Esempio n. 1
0
void Items::useSword() {
	//sword script
	// Check if any entity other than the player is colliding with the line/sword
	 //draw the line where the player is facing
	 //check if any entity is colliding with it
	Room* tempRoom;
	tempRoom = player->getCurrentRoom();
	float tempAngle =( player->getAngle() - 90) * (V2D_PI / 180.0f);
	V2DF swordPos(cos(tempAngle), sin(tempAngle));
	V2DF tempColPos;
	swordPos.normalize();
	swordPos.multiply(40);
	swordPos.add(player->getPosition());
	for(int i = 0; i < tempRoom->EnemyCount(); i++) {
		if(swordPos.lineCrossesCircle(swordPos, player->getPosition(), tempRoom->getEnemy(i)->getPosition(), 16,tempColPos)) {
//			player->hit = 'Y';
			tempRoom->getEnemy(i)->takeDmg(10);
			break;
		}
/*		else {
			player->hit = 'N';
		} */
	}


}
Esempio n. 2
0
void Items::updateBomb(float dT) {
	// update cooldown of explosion
//	CoolDownCtrl(dT, explosion);
	//if bomb is activated
	  //set timer
	  //blow up after timer is done
	//check for collisions when it blows up
	Room* tempRoom;
	tempRoom = player->getCurrentRoom();
	if(bombState == 1) 
	{
		CoolDownCtrl(dT, bombCldwn);
		if(bombCldwn.active == false) 
		{
			for(int i = 0; i < tempRoom->EnemyCount(); i++) 
			{
				if(tempRoom->getEnemy(i)->collisionCheck(&bomb, false) )
				{
					//do damage to enemy here
					tempRoom->getEnemy(i)->takeDmg(30);
				}
			}
			bombState = 0;
//			explosion.active = true;
		}

	}
}
Esempio n. 3
0
void Items::boomCollision() {
	Room* tempRoom;
	tempRoom = player->getCurrentRoom();
	for(int i = 0; i < tempRoom->EnemyCount(); i++) {
		if(tempRoom->getEnemy(i)->collisionCheck(&bomb,false) != NONE)  {
				//do damage to enemy here
			tempRoom->getEnemy(i)->takeDmg(30);
		}
	}
}