コード例 #1
0
void Charmander::fireAtEnemies()
{
    int enemyCount = 0;
	for( int i = 0; i < m_Level->getEnemies().size(); i++)
    {
        Enemy* enemy = m_Level->getEnemies().at(i);
        
        if(enemy != NULL && enemy->getIsActive() == true)
        {
            if(MathUtils::withinRange(enemy->getX(),getX(),450.0f) == true || MathUtils::withinRange(enemy->getY(),getY(),450.0f == true))
            {
                enemyCount++;
                Tile* targetTile = m_Level->getTileForPlayer(enemy);
                float centerX = targetTile->getX() + (targetTile->getWidth() / 2.0f);
                float centerY = targetTile->getY() + (targetTile->getHeight() / 2.0f);
                
                if(enemyCount == 1)
                {
                    if(enemy->getIsActive() == true && getIsActive() == true)
                    {
                        fireProjectile(centerX, centerY,"FireBall",500.0f,3);
                    }
                }
                else
                {
                    break;
                }
                
            }
        }
    }
}
コード例 #2
0
ファイル: Hero.cpp プロジェクト: josp0001/FinalProject
void Hero::handlePlayerCollision(Projectile *projectile)
{
    
    Tile* tile = m_Level->getTileForPosition(projectile->getX(), projectile->getY());
    
    //Cycle through all the enemies and check for Collision with the projectile
    for(int i = 0; i < m_Level->getEnemies().size(); i++)
    {
        Enemy* enemy = m_Level->getEnemies().at(i);
        if(enemy != NULL && enemy->getIsActive() == true)
        {
            //Get the Tile the enemy is on
            Tile* enemyTile = m_Level->getTileForPlayer(enemy);
            
            //Is the projectile on the same tile as the enemy?
            if(tile == enemyTile)
            {
                Log::debug("Hero projectile hit an enemy");
                
                //Apply damage to the enemy AND set The projectile to inactive
                enemy->applyDamage(projectile->getDamage());
                projectile->setIsActive(false);
            }
        }
        
    }
}
コード例 #3
0
void Charmander::handlePlayerCollision(Projectile* projectile)
{
    Tile* tile = m_Level->getTileForPosition(projectile->getX(), projectile->getY());
    
    //cycle through all the enemesn  and ceck for the collision with the projectile
    for(int i = 0; i < m_Level->getEnemies().size(); i ++)
    {
        Enemy* enemy = m_Level->getEnemies().at(i);
        if(enemy != NULL && enemy->getIsActive() == true)
        {
            //get the tile the enemy is on
            Tile* enemyTile = m_Level->getTileForPlayer(enemy);
            
            //is the projectile on the same tile as the emnemy?
            if(tile == enemyTile)
            {
                // Log::debug("Hero projectile hit an enemy");
                
                // apply damage tot he enemt and set the projectile
                enemy->applyDamage(projectile->getDamage());
                projectile->setIsActive(false);
            }
        }
    }
}
コード例 #4
0
void Tower::update(double delta)
{
	// Increment the shooting timer
	m_ShootingTimer += delta;

	Player::update(delta);

	if(m_Level != NULL)
	{
		if(m_Target != NULL && m_Target->getIsActive())
		{
			// Shoot a projectile if enough time has passed
			if(m_ShootingTimer >= m_Speed)
			{
				Tile* targetTile = m_Level->getTileForIndex( m_Level->getTileIndexForPlayer(m_Target) );

				float centerX = targetTile->getX() + (targetTile->getWidth() / 2.0f);
				float centerY = targetTile->getY() + (targetTile->getHeight() / 2.0f);

				// Fire the projectile
				fireProjectile(centerX, centerY);

				// Reset the shooting timer
				m_ShootingTimer = 0.0;
			}

			// Rotate the tower to follow enemies
			float angle = atan2(getY() - m_Target->getY(), getX() - m_Target->getX());
			m_Angle = angle * 180 / 3.141592;

			// Check to see if the target is still within range
			checkTargetRange(m_Target);
		}
		else
		{
			// Find a targe twithin range
			findTarget();
		}

		// Set the tile's walkable state (the tower's tile location)
		Tile* tile = m_Level->getTileForIndex(m_Level->getTileIndexForPosition(getX(), getY()));

		if(tile != NULL && tile->isWalkableTile())
		{
			tile->setHasTower(true);

			// Go through all the active enemies
			for(int i = 0; i < m_Level->m_Enemies.size(); i++)
			{
				Enemy* enemy = m_Level->m_Enemies.at(i);

				if(enemy != NULL && enemy->getIsActive())
				{
					if(m_Level->getTileForChest() != NULL)
					{
						// Update their pathfinding
						enemy->setDestinationTile(m_Level->getTileForChest());
					}
				}
			}
		}
	}
}