DWORD GObjectBulletPmp::Update(long idx)
{
    this->Animations[State].ProcAnimation(Game::AnimationTicker::Tick);

    if(this->Animations[State].CurrentFrame == 1 )
    {
        //do the dmg and destroy obj

        for(size_t i = 0; i < Game::ObjectBuffer::Buffer.size() ; i++)
        {
            GObject* Obj = Game::ObjectBuffer::Buffer[i];
            if(IsPlayer(Obj->ObjectType) || IsBullet(Obj->ObjectType)) continue;

            float Distance = Vec3Distance(&this->Position , &Obj->Position);
            if(Distance < this->Radius + Obj->Radius )
            {
                Obj->Health -= Power;
                Game::LastDamage = Power;
            }
        }

    }

    if(this->Animations[State].Ended)
    {
        this->Animations[State].ResetAnimation();
        return OBJECT_DESTROY;
    }

    return OBJECT_IDLE;
}
Beispiel #2
0
DWORD GObjectBonusAid::Update(long idx)
{
	Animations[State].ProcAnimation(Game::AnimationTicker::Tick);

	float Distance = Vec3Distance(&this->Position , &Game::Player->Position);//distance between aid and player
	if(Distance < Radius)
	{
		//Add health ,adjust health , destroy object
		Game::Player->Health += 45.5f;
		if(Game::Player->Health > 255.0f) Game::Player->Health = 255.0f ; 
		return OBJECT_DESTROY;
	}

	return OBJECT_IDLE;
}
Beispiel #3
0
DWORD GObjectBonusPmp::Update(long idx)
{
	this->Animations[State].ProcAnimation(Game::AnimationTicker::Tick);
	float Distance = Vec3Distance(&this->Position , &Game::Player->Position);

	if(Distance < this->Radius + Game::Player->Radius)
	{
		//give bullets
		Game::PmpAmmo += 5;
		((GObjectPlayer*)Game::Player)->FireFunc = Gun::Pmp::Shoot;

		return OBJECT_DESTROY;
	}

	return OBJECT_IDLE;
}
Beispiel #4
0
DWORD GObjectDecoreRock::Update(long idx)
{
	for(int i = 0 ; i < Game::ObjectBuffer::Buffer.size() ; i++)
	{
		if(IsBullet(Game::ObjectBuffer::Buffer[i]->ObjectType))
		{
			float Delta = Vec3Distance(&Position , &Game::ObjectBuffer::Buffer[i]->Position);
			if(Delta < Radius + Game::ObjectBuffer::Buffer[i]->Radius)
			{
				Game::ObjectBuffer::DestroyObject(i);
				i--;
			}
		}
	}
			return OBJECT_IDLE;
}
Beispiel #5
0
DWORD GObjectBonusCrate::Update(long idx)
{
	this->Animations[State].ProcAnimation(Game::AnimationTicker::Tick);
	float Distance = Vec3Distance(&this->Position , &Game::Player->Position);

	if(Distance < this->Radius + Game::Player->Radius)
	{
		Game::PmpAmmo += 2;
		Game::Grenades += 2;
		Game::Player->Health += 16.f;
		if(Game::Player->Health > 255.f)Game::Player->Health = 255.f;
		return OBJECT_DESTROY;
	}

	return OBJECT_IDLE;
}
DWORD GObjectBulletSniper::Update(long idx)
{
    float Distance = Vec3Distance(&Game::Player->Position , &this->Position);
    Position.x += Facing*BaseSpeed;
    if(fabsf(Position.x - Game::Player->Position.x) > 480.0f)
    {
        return OBJECT_DESTROY;
    }
    else if(Game::Player->Radius + this->Radius  >= Distance)
    {
        Game::Player->Health -= this->Power;
        return OBJECT_DESTROY;
    }

    return OBJECT_IDLE;
}
Beispiel #7
0
DWORD GObjectBonusCoin::Update(long idx)
{
	Animations[State].ProcAnimation(Game::AnimationTicker::Tick);

	float Distance = Vec3Distance(&this->Position , &Game::Player->Position);//distance between coin and player
	if(Distance < Radius)
	{
		//Add points and destroy object
		Game::Points += 1.0f;
		Game::Player->Health += 1.23f;
		if(Game::Player->Health > 255.f)Game::Player->Health = 255.f;
		if(Game::Points > 99)
		{
			Game::Player->Health = 255.f;
			Game::Grenades += 3;
			Game::Points = 0;
		}
		return OBJECT_DESTROY;
	}
	return OBJECT_IDLE;
}
Beispiel #8
0
/**
Update the enemy's position.
@param timeElapsed The time that has elapsed since the last clock tick.
@see PrecisionTimer
*/
void Enemy::update(float time_elapsed)
{
	Vector3 steering_force;
	Vector3 acceleration;
	
	if (mAlive && mHP > 0)
	{
		setHeight(mPosition);
		render();
		
		steering_force = mSteering->calculate();	//calculate the combined force from each steering behavior in the vehicle's list
		acceleration = steering_force / mMass;	//Acceleration = Force/Mass
		mVelocity += acceleration * time_elapsed;		//update velocity
		mVelocity.truncate(mMaxSpeed);					//make sure vehicle does not exceed maximum velocity
		mPosition += mVelocity * time_elapsed;			//update the position
		
		//update the heading if the vehicle has a non zero velocity
		if (mVelocity.lengthSq() > 0.00000001)
		{
			mHeading = Vec3Normalize(mVelocity);
			mSide = Cross(mHeading, getRotation());
		}
		
		float player_to_enemy = Vec3Distance(mGameWorld.mPlayer->mPosition, this->getPosition());
		
		// If player is within n units of enemy.
		if (player_to_enemy <= 40)
		{
			this->mSteering->setTarget(mGameWorld.mPlayer->getPosition());
			this->mSteering->followPathOff();
			this->mSteering->seekOn();
			
			float dx = mGameWorld.mPlayer->getPosition().x - this->getPosition().x;
			float dz = mGameWorld.mPlayer->getPosition().z - this->getPosition().z;
			setRotation(Vector3(0, RAD2DEG(atan2(dx,dz)), 0));
		}
		else
		{
			float dx = mSteering->GetPath()->CurrentWaypoint().x - this->getPosition().x;
			float dz = mSteering->GetPath()->CurrentWaypoint().z - this->getPosition().z;
			setRotation(Vector3(0, RAD2DEG(atan2(dx,dz)), 0));
			
			this->mSteering->followPathOn();
			this->mSteering->seekOff();
		}
		
		if (player_to_enemy <= 10)
		{
			playerCloseCounter++;
			
			if (playerCloseCounter > 30)
			{
				mGameWorld.mPlayer->hurt(5); // damage the player
				playerCloseCounter = 0;
			}
			mMesh.initAnim(2);
		}
		else
		{
			mMesh.initAnim(1);
			if (playerCloseCounter > 0)
			{
				playerCloseCounter--;
			}
		}
		
		if (player_to_enemy <= 15)
		{
			int mx, my, mb;
			CML_GetMouse(&mx,&my,&mb);
			
			if (hurtCounter == 0 && (mb & CML_INPUT_MOUSEBUTTON_LEFT))
			{
				mMesh.initAnim(3);
				this->hurt(10);
				hurtCounter++;
			}
			else if (hurtCounter > 0 && hurtCounter <= 30)
				hurtCounter++;
			else if (hurtCounter > 30)
				hurtCounter = 0;
		}
		else
		{
			if (hurtCounter > 0)
			{
				hurtCounter--;
			}
		}
	}
	else if (mAlive && mHP <= 0)
	{
		mAlive = false;	
		mGameWorld.mEnemyCounter--;
	}
}
////////////////////////////////////////////////////
//Update
DWORD GObjectEnemySniper::Update(long idx)
{
	if(Health <= 0)
	{
		State = 2;
	}

	BOOL IsAttacking = State == 1;
	BOOL IsDieing = State == 2;

	if(IsDieing)
	{
		Animations[2].ProcAnimation(Game::AnimationTicker::Tick);
		if(Animations[2].Ended)
		{
			Game::ObjectBuffer::SpawnObject(OBJECT_MISC_COIN , this->Position , 0);
			int i = rand()% 100 + 1 ;
			if(i > 95)
			{
					Game::ObjectBuffer::SpawnObject(OBJECT_MISC_AID , this->Position  , 0);
			}
			return OBJECT_DESTROY;
		}
		return OBJECT_IDLE;
	}

	if(IsAttacking)
	{
		Animations[1].ProcAnimation(Game::AnimationTicker::Tick);
		if(Animations[1].CurrentFrame == 2)
		{
			D3DXVECTOR3 BulletPosition = Position;
			BulletPosition.x += Facing*10.f;
			BulletPosition.y += sinf( float(rand()%6280)/1000.f  - 6.28f)*7.f - 3.5f;
			Game::ObjectBuffer::SpawnObject(OBJECT_BULLET_SNIPER , BulletPosition , &Facing);
		}
		if(Animations[1].Ended)
		{
			Animations[1].ResetAnimation();
			D3DXVECTOR3 BulletPosition = Position;
			BulletPosition.x += Facing*10.f;
			Game::ObjectBuffer::SpawnObject(OBJECT_BULLET_SNIPER , BulletPosition , &Facing);
			RandDir = D3DXVECTOR3(0,0,0);
			State = 0;
		}
		return OBJECT_IDLE;
	}

	if(State == 0)
	{
		if(RandDir == D3DXVECTOR3(0,0,0))
		{
			this->RandDir.x = (float) (rand()% 100);
			this->RandDir.y = (float) (rand()% 100);
			float xdir = (float) (rand()% 100) - 50.f; xdir /= fabsf(xdir);
			float ydir = (float) (rand()% 100) - 50.f; ydir /= fabsf(ydir);

			this->RandDir.x *= xdir;
			this->RandDir.y *= ydir;

			this->RandDir.z = 0;
			D3DXVec3Normalize(&this->RandDir , &this->RandDir);
		}
		
		if(timeGetTime() - Time > 3000)
		{
			State = 1;
			Time = timeGetTime();
			return OBJECT_IDLE;		
		}

		D3DXVECTOR3 NewPos = Position + RandDir*CurrentSpeed;
		this->AdjustPositionToWorld(NewPos);

		bool IsPositionAcceptable = 1;
		for(size_t i = 0 ; i < Game::ObjectBuffer::Buffer.size() ; i++)
		{
			if(i == idx)continue;
			if(IsMisc(Game::ObjectBuffer::Buffer[i]->ObjectType))continue;
			IsPositionAcceptable = IsPositionAcceptable && !this->Collision(NewPos , i) ;
		}
		if(IsPositionAcceptable)
		{
			if(Position.x < NewPos.x)Facing = 1.f;
			else Facing = -1.f;
			float PosDelta = Vec3Distance(&Position , &NewPos);
			Position = NewPos;
			Animations[0].ProcAnimation(Game::AnimationTicker::Tick);
			if(PosDelta < BaseSpeed*0.8f)
			{
				 RandDir.x *= -1.f;
				 RandDir.y *= -1.f;
			}
		}
		else RandDir = D3DXVECTOR3(0,0,0);
	}//end if(State == 0)

	return OBJECT_IDLE;
}