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dungeon-gunner/source/effects/Bullet.cpp

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/*
* Bullet.cpp
*
* Created on: 12.08.2012
* Author: Felix
*/
#include "Bullet.h"
#include <Thor/Vectors.hpp>
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#include "../abstract/Character.h"
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#include "../util/Loader.h"
#include "../util/ResourceManager.h"
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const std::string Bullet::KEY_DAMAGE = "damage";
const int Bullet::DEFAULT_DAMAGE = 10;
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const std::string Bullet::KEY_SPEED = "speed";
const float Bullet::DEFAULT_SPEED = 500;
/**
* Places a bullet in the world.
*
* @param position World position of the bullet.
* @param world Box2d world.
* @param texture Texture to display for bullet.
*/
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Bullet::Bullet(const sf::Vector2f& position, Body& shooter, float direction,
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const Yaml& config) :
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Particle(config, Data(position, 0, CATEGORY_PARTICLE, CATEGORY_PARTICLE)),
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mShooter(shooter),
mDamage(config.get(KEY_DAMAGE, DEFAULT_DAMAGE)),
mSpeed(config.get(KEY_SPEED, DEFAULT_SPEED)) {
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sf::Vector2f dir(1.0f, 0);
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thor::setPolarAngle(dir, direction - 90);
setSpeed(dir, mSpeed);
setAngle(direction);
}
/**
* @copydoc Physical::onCollide
*/
void
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Bullet::onCollide(Body& other) {
// Make sure we do not damage twice.
if (!getDelete()) {
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// Call onShot on other, with damage as param.
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if (other.getCategory() == CATEGORY_ACTOR) {
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Character& a = dynamic_cast<Character&>(other);
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a.onDamage(mDamage);
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}
setDelete(true);
}
}
bool
Bullet::doesCollide(Body& other) {
return &other != &mShooter;
}