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Seed.cpp
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#include "Seed.h"
#include "GameManager.h"
Seed::Seed(VegetableType vegetable, ModelEnum curr) {
type = vegetable;
modelAnim = NO_ANI;
model = curr;
translate = new glm::vec2(0.f, 0.f);
translate3D = new glm::vec3(0.f, 0.f, 0.f);
rotation = glm::mat4(1);
collider_ = new ColliderCircle(glm::vec2(0, 0), 5, false);
collider_->collider_is_trigger = true;
hold_transformation_ = glm::rotate(glm::radians(90.f), glm::vec3(0, 0, 1));
requiresWater = veggie_map[type].requires_water;
requiresFertilizer = veggie_map[type].requires_fertilizer;
}
Seed::~Seed() {
delete collider_;
delete translate;
delete translate3D;
GameManager::RemoveEntities({ indicate_product });
}
void Seed::waterSeed()
{
if (requiresWater)
{
if (requiresFertilizer) {
auto indicate_ = dynamic_cast<Indicator*>(indicate_product);
indicate_->SetFertilize();
}
else {
GameManager::RemoveEntities({ indicate_product });
indicate_product = nullptr;
}
}
requiresWater = false;
}
void Seed::fertilizeSeed()
{
if (requiresFertilizer)
{
if (requiresWater) {
auto indicate_ = dynamic_cast<Indicator*>(indicate_product);
indicate_->SetWater();
}
else {
GameManager::RemoveEntities({ indicate_product });
indicate_product = nullptr;
}
}
requiresFertilizer = false;
}
void Seed::FixedUpdate()
{
bool needsWater = veggie_map[type].requires_water;
bool needsFert = veggie_map[type].requires_fertilizer;
if (isPlanted && !isPoisoned && !requiresWater && !requiresFertilizer) { // stop growth if poisoned
plantedTime += GameManager::GetFixedDeltaTime();
if (!isHarvestable && getIsReady()) {
glow_particle = new Particle(PARTICLE_GLOW);
auto particle_ = dynamic_cast<Particle*>(glow_particle);
particle_->modelAnim = PARTICLE_PLAY;
particle_->SetPosition(glm::vec3((*translate)[0], particle_->glowParticleHeight, -(*translate)[1]));
GameManager::AddEntities({ glow_particle });
isHarvestable = true;
VeggieInfo veggie = veggie_map[type];
model = veggie.veggie_model;
}
}
collider_->center = *translate;
}
glm::mat4 Seed::GetParentTransform()
{
return GetTranslation() * rotation;
}
ModelEnum Seed::GetModelEnum() { return model; }
AniMode Seed::GetAniMode() { return modelAnim; }
void Seed::SetModel(ModelEnum newModel, glm::vec3 pos)
{
model = newModel;
*translate = glm::vec2(pos.x, pos.z);
*translate3D = pos;
//*translate3D = pos;
// rotate 90 degrees towards viewer
rotation = glm::rotate(glm::mat4(1.0f), 3.14f, glm::vec3(0,1,0));
}
std::vector<Collider*> Seed::GetColliders()
{
return { collider_ };
}
glm::vec2* Seed::GetWorldPosition()
{
return translate;
}
glm::vec3 Seed::GetPosition() const
{
return glm::vec3((*translate3D)[0], (*translate3D)[1], -(*translate3D)[2]);
}
void Seed::SetPosition(glm::vec3 position)
{
*translate = glm::vec2(position[0], -position[2]);
*translate3D = glm::vec3(position[0], position[1], -position[2]);
}
void Seed::SetRotation(glm::mat4 rotation)
{
this->rotation = rotation;
}
glm::mat4 Seed::GetTranslation() {
return glm::translate(glm::vec3((*translate3D)[0],(*translate3D)[1], -(*translate3D)[2]));
}
glm::mat4 Seed::GetRotation() const
{
return rotation;
}
VegetableType Seed::GetType()
{
return type;
}
bool Seed::getIsReady()
{
VeggieInfo veggie = veggie_map[type];
if (plantedTime >= veggie.growth_time) return true;
return false;
}
void Seed::SetHeight(float height)
{
(*translate3D)[1] = height;
}
float Seed::GetHeight()
{
return (*translate3D)[1];
}
bool Seed::CanInteract(Player* player) {
return !player->GetIsHolding() && !isPlanted;
}
void Seed::OnInteract(Player* player) {
if (holding_player != nullptr) {
player->sound_steal = true;
holding_player->sound_steal = true;
holding_player->Drop();
}
SetHeight(pickupHeight);
player->SetHoldEntity(this);
player->SetTriggeringEntity(nullptr);
isHeld = true;
holding_player = player;
}
void Seed::OnDrop() {
if(!isPlanted)
SetHeight(dropHeight);
isHeld = false;
holding_player = nullptr;
}
glm::mat4 Seed::GetHoldTransform() {
return hold_transformation_;
}
void Seed::SetPlanted()
{
isPlanted = true;
plantedTime = 0;
if ((veggie_map[type].requires_water || veggie_map[type].requires_fertilizer)) {
indicate_product = new Indicator(type);
auto indicator_ = dynamic_cast<Indicator*>(indicate_product);
indicator_->SetPosition(glm::vec3((*translate)[0], indicatorHeight, -(*translate)[1]));
GameManager::AddEntities({ indicate_product });
}
}
glm::mat4 Seed::GetTransformation() {
const glm::mat4 trans = glm::translate(glm::vec3((*translate3D)[0], (*translate3D)[1], -(*translate3D)[2])) * rotation;
return isHeld ? trans * hold_transformation_ : trans;
}