Exemple #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;
		}
	}
}
TBool CWeaponsTutorialLoseIfAllAmericanSoldiersDied::TutorialEventLogic() //checks if the Event Condition has been met
{
	CGameObjectManager* lObjectManager = CFighterPilotThePacificWar::FighterGame->iGameData->GetMap()->GetObjectManager();
	CPointerArray<CGameObject>*& lObjects = lObjectManager->GetAllGameObjects();

	for(TInt lIndex = 0; lIndex < lObjects->GetCount(); lIndex++)
	{
		CGameObject* lCurrentGameObject = lObjects->Get(lIndex);
		if(lCurrentGameObject->GetConflictSide() == EConflictSideAmerican && lCurrentGameObject->GetGameObjectType() == EObjectTypesGroundUnit)
		{
			if(lCurrentGameObject->IsAlive())
				return false;
		}
	}
	
	return true; //all American soldiers on the map died
}
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;
		}
	}
}
void CComStation::PossibleCollision(CInterval*& aInterval)
{
	//go through all objects and check if care to collide with them
	if(iAlive)
	{
		CPointerArray<CGameObject>* lGameObjects = aInterval->GetGameObjectsByType(EObjectTypesPlane);

		for(TInt lCurrentObjectIndex = 0; lCurrentObjectIndex < lGameObjects->GetCount(); lCurrentObjectIndex++)
		{
			CGameObject* lCurrentGameObject = lGameObjects->Get(lCurrentObjectIndex);

			//only collide with alive objects
			if(lCurrentGameObject->IsAlive())//don't compare to anything if already dead
			{
				//collide
				if(iHitBox->IntersectionL(lCurrentGameObject->GetHitBox()))
				{ //make sure plane is dead
					SDamage lDamage;
					lDamage.Damage = KILL_ANY_AIRPLANE_DAMAGE;
					lDamage.ArmorPenetration = KILL_ANY_AIRPLANE_ARMOR_PENETRATION;//should kill any object
					lCurrentGameObject->TakeDamage(lDamage, EDamageTypeTankPlaneCollision);
				}
			}
		}

		//clean up
		delete lGameObjects;
	}

	//check if this object got captured
	CGameObject* lCaptureObject = CheckIfObjectGotCaptured(aInterval);
	if(lCaptureObject)
	{
		iFlagPole->ChangeFlagConflictSide(lCaptureObject->GetConflictSide());
		iConflictSide = lCaptureObject->GetConflictSide();
	}
}
void CStandardRocket::PossibleCollision(CInterval*& aInterval)
{
	//go through all objects and check if care to collide with them
	CPointerArray<CGameObject>* lGameObjects = aInterval->GetGameObjectsByType(EObjectTypesBuilding | EObjectTypesGroundUnit | EObjectTypesArmouredGroundUnit | EObjectTypesPlane | EObjectTypesShip | EObjectTypesFloor);

	if(iAlive)
	{
		for(TInt lCurrentObjectIndex = 0; lCurrentObjectIndex < lGameObjects->GetCount(); lCurrentObjectIndex++)
		{
			CGameObject* lCurrentGameObject = lGameObjects->Get(lCurrentObjectIndex);

			//only collide with alive objects
			if(lCurrentGameObject->IsAlive() && lCurrentGameObject != this)
			{
				//make sure the rocket doesn't collide with the object that created it
				if(lCurrentGameObject != iCreatorObject)
				{
					if(lCurrentGameObject->GetGameObjectType() & (EObjectTypesBuilding | EObjectTypesGroundUnit | EObjectTypesArmouredGroundUnit | EObjectTypesPlane |  EObjectTypesShip))
					{
						//special case, don't collide with Airport or Hangar buildings
						if(lCurrentGameObject->GetGameObjectIdentifier() != EGameObjectIdentifierAirport && lCurrentGameObject->GetGameObjectIdentifier() != EGameObjectIdentifierHangar)
						{
							TPointIntFloat* lCollisionPoint = iHitBox->IntersectionWithCollisionPointL(lCurrentGameObject->GetHitBox());
							//collide
							if(lCollisionPoint)
							{
								//need to create an explosion here
								Destruct(lCollisionPoint);//alread centers the explosion relative to the collision point
								delete lCollisionPoint;
								break;
							}
						}
					}else if(lCurrentGameObject->GetGameObjectType() & (EObjectTypesFloor))
					{

						TPointIntFloat* lCollisionPoint = iHitBox->IntersectionWithCollisionPointL(lCurrentGameObject->GetHitBox());
						//collide
						if(lCollisionPoint)
						{

							//check if explosion happens on water
							if(lCurrentGameObject->GetGameObjectIdentifier() == EGameObjectIdentifierWater)
							{
								//need to adjust explosion since the explosion should be centered relative to the collision point
								lCollisionPoint->iX -= TIntFloat::Convert(EXPLOSION_100KG_IN_WATER_WIDTH) / 2;//since the collision point is at the left end of the explosion, we center it by moving the collision point left
								CFighterPilotThePacificWar::FighterGame->iGameData->GetMap()->AddGameObject(CExplosion100KgInWater::New(*lCollisionPoint));
							}else
							{
								//need to adjust explosion since the explosion should be centered relative to the collision point
								lCollisionPoint->iX -= TIntFloat::Convert(EXPLOSION_100KG_WIDTH) / 2;//since the collision point is at the left end of the explosion, we center it by moving the collision point left
								//create explosion on Ground
								CFighterPilotThePacificWar::FighterGame->iGameData->GetMap()->AddGameObject(CExplosion100Kg::New(*lCollisionPoint));
							}

							//rocket is used Up
							DestructWithoutExplosion();
							delete lCollisionPoint;
							break;//only one explosion possible per bomb :)
						}
					}
				}
			}
		}
	}

	//clean up
	delete lGameObjects;
}