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Enermy.cpp
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Enermy.cpp
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#include "Enermy.h"
Enermy::Enermy(Texture* texture, Vector2u imageCount, float switchTime, float speed) :
animation(texture, imageCount, switchTime)
{
srand((unsigned int)time(0));
this->speed = speed;
row = 0;
hp = 100.0f;
drt = 0;
dist = 100;
cout = 0;
fireRate = 0.5f; damage = 1.0f;
body.setSize(Vector2f(313.0f / 3.0f, 207.0f / 3.0f));
body.setOrigin(body.getSize() / 2.0f);
body.setTexture(texture);
hitBlock.setSize(Vector2f(45.0f, 45.0f));
hitBlock.setOrigin(hitBlock.getSize() / 2.0f);
hitBlock.setOutlineThickness(2.0f);
hitBlock.setOutlineColor(Color::Black);
hitBlock.setFillColor(Color::Transparent);
HPbar.setFillColor(Color::Red);
BgHp.setFillColor(Color::Blue);
BgHp.setOutlineThickness(2.0f);
BgHp.setOutlineColor(Color::Black);
}
Enermy::~Enermy()
{
}
void Enermy::Update(float deltaTime, Vector2f playerPos, float range, bool saw)
{
Time = clock.getElapsedTime().asSeconds();
bodyPos = body.getPosition();
HPbar.setPosition(bodyPos.x-50,bodyPos.y-50);
HPbar.setSize(Vector2f(hp, 5));
BgHp.setPosition(bodyPos.x - 50, bodyPos.y - 50);
BgHp.setSize(Vector2f(100, 5));
Vector2f otherPosition = playerPos;
Vector2f otherHalfSize(range, range);
Vector2f thisPosition = bodyPos;
Vector2f thisHalfSize = body.getSize() / 2.0f;
float deltaX = otherPosition.x - thisPosition.x;
float deltaY = otherPosition.y - thisPosition.y;
float intersectX = abs(deltaX) - (otherHalfSize.x + thisHalfSize.x);
float intersectY = abs(deltaY) - (otherHalfSize.y + thisHalfSize.y);
Vector2f movement(0.0f, 0.0f);
if (intersectX < 0.0f && intersectY < 0.0f && saw == false )
{
if (Time > fireRate && shoot == true) {
shoot = false;
Time = clock.restart().asSeconds();
}
if (intersectX > intersectY) {
if (deltaX > 0.0f) {
movement.x += speed;
}
else {
movement.x -= speed;
}
}
else {
if (deltaY > 0.0f) {
movement.y += speed;
}
else {
movement.y -= speed;
}
}
bodyPos = hitBlock.getPosition();
const double PI = 3.14159265;
float dx = playerPos.x - bodyPos.x;
float dy = playerPos.y - bodyPos.y;
float rotation = (atan2(dy, dx)) * 180 / (float)PI;
body.setRotation(rotation);
} else
{
shoot = true;
switch (drt) {
case 1: //Up
if (body.getPosition().y >= 100.0f) movement.y -= speed;
body.setRotation(270);
break;
case 2: //Down
if (body.getPosition().y <= 3900.0f)movement.y += speed;
body.setRotation(90);
break;
case 3: //Left
if (body.getPosition().x >= 100.0f) movement.x -= speed;
else {
drt = 4; dist = 500; cout = 0;
}
body.setRotation(180);
break;
case 4: //Right
if (body.getPosition().x <= 3900.0f) movement.x += speed;
body.setRotation(0);
break;
}
cout++;
if (cout >= dist) {
drt = rand() % 4;
dist = 50 + rand() % 200;
cout = 0;
}
}
if (movement.x == 0.0f) {
row = 0;
}
else {
row = 1;
}
animation.Update(row, deltaTime);
body.setTextureRect(animation.uvRect);
hitBlock.move(movement * deltaTime);
body.setPosition(hitBlock.getPosition());
}
void Enermy::Draw(RenderWindow& window)
{
window.draw(body);
window.draw(BgHp);
window.draw(HPbar);
}
void Enermy::UpdateTex(Texture* texture)
{
switch (type)
{
case 0: //Piston
body.setTexture(texture);
animation.UpdateSize(texture);
body.setSize(Vector2f(291.0f / 3.0f, 256.0f / 3.0f));
body.setOrigin(body.getSize() / 2.0f);
fireRate = 0.5f; damage = 5.0f;
break;
case 1: //Piston
body.setTexture(texture);
animation.UpdateSize(texture);
body.setSize(Vector2f(291.0f / 3.0f, 256.0f / 3.0f));
body.setOrigin(body.getSize() / 2.0f);
fireRate = 0.5f; damage = 5.0f;
break;
case 2: //Piston
body.setTexture(texture);
animation.UpdateSize(texture);
body.setSize(Vector2f(291.0f / 3.0f, 256.0f / 3.0f));
body.setOrigin(body.getSize() / 2.0f);
fireRate = 0.5f; damage = 5.0f;
break;
case 3: //Gloza
body.setTexture(texture);
animation.UpdateSize(texture);
body.setSize(Vector2f(313.0f / 3.0f, 207.0f / 3.0f));
body.setOrigin(body.getSize() / 2.0f);
fireRate = 0.075f; damage = 5.0f;
break;
case 4: //Thomson
body.setTexture(texture);
animation.UpdateSize(texture);
body.setSize(Vector2f(313.0f / 3.0f, 207.0f / 3.0f));
body.setOrigin(body.getSize() / 2.0f);
fireRate = 0.1f; damage = 6.0f;
break;
case 5: //AKM
body.setTexture(texture);
animation.UpdateSize(texture);
body.setSize(Vector2f(313.0f / 3.0f, 207.0f / 3.0f));
body.setOrigin(body.getSize() / 2.0f);
fireRate = 0.15f; damage = 10.0f;
break;
case 6: //ShotGun
body.setTexture(texture);
animation.UpdateSize(texture);
body.setSize(Vector2f(358.0f / 3.0f, 353.0f / 3.0f));
body.setOrigin(body.getSize() / 2.0f);
fireRate = 1.0f; damage = 10.0f;
break;
default:
break;
}
}
void Enermy::setPosition(Vector2f startPos, int type)
{
this->type = type;
body.setPosition(startPos);
hitBlock.setPosition(startPos.x + 30.0f, startPos.y + 20.0f);
}