPack.getObject().getPosition().x + ammoPack.getObject().getSize().x &&this->texture.getPosition().y + this->texture.getSize().y> ammoPack.getObject().getPosition().y &&
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this->texture.getPosition().y < ammoPack.getObject().getPosition().y + ammoPack.getObject().getSize().y)
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{
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ammoPack.setPickedUp(true);
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AssetService::getInstance().playSound(ESound::AMMO_PICKUP);
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ammo += ammoPack.getAmmoAmount();
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}
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}
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/** Check for collisions with health packs */
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for (auto &healthPack : CollectableService::getInstance().getHealthPacks())
|
||||
{
|
||||
if (this->texture.getPosition().x + this->texture.getSize().x > healthPack.getObject().getPosition().x &&
|
||||
this->texture.getPosition().x<healthPack.getObject().getPosition().x + healthPack.getObject().getSize().x &&this->texture.getPosition().y + this->texture.getSize().y> healthPack.getObject().getPosition().y &&
|
||||
this->texture.getPosition().y < healthPack.getObject().getPosition().y + healthPack.getObject().getSize().y)
|
||||
{
|
||||
if (health < max_health)
|
||||
{
|
||||
healthPack.setPickedUp(true);
|
||||
AssetService::getInstance().playSound(ESound::HEAL_PICKUP);
|
||||
health = std::max(health + healthPack.getHealAmount(), (int)max_health);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** Checks for collisions with powerups */
|
||||
for (auto &powerup : CollectableService::getInstance().getPowerups())
|
||||
{
|
||||
if (this->texture.getPosition().x + this->texture.getSize().x > powerup.getObject().getPosition().x &&
|
||||
this->texture.getPosition().x<powerup.getObject().getPosition().x + powerup.getObject().getSize().x &&this->texture.getPosition().y + this->texture.getSize().y> powerup.getObject().getPosition().y &&
|
||||
this->texture.getPosition().y < powerup.getObject().getPosition().y + powerup.getObject().getSize().y)
|
||||
{
|
||||
// if(health < max_health) {
|
||||
powerup.setPickedUp(true);
|
||||
AssetService::getInstance().playSound(ESound::POWERUP);
|
||||
jumpPower += powerup.getExtraJumpPower();
|
||||
gainedPowerup = true;
|
||||
// health = std::max(health+powerup.getHealAmount(),(int)max_health);
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
||||
/** Checks for collisions with the finish flag */
|
||||
auto &flag = CollectableService::getInstance().getFlag();
|
||||
if (this->texture.getPosition().x + this->texture.getSize().x > flag.getObject().getPosition().x &&
|
||||
this->texture.getPosition().x<flag.getObject().getPosition().x + flag.getObject().getSize().x &&this->texture.getPosition().y + this->texture.getSize().y> flag.getObject().getPosition().y &&
|
||||
this->texture.getPosition().y < flag.getObject().getPosition().y + flag.getObject().getSize().y)
|
||||
{
|
||||
flag.setTouched(true);
|
||||
}
|
||||
}
|
||||
|
||||
void Player::shoot()
|
||||
{
|
||||
if (InputService::getInstance().isMouseButtonDown(MOUSE_BUTTON_LEFT) && GetTime() - prevShot > firingRate && groundCollision)
|
||||
{
|
||||
prevShot = GetTime();
|
||||
if (this->ammo == 0 || (GameService::getInstance().getMouseWorldPos().x > (this->texture.getPosition().x - this->gunLeft.getSize().x / 2.0f) && spriteAnimation.y == Left) ||
|
||||
(GameService::getInstance().getMouseWorldPos().x < (this->texture.getPosition().x + this->texture.getSize().x + gunLeft.getSize().x / 2.0f) && spriteAnimation.y == Right))
|
||||
{
|
||||
// Play empty gun sound
|
||||
AssetService::getInstance().playSound(ESound::NO_AMMO);
|
||||
return;
|
||||
}
|
||||
// Play shooting sound
|
||||
AssetService::getInstance().playSound(ESound::SHOOT);
|
||||
ammo--;
|
||||
|
||||
Vector2 mouseWorldPos = GameService::getInstance().getMouseWorldPos();
|
||||
|
||||
if (mouseWorldPos.x > this->texture.getPosition().x + (this->gunLeft.getSize().x) && spriteAnimation.y == Right ||
|
||||
mouseWorldPos.x + (this->gunLeft.getSize().x / 2) < this->texture.getPosition().x && spriteAnimation.y == Left)
|
||||
{
|
||||
|
||||
float angleShot = atan2(mouseWorldPos.y - (this->texture.getPosition().y + this->texture.getSize().y / 2.0),
|
||||
mouseWorldPos.x - (this->texture.getPosition().x + this->texture.getSize().x / 2.0));
|
||||
|
||||
/** Making the bullet originate from the gun's mouth */
|
||||
float offsetDistance = this->gunLeft.getSize().x / 2;
|
||||
float offsetX = cos(angleShot) * offsetDistance;
|
||||
float offsetY = sin(angleShot) * offsetDistance;
|
||||
Vector2 bulletStartLocation = {this->texture.getPosition().x + this->texture.getSize().x / 2.0f + offsetX,
|
||||
this->texture.getPosition().y + this->texture.getSize().y / 2.0f + offsetY};
|
||||
|
||||
BulletService::getInstance().addPlayerBullet(bulletStartLocation, angleShot);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Player::outofboundsCheck()
|
||||
{
|
||||
if (this->texture.getPosition().y > StateService::getInstance().getScreenSize().y)
|
||||
{
|
||||
this->health = 0;
|
||||
GameService::getInstance().setGameOver(true);
|
||||
}
|
||||
}
|
||||
|
||||
void Player::rotateGun()
|
||||
{
|
||||
if (GameService::getInstance().getMouseWorldPos().x > this->texture.getPosition().x + (this->gunLeft.getSize().x) && spriteAnimation.y == Right)
|
||||
{
|
||||
float gunRotationRight = atan2(GameService::getInstance().getMouseWorldPos().y - (this->texture.getPosition().y + this->texture.getSize().y / 2.0),
|
||||
GameService::getInstance().getMouseWorldPos().x - (this->texture.getPosition().x + this->texture.getSize().x / 2.0));
|
||||
this->gunRight.setRotation(gunRotationRight * 180 / M_PI);
|
||||
}
|
||||
else if (GameService::getInstance().getMouseWorldPos().x + (this->gunLeft.getSize().x / 2) < this->texture.getPosition().x && spriteAnimation.y == Left)
|
||||
{
|
||||
float gunRotationLeft = atan2(GameService::getInstance().getMouseWorldPos().y - (this->texture.getPosition().y + this->texture.getSize().y / 2.0),
|
||||
(this->texture.getPosition().x + this->texture.getSize().x / 2.0) - GameService::getInstance().getMouseWorldPos().x);
|
||||
this->gunLeft.setRotation(-gunRotationLeft * 180 / M_PI);
|
||||
}
|
||||
}
|
||||
|
||||
void Player::drawGun()
|
||||
{
|
||||
if (GameService::getInstance().getMouseWorldPos().x > this->texture.getPosition().x + this->gunLeft.getSize().x && spriteAnimation.y == Right)
|
||||
{
|
||||
// + this->texture.getSize().x / 2.0f
|
||||
// + this->texture.getSize().y / 2.0f
|
||||
DrawTexturePro(
|
||||
this->gunRight.getTexture(),
|
||||
{0, 0, this->gunRight.getSize().x, this->gunRight.getSize().y},
|
||||
{this->texture.getPosition().x + this->texture.getSize().x / 2.0f,
|
||||
this->texture.getPosition().y + this->texture.getSize().y / 2.0f,
|
||||
this->gunRight.getSize().x,
|
||||
this->gunRight.getSize().y},
|
||||
{this->gunRight.getSize().x / 2.0f, this->gunRight.getSize().y / 2.0f},
|
||||
this->gunRight.getRotation(),
|
||||
WHITE);
|
||||
}
|
||||
else if (GameService::getInstance().getMouseWorldPos().x + (this->gunLeft.getSize().x / 2) < this->texture.getPosition().x && spriteAnimation.y == Left)
|
||||
{
|
||||
DrawTexturePro(
|
||||
this->gunLeft.getTexture(),
|
||||
{0, 0, this->gunLeft.getSize().x, this->gunLeft.getSize().y},
|
||||
{this->texture.getPosition().x + this->texture.getSize().x / 2.0f,
|
||||
this->texture.getPosition().y + this->texture.getSize().y / 2.0f,
|
||||
this->gunLeft.getSize().x,
|
||||
this->gunLeft.getSize().y},
|
||||
{this->gunLeft.getSize().x / 2.0f, this->gunLeft.getSize().y / 2.0f},
|
||||
this->gunLeft.getRotation(),
|
||||
WHITE);
|
||||
}
|
||||
}
|
||||
|
||||
void Player::fall()
|
||||
{
|
||||
outofboundsCheck();
|
||||
velocity.y += gravity;
|
||||
move(velocity);
|
||||
}
|
||||
@@ -31,6 +31,7 @@ void AssetService::setAssets()
|
||||
sounds[ESound::VICTORY] = loadSound("Audio/Sounds/victorySound.wav");
|
||||
sounds[ESound::PLAYER_DAMAGE] = loadSound("Audio/Sounds/WaterBalloon.wav");
|
||||
sounds[ESound::ENEMY_DEFEATED] = loadSound("Audio/Sounds/pain.wav");
|
||||
sounds[ESound::PLAYER_SPOTTED] = loadSound("Audio/Sounds/playerSpotted.wav");
|
||||
|
||||
backgrounds[EBackground::TUTORIAL] = loadTexture("Textures/TutorialBackground2.png");
|
||||
backgrounds[EBackground::GAME1] = loadTexture("Textures/GameBackground_1.png");
|
||||
|
||||
Reference in New Issue
Block a user