Example #1
0
void MainState::FireProjectile() {
	if (!m_FireReady) {
		return;
	}

	// (TODO:) manage projectiles; they are currently causing memory leaks
	
	Projectile* projectile = (Projectile*)m_EnginePtr->GetEntityManager()->CreateEntity("Projectile");
	projectile->TranslateTo(m_Player->GetWorldPosition());


	Texture* tex = m_EnginePtr->GetTextureRegistry()->GetTexture("projectile.png");
	Sprite* sprite = m_EntityManagerPtr->CreateSprite((Entity*)projectile, tex, 1);
	sprite->AddClip("idle", 0, 0, 30, 5, 1, 1, 1);
	sprite->SetOrigin(Vec2(0, 3));


	PhysBody* body = m_EntityManagerPtr->CreatePhysBody((Entity*)projectile, kPhysBodyDynamic, kPhysLayerFriendProj);
	body->SetOrigin(Vec2(0, 3));
	body->SetWidth(30.0);
	body->SetHeight(5.0);


	if (m_Player->GetFlipY()) {
		projectile->FlipY(true);
		body->SetVelocity(Vec2(-1.0, 0.0));
	}
	else {
		projectile->FlipY(false);
		body->SetVelocity(Vec2(1.0, 0.0));
	}

	m_EnginePtr->GetScene()->AddEntity(projectile, 0);

	// Adds the projectile to the projectile array
	m_ProjectileArray.PushBack(projectile);

	m_FireReady = false;
}
Example #2
0
MainState::MainState(GameEngine* engine): BaseGameState(engine),
m_ProjectileArray(kProjectileMax)
{
	m_EntityManagerPtr = engine->GetEntityManager();
	m_PhysWorldPtr = engine->GetPhysWorld();

	// Set the game controller
	m_Controller = new GameController(this);

	memset((void*)m_PlayerDirState, 0, sizeof(bool) * 4);


	// Creates the player entity
	m_Player = (Player*)m_EntityManagerPtr->CreateEntity("Player");
	

	// Creates the player sprite
	Texture* playerTex = m_EnginePtr->GetTextureRegistry()->GetTexture("metalslug.png");
	Sprite* playerSprite = m_EntityManagerPtr->CreateSprite((Entity*)m_Player, playerTex, 1);
	playerSprite->AddClip("idle", 5, 0, 30, 40, 1, 1, 1);
	playerSprite->PlayClip("idle", true);
	playerSprite->SetOrigin(Vec2(15, 20));


	// Create the player phys body
	PhysBody* playerBody = m_EntityManagerPtr->CreatePhysBody((Entity*)m_Player, kPhysBodyControlled, kPhysLayerFriend);
	playerBody->SetOrigin(Vec2(15, 20));
	playerBody->SetWidth(30.0);
	playerBody->SetHeight(40.0);


	// Creates the enemy entity
	m_Enemy = (Enemy*)m_EntityManagerPtr->CreateEntity("Enemy");
	m_Enemy->TranslateTo(Vec2(200.0, 0.0));
	

	// Creates the enemy sprite
	Texture* enemyTex = m_EnginePtr->GetTextureRegistry()->GetTexture("ms_enemy.png");
	Sprite* enemySprite = m_EntityManagerPtr->CreateSprite((Entity*)m_Enemy, enemyTex, 1);
	enemySprite->AddClip("idle", 0, 4, 30, 40, 1, 1, 1);
	enemySprite->PlayClip("idle", true);
	enemySprite->SetOrigin(Vec2(15, 20));


	// Create the enemy phys body
	PhysBody* enemyBody = m_EntityManagerPtr->CreatePhysBody((Entity*)m_Enemy, kPhysBodyStatic, kPhysLayerEnemy);
	enemyBody->SetOrigin(Vec2(15, 20));
	enemyBody->SetWidth(30.0);
	enemyBody->SetHeight(40.0);


	m_PhysWorldPtr->ResetAllLayerIgnore();

	// Sets which layer ignores which
	m_PhysWorldPtr->AddLayerIgnore(kPhysLayerFriend, kPhysLayerFriend);
	m_PhysWorldPtr->AddLayerIgnore(kPhysLayerEnemy, kPhysLayerEnemy);
	m_PhysWorldPtr->AddLayerIgnore(kPhysLayerFriendProj, kPhysLayerFriendProj);
	m_PhysWorldPtr->AddLayerIgnore(kPhysLayerEnemyProj, kPhysLayerEnemyProj);
	m_PhysWorldPtr->AddLayerIgnore(kPhysLayerFriend, kPhysLayerEnemy);
	m_PhysWorldPtr->AddLayerIgnore(kPhysLayerFriend, kPhysLayerFriendProj);
	m_PhysWorldPtr->AddLayerIgnore(kPhysLayerEnemy, kPhysLayerEnemyProj);


	m_FireReady = true;

	//delete[] pngData;
}