Esempio n. 1
0
void PhysicsSystem::Update(float msec) {	
	vector<PhysicsNode*> narrowNodes;
	
	BroadPhaseCollisions(narrowNodes);
	NarrowPhaseCollisions(narrowNodes);


	ret->Update(msec);
	bool on = Window::GetMouse()->ButtonDown(MOUSE_LEFT);
	if(on && force<=3000.0f) force+=10.0f * msec;
	
	if(!on && lastclick) {
		lastclick = true;
		SubMessage::ActivateMessage();
	}
	

	for(vector<EnemyEntity*>::iterator i = enemyNodes.begin(); i != enemyNodes.end(); ++i) {
		if(RaySphereCollision(ret->cr,*((CollisionSphere*)(*i)->GetPhysicsNode().getCV()))) {
			//cout<<"true"<<endl;
			ret->SetRandomColour();
			if(!on && lastclick){
			cout<<"hit"<<endl;
				if(force>2500.0f)
					(*i)->hit(true);
				else
					(*i)->hit(false);
				break;
			}
			//cout << "true!" << endl;
		}
	}

	for(vector<EnemyEntity*>::iterator i = enemyNodes.begin(); i != enemyNodes.end(); ++i) {
		if((*i)->doShoot()) {
			EnemyFire(*i);
		}
		
	}

	if(!on) force = 0.0f;

	lastclick = on;

	float dt = msec * 0.01f;
	/*
	for(vector<PhysicsNode*>::iterator i = allNodes.begin(); i != allNodes.end(); ++i) {
		(*i)->Update(msec);
	}
	
	for(vector<LaserEntity*>::iterator i = laserNodes.begin(); i != laserNodes.end(); ++i) {
		(*i)->Update(msec);
	}
	*/
}
Esempio n. 2
0
void EmotivShooterScreen::LoadContent()
{
	if(!font.loadFromFile("../Fonts/Dead Kansas.ttf"))
	{
		// error...
	}
	text.setString("Game screen");
	text.setColor(sf::Color::Green);
	text.setFont(font);

	Background.setSize(sf::Vector2f(sf::VideoMode::getDesktopMode().width, sf::VideoMode::getDesktopMode().height));
	Background.setPosition(0, 0);
	bgTex.loadFromFile("Sprites/Background.png");

	for(unsigned i = 0; i < NumE; i++)
	{
		enemy.push_back(Enemy());	
		bullet.push_back(Bullet());
		enemyFire.push_back(EnemyFire());
	}

	enemySpeed = 0.3f;
	fireRate = 5.0f;
	bossFireRate = 3.0f;
	delayTime = 0;
	bossDelayTime = 0;
	
	score = 0;
	killCount = 0;
	timesHit = 0;

	minEnemies = 1;

	paused = false;
	GameStart = true;
	GameOver = false;
	collision = false;
	enemyHit = false;
	victory = false;
	mouseClicked = false;

	globalVariables.SetGameStart(true);

/////////////////////////////////////////////
// Emotiv //
	
	frustrationScore = 0;
	excitementScore = 0;
	meditationScore = 0;
	boredomScore = 0;

	updateRate = 0;
}