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dungeon-gunner/source/items/Weapon.cpp

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/*
* Weapon.cpp
*
* Created on: 12.08.2012
* Author: Felix
*/
#include "Weapon.h"
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#include <algorithm>
#include <thor/Vectors.hpp>
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#include "../util/Collection.h"
#include "../effects/Bullet.h"
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const String Weapon::KEY_BULLET = "bullet";
const String Weapon::KEY_INTERVAL = "interval";
Weapon::Weapon(const Instances& instances, Physical& holder, const Yaml& config) :
Emitter(instances.collection),
mHolder(holder),
mWorld(instances.world),
mBullet(config.get<String>(KEY_BULLET)),
mTimer(sf::milliseconds(config.get<int>(KEY_INTERVAL))) {
Yaml bullet(mBullet);
Vector2i bulletSize = bullet.get<Vector2i>(Physical::KEY_SIZE);
mOffset = Vector2f(0, std::max(mHolder.getSize().x, mHolder.getSize().y) / 2 +
b2_linearSlop +
std::max(bulletSize.x, bulletSize.y) / 2);
}
/**
* Pull the trigger.
*/
void
Weapon::fire() {
// Only call if has ammo, consider firing rate etc.
if (mTimer.isExpired()) {
emit();
mTimer.start();
}
}
std::shared_ptr<Particle>
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Weapon::createParticle() {
// Minus to account for positive y-axis going downwards in SFML.
Vector2f offset(- mOffset);
thor::rotate(offset, mHolder.getAngle());
return std::shared_ptr<Particle>(new Bullet(mHolder.getPosition() + offset, mWorld,
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mHolder, mHolder.getAngle(), Yaml(mBullet)));
}