77 lines
2 KiB
C++
Executable file
77 lines
2 KiB
C++
Executable file
/*
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* Weapon.cpp
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*
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* Created on: 12.08.2012
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* Author: Felix
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*/
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#include "Weapon.h"
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#include <thor/Vectors.hpp>
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#include "../World.h"
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#include "../effects/Bullet.h"
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#include "../util/Yaml.h"
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Weapon::Weapon(World& world, Sprite& holder, const Yaml& config) :
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Emitter(world),
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mHolder(holder),
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mBullet(config.get(YAML_KEY::BULLET, YAML_DEFAULT::BULLET)),
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mLastShotWaitInterval(0),
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mFireInterval(config.get(YAML_KEY::INTERVAL, YAML_DEFAULT::INTERVAL)),
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mFire(false),
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mAutomatic(config.get(YAML_KEY::AUTOMATIC, YAML_DEFAULT::AUTOMATIC)) {
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sf::Vector2f holderSize = mHolder.getSize();
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Yaml bullet(mBullet);
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sf::Vector2f bulletSize = bullet.get(YAML_KEY::SIZE, sf::Vector2f());
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mOffset = sf::Vector2f(0,
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std::max(holderSize.x, holderSize.y) / 2 +
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std::max(bulletSize.x, bulletSize.y) / 2);
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}
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/**
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* Pull the trigger.
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*/
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void
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Weapon::pullTrigger() {
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mFire = true;
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}
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/**
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* Release the trigger.
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*/
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void
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Weapon::releaseTrigger() {
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mFire = false;
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}
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/**
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* Fire if the trigger has been pulled, time between bullets is over, has ammo etc.
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*
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* @param elapsed Amount of time to simulate.
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*/
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void
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Weapon::onThink(int elapsed) {
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// Waiting for next shot, subtract time since last onThink.
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if (mLastShotWaitInterval > 0)
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mLastShotWaitInterval -= elapsed;
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// Only reset to zero if we didn't recently fire (allow catching up for missed bullets).
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else
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mLastShotWaitInterval = 0;
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// Loop just in case we miss a bullet to fire.
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while (mFire && mLastShotWaitInterval <= 0) {
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mLastShotWaitInterval += mFireInterval;
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emit();
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if (!mAutomatic)
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mFire = false;
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}
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}
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std::shared_ptr<Sprite>
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Weapon::createParticle() {
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// Minus to account for positive y-axis going downwards in SFML.
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sf::Vector2f offset(- mOffset);
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thor::rotate(offset, thor::polarAngle(mHolder.getDirection()));
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return std::shared_ptr<Sprite>(new Bullet(mHolder.getPosition() + offset,
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mHolder, mHolder.getDirection(), Yaml(mBullet)));
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}
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