Beispiel #1
0
void CSniper::OnCollision(float deltaTime, std::vector<CGameObject*>* listObjectCollision)
{
	float normalX = 0;
	float normalY = 0;
	float moveX = 0.0f;
	float moveY = 0.0f;
	float timeCollision;

	for (std::vector<CBullet*>::iterator it = CPoolingObject::GetInstance()->m_listBulletOfObject.begin(); it != CPoolingObject::GetInstance()->m_listBulletOfObject.end();)
	{
		CGameObject* obj = *it;
		timeCollision = CCollision::GetInstance()->Collision(obj, this, normalX, normalY, moveX, moveY, deltaTime);
		if((timeCollision > 0.0f && timeCollision < 1.0f) || timeCollision == 2.0f)
		{
			if(obj->IsAlive() && obj->GetLayer() == LAYER::PLAYER)
			{
				// Gan trang thai die cho doi tuong
				this->m_stateCurrent = SN_IS_DIE;
				// Xoa vien dan ra khoi d.s
				it = CPoolingObject::GetInstance()->m_listBulletOfObject.erase(it);
				//Load sound die
				ManageAudio::GetInstance()->playSound(TypeAudio::ENEMY_DEAD_SFX);
				// Tang diem cua contra len
				CContra::GetInstance()->IncreateScore(500);
			}
			else
				++it;
 		}
		else
		{
			++it;
		}
	}
}
void CGroundCanon::OnCollision(float deltaTime, std::vector<CGameObject*>* listObjectCollision)
{
	float normalX = 0;
	float normalY = 0;
	float moveX = 0.0f;
	float moveY = 0.0f;
	float timeCollision;

	for (std::vector<CBullet*>::iterator it = CPoolingObject::GetInstance()->m_listBulletOfObject.begin(); it != CPoolingObject::GetInstance()->m_listBulletOfObject.end();)
	{
		CGameObject* obj = *it;
		timeCollision = CCollision::GetInstance()->Collision(obj, this, normalX, normalY, moveX, moveY, deltaTime);
		if ((timeCollision > 0.0f && timeCollision < 1.0f) || timeCollision == 2.0f)
		{
			if (obj->IsAlive() && obj->GetLayer() == LAYER::PLAYER)
			{
				this->m_HP--;
				it = CPoolingObject::GetInstance()->m_listBulletOfObject.erase(it);

				CBulletEffect* effect = CPoolingObject::GetInstance()->GetBulletEffect();
				effect->SetAlive(true);
				effect->SetPos(obj->GetPos());
			}
			else
				++it;

			if (this->m_HP == 0)
			{
				// Gan trang thai die cho doi tuong
				this->m_stateCurrent = GROUNDCANON_SHOOT_STATE::G_IS_SHOOTING_DIE;
				//Load sound die
				ManageAudio::GetInstance()->playSound(TypeAudio::ENEMY_DEAD_SFX);
				// Tang diem cua contra len
				CContra::GetInstance()->IncreateScore(300);
			}
		}
		else
		{
			++it;
		}
	}
}
void CScubaSolider::OnCollision(float deltaTime, std::vector<CGameObject*>* listObjectCollision)
{
	float normalX = 0;
	float normalY = 0;
	float moveX = 0.0f;
	float moveY = 0.0f;
	float timeCollision;
	if ((this->m_currentFrame == 0) || (this->m_currentFrame == 1))
	{
		return;
	}
	else
	{
		for (std::vector<CBullet*>::iterator it = CPoolingObject::GetInstance()->m_listBulletOfObject.begin(); it != CPoolingObject::GetInstance()->m_listBulletOfObject.end();)
		{
			CGameObject* obj = *it;
			if (obj->IsAlive() && obj->GetLayer() == LAYER::PLAYER)
			{
				timeCollision = CCollision::GetInstance()->Collision(obj, this, normalX, normalY, moveX, moveY, deltaTime);
				if ((timeCollision > 0.0f && timeCollision < 1.0f) || timeCollision == 2.0f)
				{
					// Gan trang thai die cho doi tuong
					this->m_stateCurrent = SCUBAR_SOLIDER_STATE::SBS_IS_DIE;
					// Xoa vien dan ra khoi d.s
					CGameObject* effect = CPoolingObject::GetInstance()->GetEnemyEffect();
					effect->SetAlive(true);
					effect->SetPos(this->m_pos);
					this->m_isALive = false;
					it = CPoolingObject::GetInstance()->m_listBulletOfObject.erase(it);
					//Load sound die
					ManageAudio::GetInstance()->playSound(TypeAudio::ENEMY_DEAD_SFX);
					// Tang diem cua contra len
					CContra::GetInstance()->IncreateScore(1000);
				}
				else
					++it;
			}
			else
				++it;
		}
	}
}