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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 "../World.h"
#include "../effects/Bullet.h"
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const std::string Weapon::KEY_BULLET = "bullet";
const std::string Weapon::DEFAULT_BULLET = "bullet.yaml";
const std::string Weapon::KEY_INTERVAL = "interval";
const int Weapon::DEFAULT_INTERVAL = 250;
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Weapon::Weapon(World& world, Body& holder, const Yaml& config) :
Emitter(world),
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mWorld(world),
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mHolder(holder),
mBullet(config.get(KEY_BULLET, DEFAULT_BULLET)),
mTimer(sf::milliseconds(config.get(KEY_INTERVAL, DEFAULT_INTERVAL))) {
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sf::Vector2i holderSize = mHolder.getSize();
Yaml bullet(mBullet);
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sf::Vector2i bulletSize = bullet.get(Body::KEY_SIZE, sf::Vector2i());
mOffset = sf::Vector2f(0,
std::max(holderSize.x, holderSize.y) / 2 +
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.
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sf::Vector2f offset(- mOffset);
thor::rotate(offset, mHolder.getAngle());
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return std::shared_ptr<Particle>(new Bullet(mHolder.getPosition() + offset,
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mHolder, mHolder.getAngle(), Yaml(mBullet)));
}