/
Beam.cpp
97 lines (83 loc) · 3.02 KB
/
Beam.cpp
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//-----------------------------------------------------
// Defines
//-----------------------------------------------------
//-----------------------------------------------------
// Include Files
//-----------------------------------------------------
#include "Beam.h"
#include "GameManager.h"
//-----------------------------------------------------
// Constructor & Destructor
//-----------------------------------------------------
Beam::Beam()
{
m_isActive = false;
m_Position.x = 0;
m_Position.y = 0;
}
Beam::~Beam()
{
}
//-----------------------------------------------------
// Methodes
//-----------------------------------------------------
void Beam::init(int type, Vector2di position, int direction)
{
m_isActive = true;
m_Type = type;
m_Position.x = position.x;
m_Position.y = position.y;
m_bmpImage.setPosition(m_Position);
m_Direction = direction;
switch(m_Type)
{
case 0:
if(direction == DIR_LEFT) m_bmpImage.loadFrames("images/Effects/GrabBeamLeft.png", 6, 1);
else if(direction == DIR_RIGHT) m_bmpImage.loadFrames("images/Effects/GrabBeamRight.png", 6, 1);
break;
case 1:
if(direction == DIR_LEFT) m_bmpImage.loadFrames(SURFACE_CACHE->loadSurface("images/Effects/Beams.png"), 4, 3, 0, 2);
else if(direction == DIR_RIGHT) m_bmpImage.loadFrames(SURFACE_CACHE->loadSurface("images/Effects/Beams.png"), 4, 3, 2, 2);
break;
case 2:
if(direction == DIR_LEFT) m_bmpImage.loadFrames(SURFACE_CACHE->loadSurface("images/Effects/Beams.png"), 4, 3, 4, 2);
else if(direction == DIR_RIGHT) m_bmpImage.loadFrames(SURFACE_CACHE->loadSurface("images/Effects/Beams.png"), 4, 3, 6, 2);
break;
case 3:
if(direction == DIR_LEFT) m_bmpImage.loadFrames(SURFACE_CACHE->loadSurface("images/Effects/Beams.png"), 4, 3, 8, 2);
else if(direction == DIR_RIGHT) m_bmpImage.loadFrames(SURFACE_CACHE->loadSurface("images/Effects/Beams.png"), 4, 3, 10, 2);
break;
}
m_Speed = 28;
m_bmpImage.setLooping(true);
m_bmpImage.setTransparentColour(Colour(255, 0, 255));
m_bmpImage.setTimerScaler((float)1000 / 30.0f);
}
void Beam::render()
{
if(m_isActive)
{
m_bmpImage.render();
}
}
void Beam::update()
{
if(m_isActive)
{
if(m_Type == 0)
{
m_Speed -= 2;
if(m_Speed >= 0) m_Position.x += m_Speed * m_Direction;
else
{
Vector2df v = Vector2df(m_Position.x - GAMEMANAGER->getHeroPosition()->x - 90 , m_Position.y - GAMEMANAGER->getHeroPosition()->y - 72);
v.normalise();
v *= (m_Speed * -1);
m_Position -= v;
}
}
else m_Position.x += m_Speed * m_Direction;
m_bmpImage.setPosition(m_Position.x - CAMERA->getPosition().x, m_Position.y - CAMERA->getPosition().y);
m_bmpImage.update();
}
}