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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"
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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 Vector2i Bullet::SIZE = Vector2i(20, 20);
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const String Bullet::KEY_DAMAGE = "damage";
const String Bullet::KEY_SPEED = "speed";
/**
* 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 Vector2f& position, b2World& world, Physical& shooter, float direction,
const Yaml& config) :
Particle(ResourceManager::i().acquire(Loader::i().fromFile<sf::Texture>("bullet.png")),
PhysicalData(position, SIZE, world, CATEGORY_PARTICLE, CATEGORY_PARTICLE,
true, true, true), config),
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mShooter(shooter),
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mDamage(config.get<int>(KEY_DAMAGE)),
mSpeed(config.get<int>(KEY_SPEED)) {
setSpeed(angle(direction), mSpeed);
setAngle(direction);
}
/**
* @copydoc Physical::onCollide
*/
void
Bullet::onCollide(Physical& other, uint16 type) {
// Make sure we do not damage twice.
if (!getDelete()) {
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// Call onShot on other, with damage as param.
if (type == 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(Physical& other) {
return &other != &mShooter;
}