Beispiel #1
0
void
Game::SpawnEnemy(float x, float y)
{
	Enemy* e = new Enemy();
	Sprite* rabbitLeft = m_pBackBuffer->CreateSprite("assets\\rabbit.png");
	e->Initialise(rabbitLeft);
	e->SetPositionX(x);
	e->SetPositionY(y);
	e->SetHorizontalVelocity(-0.5f);
	m_EnemyVector.push_back(e);
}
Beispiel #2
0
// Ex006.3: Spawn a Enemy in game.
void 
Game::SpawnEnemy(int x, int y)
{
	// Ex006.3: Load the alien enemy sprite file.
	Sprite* pEnemySprite = m_pBackBuffer->CreateSprite("assets\\alienenemy.png");
	// Ex006.3: Create a new Enemy object. 
	Enemy* enemy = new Enemy();
	// set center handles
	pEnemySprite->SetHandleCenter();
	// Initialize the enemy object
	enemy->Initialise(pEnemySprite);
	// set the position of the Enemy object 
	enemy->SetPositionX(x);
	enemy->SetPositionY(y);


	// Ex006.3: Add the new Enemy to the enemy container.
	m_enemyShip.push_back(enemy);
}
//-------------------------------------------------------------------------------------
bool BaseApplication::frameRenderingQueued(const Ogre::FrameEvent& evt)
{
    if(mWindow->isClosed())
        return false;

    if(mShutDown)
        return false;

    //Need to capture/update each device
    mKeyboard->capture();
    mMouse->capture();

    mTrayMgr->frameRenderingQueued(evt);
	FModManager::System()->update();

    if (!mTrayMgr->isDialogVisible())
    {
        //mCameraMan->frameRenderingQueued(evt);   // if dialog isn't up, then update the camera
        if (mDetailsPanel->isVisible())   // if details panel is visible, then update its contents
        {
            mDetailsPanel->setParamValue(0, Ogre::StringConverter::toString((int)charge));
            mDetailsPanel->setParamValue(2, Ogre::StringConverter::toString(mCamera->getDerivedPosition().z));
            mDetailsPanel->setParamValue(4, Ogre::StringConverter::toString(mCamera->getDerivedOrientation().w));
            mDetailsPanel->setParamValue(5, Ogre::StringConverter::toString(mCamera->getDerivedOrientation().x));
            mDetailsPanel->setParamValue(6, Ogre::StringConverter::toString(mCamera->getDerivedOrientation().y));
            mDetailsPanel->setParamValue(7, Ogre::StringConverter::toString(mCamera->getDerivedOrientation().z));
        }
    }

	if(gameStarted == true)
	{
		if(myTimer.getMilliseconds() >= difficulty && mEnemies.size() < numEnemies)
		{
			number = Ogre::StringConverter::toString(numEnemy + 1);
			// Add the current element number to the entity/scene node name to avoid confusion
			Ogre::Entity* myEnt = mSceneMgr->createEntity("enemy " + number, "ninja.mesh");	
			mNodes.push_back(mSceneMgr->getRootSceneNode()->createChildSceneNode("Node " + number));
			////// Distance the nodes from each other, so they aren't at the same place, and then attach them
			mNodes.at(numEnemy)->setPosition((numEnemy) * -50 , 0, 0); 
			mNodes.at(numEnemy)->attachObject(myEnt);
			mNodes.at(numEnemy)->scale(0.2,0.2,0.2);
			Enemy* ninja = new Enemy(mNodes.at(numEnemy), Ogre::Vector3(0, 0, 0), cannons[myTimer.getMilliseconds()%3]->getPosition(), myTimer.getMilliseconds()%3);
			ninja->Initialise();
			mEnemies.push_back(ninja);
			numEnemy++;
			myTimer.reset();
		}
	}

	//if the game is not over
	if(endGame == false)
	{
		//check if cannons health are 0 
		if(cannons[0]->getHealth() <= 0 && cannons[1]->getHealth() <= 0 
			&& cannons[2]->getHealth() <= 0)
		{
			//end the game and call the endgame menu
			endGame = true;
			endGameMenu();
		}

		count = 0;


		for(int i = 0; i < mEnemies.size(); i++)
		{
			//count all of the enemies that are dead
			if(mEnemies[i]->isAlive() == false)
			{
				count++;
			}
		
		}

		if(gameStarted == true)
		{
			//if the number of dead enemies are the same
			//as the amount in the vector call gameOver
			if(count == numEnemy)
			{
				endGame = true;
				endGameMenu();
			}
		}
	}


	double timeChange = evt.timeSinceLastFrame;


	//update Panel
	 mPanel->injectTime(evt.timeSinceLastFrame);

	 if(gameStarted == true)
	 {
		 mPanel->mNode->setPosition(0,-2000,0);
 
        // Quit on ESCAPE Keyboard
        mKeyboard->capture();

	if (myMoveCannon == true) 
	{// Call the rotate method from the Cannon class
		if(activeCannon == cannons[0])
		{
			activeCannon->rotate(mKeyboard,cameraNode);
		}
		else if(activeCannon == cannons[1])
		{
			activeCannon->rotate(mKeyboard,cameraNode1);
		}
		else if(activeCannon == cannons[2])
		{
			activeCannon->rotate(mKeyboard,cameraNode2);
		}
	}	
	if(charging == true&&charge<100){
		charge+=1;
	}
	//for each alive enemy
	for(int i = 0;i < numEnemy; i++)
	{
		if(mEnemies[i]->isAlive())
		{
			//update enemy movement
			mEnemies[i]->Update(activeCannon->getPosition());
			if(mEnemies[i]->getPosition().z < - 950)
			{
				mEnemies[i]->setAlive(false);
				mEnemies[i]->setPosition(Ogre::Vector3(-1000, -1000, -1000));
				cannons[mEnemies[i]->getTarget()]->lowerHealth();
			}
			//if the enemy collides with the cannonball
			if(mEnemies[i]->Bounds().intersects(activeCannon->mBall->Bounds()))
			{
				//Destroy the enemy
				mEnemies[i]->setAlive(false);
				//Temporary solution
				mEnemies[i]->setPosition(Ogre::Vector3(-1000, -1000, -1000));
				activeCannon->mBall->reset();
			}
			
			
		}
	}
	for (int i = 0; i < 3; i++)
	{
		//update each cannon
		cannons[i]->update(timeChange);
	}

	 }

    return true;
}