/*
* Bullet.cpp
*
* Created on: 12.08.2012
* Author: Felix
*/
#include "Bullet.h"
#include "../abstract/Actor.h"
#include "../util/Log.h"
const Vector2i Bullet::SIZE = Vector2i(20, 20);
const float Bullet::SPEED = 500.0f;
/**
* Places a bullet in the world.
* @param position World position of the bullet.
* @param world Box2d world.
* @param texture Texture to display for bullet.
Bullet::Bullet(const Vector2f& position, b2World& world,
const std::shared_ptr<sf::Texture>& texture, Physical& shooter, float direction, int damage) :
Particle(texture, PhysicalData(position, SIZE, world, CATEGORY_PARTICLE,
CATEGORY_PARTICLE, true, true)),
mShooter(shooter),
mDamage(damage) {
setSpeed(angle(direction), SPEED);
setAngle(direction);
}
* @copydoc Physical::onCollide
void
Bullet::onCollide(Physical& other, uint16 type) {
// Make sure we do not damage twice.
if (!getDelete()) {
// Call onShot on other, with damage as param.
if (type == CATEGORY_ACTOR) {
Actor& a = dynamic_cast<Actor&>(other);
a.onDamage(mDamage);
setDelete(true);
bool
Bullet::doesCollide(Physical& other) {
return &other != &mShooter;