/* * Weapon.cpp * * Created on: 12.08.2012 * Author: Felix */ #include "Weapon.h" #include #include #include "../util/Collection.h" #include "../effects/Bullet.h" #include "../util/Loader.h" #include "../util/ResourceManager.h" const int Weapon::BULLET_DAMAGE = 10; Weapon::Weapon(const Instances& instances, Physical& holder, const Vector2i& holderSize) : Emitter(instances.collection), mHolder(holder), mBulletTexture(ResourceManager::i() .acquire(Loader::i().fromFile("bullet.png"))), mWorld(instances.world), mOffset(0, std::max(holderSize.x, holderSize.y) / 2 + b2_linearSlop + std::max(Bullet::SIZE.x, Bullet::SIZE.y) / 2) { } Weapon::~Weapon() { } /** * Call on any button press/refire. */ void Weapon::fire() { // Only call if has ammo, consider firing rate etc. emit(); } std::shared_ptr 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(new Bullet(mHolder.getPosition() + offset, mWorld, mBulletTexture, mHolder, mHolder.getAngle(), BULLET_DAMAGE)); }