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Movement.cpp
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Movement.cpp
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#include "Header.h"
void GameObject::MoveByAngle(double delta, double Multiplier){
x += Multiplier * speed * sin(angle * 3.14 / 180) * delta;
y -= Multiplier * speed * cos(angle * 3.14 / 180) * delta;
}
void GamePlayer::Move(double delta, GameObjects* Objects){
x -= force_x2 * delta;
x += force_x1 * delta;
if (OutOfMap())
{
}
else
{
for (short i = 0; i < MAX_BALLS; i++)
{
if (Objects->Ball[i].glued)
{
Objects->Ball[i].x -= force_x2 * delta;
Objects->Ball[i].x += force_x1 * delta;
}
}
}
}
void GameBall::Move(double delta, GameObjects* Objects){
if (alive)
{
double Multiplier = 1;
if (glued)
Multiplier = 0;
if (Objects->Player.ActiveBonus[SLOW] > 0)
Multiplier /= 2;
MoveByAngle(delta, Multiplier);
int Resoult = NONE;
Resoult += CollidesWith(Objects->Player);
if (Resoult % 10 == LEFT)
x = Objects->Player.x + Objects->Player.w + r;
if (Resoult % 10 == RIGHT)
x = Objects->Player.x - r;
if (Resoult == CENTER)
y = Objects->Player.y - r;
Resoult += OutOfMap();
Resoult += CollidesWith(Objects->Brick);
CollidesWith(Objects->Block);
if (Resoult)
{
MoveByAngle(delta, -Multiplier);
if (Resoult % 10 > 0)
BounceVertical();
if (Resoult / 10 > 0)
BounceHorizontal();
if (newAngle)
{
angle = newAngle;
newAngle = 0.0f;
}
}
}
}
void GameBonus::Move(double delta, GameObjects* Objects){
if (alive)
{
double Multiplier = 1;
if (Objects->Player.ActiveBonus[SLOW] > 0)
Multiplier /= 2;
MoveByAngle(delta, Multiplier);
CollidesWith(Objects->Player);
if (OutOfMap() == DOWN)
Destroy();
}
}
void GameBullet::Move(double delta, GameObjects* Objects){
if (alive)
{
MoveByAngle(delta, 1.0f);
CollidesWith(Objects->Brick);
OutOfMap();
}
}
void GameBlock::Move(double delta, GameObjects* Objects){
if (alive)
{
angle += (rand()%20 - 10);
double Multiplier = 1;
MoveByAngle(delta, Multiplier);
int Resoult = NONE;
Resoult += CollidesWith(Objects->Player);
if (Resoult % 10 == LEFT)
x = Objects->Player.x + Objects->Player.w + r;
if (Resoult % 10 == RIGHT)
x = Objects->Player.x - r;
Resoult += OutOfMap();
Resoult += CollidesWith(Objects->Brick);
Resoult += CollidesWith(Objects->Block);
if (Resoult)
{
MoveByAngle(delta, -Multiplier);
if (Resoult % 10 > 0)
BounceVertical();
if (Resoult / 10 > 0)
BounceHorizontal();
}
}
}
void MoveGameObjects(GameObjects* Objects, double delta){
Objects->Player.Move(delta, Objects);
for (short i = 0; i < MAX_BALLS; i++)
Objects->Ball[i].Move(delta, Objects);
for (short i = 0; i < MAX_BONUSES; i++)
Objects->Bonus[i].Move(delta, Objects);
for (short i = 0; i < MAX_BULLETS; i++)
Objects->Bullet[i].Move(delta, Objects);
for (short i = 0; i < MAX_BLOCKS; i++)
Objects->Block[i].Move(delta, Objects);
}