aa6df65e97
Also created Rectangle/Circle subclasses for sprite to handle collision detection and moved collision detection from World to CollisionModel (static methods).
47 lines
1.2 KiB
C++
Executable file
47 lines
1.2 KiB
C++
Executable file
/*
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* Bullet.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 "Bullet.h"
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#include <Thor/Vectors.hpp>
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#include "../abstract/Character.h"
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#include "../util/Yaml.h"
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/**
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* Places a bullet in the world.
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*
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* @param position World position of the bullet.
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* @param world Box2d world.
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* @param texture Texture to display for bullet.
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*/
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Bullet::Bullet(const sf::Vector2f& position, Sprite& shooter,
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sf::Vector2f direction, const Yaml& config) :
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Particle(position, CATEGORY_PARTICLE, ~CATEGORY_PARTICLE,
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config, thor::rotatedVector(direction, -90.0f)),
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mShooter(shooter),
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mDamage(config.get(YAML_KEY::DAMAGE, YAML_DEFAULT::DAMAGE)),
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mSpeed(config.get(YAML_KEY::SPEED, YAML_DEFAULT::SPEED)) {
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setSpeed(thor::rotatedVector(direction, -90.0f), mSpeed);
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}
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/**
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* @copydoc Physical::onCollide
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*/
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void
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Bullet::onCollide(std::shared_ptr<Sprite> other) {
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// Make sure we do not damage twice.
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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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std::shared_ptr<Character> character = std::static_pointer_cast<Character>(other);
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character->onDamage(mDamage);
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}
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setDelete(true);
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}
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}
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