Exemple #1
0
// Draw the weapon fire when firing
void Weapon::DrawWeaponFire()
{
  if (m_weapon_fire == NULL) return;
  Point2i hand;
  ActiveCharacter().GetHandPosition(hand);
  Point2i hole(hand +  hole_delta * Point2i(ActiveCharacter().GetDirection(),1));

  if (ActiveCharacter().GetDirection() == DIRECTION_RIGHT)
    hole = hole -  Point2i(0, m_weapon_fire->GetHeight()/2);
  else
    hole = hole +  Point2i(0, m_weapon_fire->GetHeight()/2);
  Double dst = hand.Distance(hole);
  Double angle = hand.ComputeAngle(hole);

  angle += ActiveCharacter().GetFiringAngle();

  if (ActiveCharacter().GetDirection() == DIRECTION_LEFT)
    angle -= PI;

  Point2i spr_pos =  hand + Point2i(static_cast<int>(dst * cos(angle)),
                                    static_cast<int>(dst * sin(angle)));

  m_weapon_fire->SetRotation_HotSpot(Point2i(0,0));
  m_weapon_fire->SetRotation_rad(ActiveCharacter().GetFiringAngle());
  m_weapon_fire->Draw(spr_pos);
}
Exemple #2
0
const Point2i Weapon::GetGunHolePosition() const
{
  Point2i pos;
  ActiveCharacter().GetHandPosition(pos);
  Point2i hole(pos + hole_delta * Point2i(ActiveCharacter().GetDirection(),1));
  Double dst = pos.Distance(hole);
  Double angle = pos.ComputeAngle(hole);

  if (ActiveCharacter().GetDirection() == DIRECTION_RIGHT)
    angle += ActiveCharacter().GetFiringAngle();
  else
    angle += ActiveCharacter().GetFiringAngle() - PI;

  return pos + Point2i(static_cast<int>(dst * cos(angle)),
                       static_cast<int>(dst * sin(angle)));
}