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Bullet.cpp
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#define _USE_MATH_DEFINES
#include "Bullet.h"
Bullet::Bullet() : Entity() {}
Bullet::Bullet(sf::Texture& bullet_tex) : Entity(bullet_tex) {
spr.setOrigin(bullet_tex.getSize().x / 2.0f, bullet_tex.getSize().y / 2.0f);
collision_circle.setPosition(position);
collision_circle.setRadius(bullet_tex.getSize().x / 2.0f);
collision_circle.setOrigin(spr.getOrigin());
collision_circle.setFillColor(sf::Color(50, 50, 255, 100));
}
Bullet::Bullet(sf::Texture& bullet_tex, sf::Vector2f in_position, sf::Vector2f in_velocity) {
spr.setOrigin(bullet_tex.getSize().x / 2.0f, bullet_tex.getSize().y / 2.0f);
set_position(position = in_position);
velocity = in_velocity;
collision_circle.setPosition(position);
collision_circle.setRadius(bullet_tex.getSize().x / 2.0f);
collision_circle.setOrigin(spr.getOrigin());
collision_circle.setFillColor(sf::Color(50, 50, 255, 100));
}
Bullet::Bullet(sf::Texture& bullet_tex, Player& player) : Entity(bullet_tex) {
spr.setOrigin(bullet_tex.getSize().x / 2.0f, bullet_tex.getSize().x / 2.0f);
float radians = (player.get_rotation() * M_PI) / 180.f;
set_position( player.get_position() + sf::Vector2f(16 * sin(radians), -16 * cos(radians)));
velocity = sf::Vector2f(VELOCITY * sin(radians), -VELOCITY * cos(radians));
collision_circle.setPosition(position);
collision_circle.setRadius(bullet_tex.getSize().x / 2.0f);
collision_circle.setOrigin(spr.getOrigin());
collision_circle.setFillColor(sf::Color(50, 50, 255, 100));
}
void Bullet::update(float dt) {
Entity::update(dt);
collision_circle.setPosition(position);
}