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Bullet.cpp
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Bullet.cpp
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#include "Bullet.hpp"
Bullet::Bullet( SDL_Renderer* ren ) {
this->renderer = ren;
this->texture[0] = Utils::loadTexture( renderer, "./Assets/bullet_up.bmp" );
this->texture[1] = Utils::loadTexture( renderer, "./Assets/bullet_bottom.bmp" );
this->texture[2] = Utils::loadTexture( renderer, "./Assets/bullet_left.bmp" );
this->texture[3] = Utils::loadTexture( renderer, "./Assets/bullet_right.bmp" );
}
Bullet::~Bullet() {
for ( int i = 0; i < (int)sizeof( this->texture ) / (int)sizeof( *this->texture ); i++ ) {
SDL_DestroyTexture( this->texture[i] );
this->texture[i] = nullptr;
}
SDL_DestroyRenderer( this->renderer );
this->renderer = nullptr;
}
void Bullet::spawn( int tank_dir ) {
SDL_RenderCopy( this->renderer, this->texture[tank_dir], nullptr, &this->transform );
}
int Bullet::getX() {
return this->transform.x;
}
int Bullet::getY() {
return this->transform.y;
}
int Bullet::getWidth() {
return this->transform.w;
}
int Bullet::getHeight() {
return this->transform.h;
}
SDL_Rect& Bullet::getRect() {
return this->transform;
}
/*
Returns current state, fired or not
*/
bool Bullet::getState() {
return this->state;
}
void Bullet::setX( int x, char sign ) {
if ( sign == '+' ) this->transform.x += x;
if ( sign == '-' ) this->transform.x -= x;
if ( sign == '=' ) this->transform.x = x;
}
void Bullet::setY( int y, char sign ) {
if ( sign == '+' ) this->transform.y += y;
if ( sign == '-' ) this->transform.y -= y;
if ( sign == '=' ) this->transform.y = y;
}
/*
Sets state of the bullet fired or not
*/
void Bullet::setState( bool state ) {
this->state = state;
}
/*
Check if bullet out of map
*/
bool Bullet::is_hit( SDL_Rect objects[], int array_length ) {
bool is_collided = false;
for ( int i = 0; i < array_length; i++ ) {
is_collided = Utils::check_collision( this->getRect(), objects[i] );
if ( is_collided ) {
break;
}
}
if ( this->getX() <= 10 || this->getX() + this->getWidth() >= WIDTH - 12
|| this->getY() <= 12 || this->getY() + this->getHeight() >= HEIGHT - 30
|| is_collided ) {
return true;
}
return false;
}
/*
Overload Bullet::is_hit
*/
bool Bullet::is_hit( SDL_Rect& tank ) {
if ( Utils::check_collision( this->getRect(), tank ) ) {
return true;
}
return false;
}
/*
Throw bullet at specified direction
1: UP
2: Down
3: Left
4: Right
*/
void Bullet::set_direction( Utils::Direction direction, SDL_Rect& gun ) {
if ( direction == Utils::Direction::UP ) {
this->bullet_dir = UP_fire;
this->_resize();
this->setX( gun.x + gun.w / 2 - this->getWidth() / 2 );
this->setY( gun.y );
}
if ( direction == Utils::Direction::DOWN ) {
this->bullet_dir = DOWN_fire;
this->_resize();
this->setX( gun.x + gun.w / 2 - this->getWidth() / 2 );
this->setY( gun.y + gun.h );
}
if ( direction == Utils::Direction::LEFT ) {
this->bullet_dir = LEFT_fire;
this->_resize();
this->setX( gun.x );
this->setY( gun.y + gun.h / 2 - this->getHeight() / 2 );
}
if ( direction == Utils::Direction::RIGHT ) {
this->bullet_dir = RIGHT_fire;
this->_resize();
this->setX( gun.x + gun.w );
this->setY( gun.y + gun.h / 2 - this->getHeight() / 2 );
}
}
/*
Changes bullet size due to its direction
*/
void Bullet::_resize() {
if ( this->bullet_dir == UP_fire || this->bullet_dir == DOWN_fire ) {
this->transform.w = 6;
this->transform.h = 11;
}
else {
this->transform.w = 11;
this->transform.h = 6;
}
}
/*
Calls from throw_bullet, defines which of four sides bullet goes
*/
void Bullet::send() {
switch ( this->bullet_dir ) {
case UP_fire:
this->setY( 10, '-' );
break;
case DOWN_fire:
this->setY( 10, '+' );
break;
case LEFT_fire:
this->setX( 10, '-' );
break;
case RIGHT_fire:
this->setX( 10, '+' );
break;
default:
break;
}
}