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Weapon.h
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#include "library.h"
#include "TextureManager.h"
#include <iomanip>
#include <ctime>
#include <sstream>
// TTF_Font* winSpeedFont = TTF_OpenFont( "font/FS-Angry-Birds.ttf", 28 );
SDL_Color winSpeedColor = {0, 0, 0};
SDL_Rect winSpeedRect = {624, 45, 35, 25};
SDL_Texture *winSpeedTexture = NULL;
SDL_Rect winDirect = {605, 40, 65, 45};
SDL_Rect winLeft = {0, 0, 199, 100};
SDL_Rect winRight = {200, 0, 200, 100};
template <typename T>
std::string tostr(const T &t)
{
std::ostringstream os;
os << t;
return os.str();
}
class Weapon
{
private:
int xPos;
int yPos;
int velocityX;
int velocityY;
double winSpeed;
SDL_Texture *weaponTexture;
SDL_Rect srcRect, destRect;
SDL_Renderer *renderer;
SDL_Texture *winDirection;
Mix_Chunk *hitSound = NULL;
public:
Weapon(const char *path, SDL_Renderer *ren);
~Weapon();
void move(Uint32 &time, bool &player1Turn, bool &isFire, GameObject *player, GameObject *enermy);
void update();
void render();
void renderWinSpeed();
};
Weapon::Weapon(const char *path, SDL_Renderer *ren)
{
renderer = ren;
weaponTexture = TextureManager::LoadTexture(path, ren);
srand(time(0));
winSpeed = (rand() % maxWinSpeed / 10.0) * ((rand() % 2 == 1) ? 1.0 : -1.0);
winDirection = TextureManager::LoadTexture("img/win.png", ren);
hitSound = Mix_LoadWAV("sound/bonk.wav");
}
Weapon::~Weapon()
{
Mix_FreeChunk(hitSound);
hitSound = NULL;
}
void Weapon::move(Uint32 &time, bool &player1Turn, bool &isFire, GameObject *player, GameObject *enermy)
{
int currentTime = SDL_GetTicks() - time;
int x, y;
int targetX, targetY;
int angle, power;
double direction;
int damage = 25;
if (player->skill.triggerIncreaseDamage)
{
damage = 40;
}
x = player->getRect().x + widthCharacter / 2;
y = player->getRect().y + heightCharacter / 2;
targetX = enermy->getRect().x;
targetY = enermy->getRect().y;
angle = player->getAngle();
direction = player->getDirection() ? 1 : -1;
power = player->getPower() + direction * (int)(winSpeed * 6);
// 0.09, 0.01
yPos = y - direction * (double)power * sin(direction * M_PI * (double)angle / 180) * (double)currentTime * 0.09 + 0.008 * (double)currentTime * (double)currentTime;
xPos = x + direction * (double)power * cos(direction * M_PI * (double)angle / 180) * (double)currentTime * 0.07;
// std::cout << " " << xPos << "-" << yPos << " ";
// if weapon goes out of screen
if (xPos >= SCREEN_WIDTH || xPos <= 0 || yPos >= 600)
{
isFire = false;
if (!player->skill.triggerDoubleShoot)
player1Turn = !player1Turn;
player->setPower(0);
// enermy->setPower(0);
player->setFrame(0);
enermy->setFrame(4);
time = 0;
// winSpeedTexture = NULL;
if (player->skill.triggerIncreaseDamage)
{
player->skill.triggerIncreaseDamage = false;
}
if (player->skill.triggerDoubleShoot)
{
player->skill.triggerDoubleShoot = false;
}
winSpeed = rand() % maxWinSpeed / 10.0 * ((rand() % 2 == 1) ? 1.0 : -1.0);
}
// if weapon hit enermy
if ((xPos >= targetX && xPos <= targetX + widthCharacter) && (yPos >= targetY && yPos <= targetY + heightCharacter))
{
Mix_PlayChannel(-1, hitSound, 0);
isFire = false;
if (!player->skill.triggerDoubleShoot)
player1Turn = !player1Turn;
player->setPower(0);
time = 0;
enermy->setHP(enermy->getHP() - damage);
player->setFrame(0);
enermy->setFrame(5);
// winSpeedTexture = NULL;
if (player->skill.triggerIncreaseDamage)
{
player->skill.triggerIncreaseDamage = false;
}
if (player->skill.triggerDoubleShoot)
{
player->skill.triggerDoubleShoot = false;
}
winSpeed = rand() % maxWinSpeed / 10.0 * ((rand() % 2 == 1) ? 1.0 : -1.0);
}
}
void Weapon::update()
{
srcRect.h = 100;
srcRect.w = 100;
srcRect.x = 0;
srcRect.y = 0;
destRect.x = xPos;
destRect.y = yPos;
destRect.h = 30;
destRect.w = 30;
}
void Weapon::render()
{
SDL_RenderCopy(renderer, weaponTexture, &srcRect, &destRect);
}
void Weapon::renderWinSpeed()
{
winSpeedTexture = TextureManager::LoadTextureFromText(tostr(fabs(winSpeed)).c_str(), font, winSpeedColor, renderer);
// std::cout << std::to_string(winSpeed).c_str();
SDL_RenderCopy(renderer, winDirection, winSpeed >= 0 ? &winRight : &winLeft, &winDirect);
SDL_RenderCopy(renderer, winSpeedTexture, NULL, &winSpeedRect);
}