コード例 #1
0
ファイル: Swarm.cpp プロジェクト: SLRivera/AlienInvasion
void Swarm::updateSwarm(real dt, SwarmNode* next, BaseObj& collision, std::vector<Bullet*> bulletList)
{
	if (next->data.m_bAlive) {
		XMVECTOR pos = XMLoadFloat3(&next->data.m_vPos);
		XMVECTOR playerTarget = XMLoadFloat3(&m_pLead->data.m_vTarget);
		XMVECTOR distance = XMVector3Length(pos - playerTarget);

		if (XMVectorGetX(distance) < 120.0f || XMVectorGetY(distance) < 120.0f || false == m_pLead->data.m_bAlive)
			next->data.m_vTarget = m_pLead->data.m_vTarget;
		else
			next->data.m_vTarget = next->parent->data.m_vPos;

		// check if we hit the player
		next->data.update(dt);
		next->data.checkCollision(collision);

		if (next->data.m_bHit)
			next->data.reduceHealth(collision.getDamage());

		if (next->data.m_fLife < 0.0f) {
			dynamic_cast<Player&>(collision).increasePoints(5.0f);
			collision.reduceHealth(next->data.m_fDamage);
			next->data.m_bAlive = false;
			//collision.increasePoints(20.0f);
		}

		// check if a bullet hit the alien
		for (unsigned int i = 0; i < bulletList.size(); ++i) {
			next->data.checkCollision(*bulletList[i]);

			if (next->data.m_bHit && next->data.m_bAlive) {
				next->data.reduceHealth(bulletList[i]->getDamage());
				bulletList[i]->setState(Bullet::BState_Hit);
			}
			
			if (next->data.m_fLife < 0.0f) {
				dynamic_cast<Player&>(collision).increasePoints(25.0f);
				next->data.m_bAlive = false;
			}
		}
	}

	if (next->ltChild)
		updateSwarm(dt, next->ltChild, collision, bulletList);
	if (next->rtChild)
		updateSwarm(dt, next->rtChild, collision, bulletList);
}
コード例 #2
0
ファイル: Swarm.cpp プロジェクト: SLRivera/AlienInvasion
void Swarm::updateSwarm(Fugui::real dt, BaseObj& collision, std::vector<Bullet*> bulletList)
{
	if (m_pLead) {
		if (m_pLead->data.m_bAlive) {
			m_pLead->data.update(dt);
			m_pLead->data.checkCollision(collision);

			if (m_pLead->data.m_bHit)
				m_pLead->data.m_fLife -= collision.getDamage();

			if (m_pLead->data.m_fLife < 0.0f) {
				dynamic_cast<Player&>(collision).increasePoints(5.0f);
				m_pLead->data.m_bAlive = false;
				//collision.increasePoints(20.0f);
			}
		}

		// check if a bullet hit the alien
		for (unsigned int i = 0; i < bulletList.size(); ++i) {
			m_pLead->data.checkCollision(*bulletList[i]);

			if (m_pLead->data.m_bHit && m_pLead->data.m_bAlive) {
				m_pLead->data.reduceHealth(bulletList[i]->getDamage());
				bulletList[i]->setState(Bullet::BState_Hit);
			}

			if (m_pLead->data.m_fLife < 0.0f) {
				dynamic_cast<Player&>(collision).increasePoints(25.0f);
				m_pLead->data.m_bAlive = false;
			}
		}

		if (m_pLead->ltChild) 
			updateSwarm(dt, m_pLead->ltChild, collision, bulletList);
		if (m_pLead->rtChild)
			updateSwarm(dt, m_pLead->rtChild, collision, bulletList);
	}
}