void Map::addCannon(int entityID, float x, float y, float angle, float xVel, float yVel, float size) { if (getCannon(entityID) == NULL) { Cannon* c = new Cannon(entityID, this, size); physicsEngine->makeBodyForCannon(c, x, y, angle, size); cannons.insert(std::pair<int,Cannon*>(entityID, c)); //std::cout << "Vel " << xVel << " , " << yVel << std::endl; c->getPhysicsBody()->ApplyForce(b2Vec2(xVel,yVel), c->getPhysicsBody()->GetWorldCenter(), true); } }
Weapon::WeaponI* Weapon::Armory::requisition(std::string name, int code) { //Messy, but functional :^) if (name == "pistol") return getPistol(code); else if (name == "rifle") return getRifle(code); else if (name == "cannon") return getCannon(code); else if (name == "shotgun") return getShotgun(code); else if (name == "werfer") return getWerfer(code); else if (name == "coilgun") return getCoilgun(code); else if (name == "railgun") return getRailgun(code); else if (name == "thumper") return getThumper(code); else if (name == "launcher") return getLauncher(code); else if (name == "fungun") return getFun(code); else return nullptr; }