-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathWeapon.cpp
169 lines (144 loc) · 2.33 KB
/
Weapon.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
#include "Include/Weapon.h"
bullet::bullet(SDL_Rect& camera, gameObject source, int targetX, int targetY)
{
size = BULLET_SIZE;
float offsetX = 30;
float offsetY = 20;
double theta = source.rotation * (M_PI / 180);
px = source.px + (offsetX * cos(theta) - offsetY * sin(theta));
py = source.py + (offsetX * sin(theta) + offsetY * cos(theta));
//px = source.px;
//py = source.py;
setRenderPosition(px, py);
speed = BULLET_SPEED * deltaTimer.getDeltaTime();
rotation = source.rotation;
float screenX = calOnScreenXPosition(camera, px);
float screenY = calOnScreenYPosition(camera, py);
float tempX = targetX - screenX;
float tempY = targetY - screenY;
float dirX = 0;
float dirY = 0;
dirX = cos(rotation * M_PI / 180.0);
dirY = sin(rotation * M_PI / 180.0);
vx = dirX * speed;
vy = dirY * speed;
}
weapon::weapon()
{
name = "";
damage = 0;
rateOfFire = 0;
ammo = 0;
clipSize = 0;
rateOfFireTimer = 0;
}
void weapon::init(std::string n, float d, float r, int a, int c, float t)
{
name = n;
damage = d;
rateOfFire = r;
ammo = a;
clipSize = c;
reloadTime = t;
reloadFlag = false;
rateOfFireTimer = 0;
reloadTimer = 0;
}
std::string weapon::getName()
{
return name;
}
int weapon::getDamage()
{
return damage;
}
float weapon::getRateOfFire()
{
return rateOfFire;
}
int weapon::getClipSize()
{
return clipSize;
}
bool weapon::checkRateOfFire()
{
rateOfFireTimer += deltaTimer.getDeltaTime();
if (rateOfFireTimer > rateOfFire)
{
rateOfFireTimer = 0;
return true;
}
else
{
return false;
}
}
bool weapon::checkAmmo()
{
if (ammo <= 0)
{
ammo = 0;
}
else
{
if (!reloadFlag)
{
return true;
}
}
return false;
}
bool weapon::checkReload()
{
if (reloadFlag)
{
if (reloadTimer <= 0)
{
reloadTimer = 0;
reloadFlag = false;
ammo = clipSize;
}
else
{
reloadTimer -= deltaTimer.getDeltaTime();
//printf("reload timer = %f\n", reloadTimer);
}
return true;
}
else
{
return false;
}
}
bool weapon::getReloadFlag()
{
return reloadFlag;
}
bool weapon::fire()
{
if (checkRateOfFire() && checkAmmo())
{
return true;
}
else
{
return false;
}
}
void weapon::reload()
{
if (!reloadFlag)
{
reloadFlag = true;
reloadTimer = reloadTime;
}
}
void weapon::stopReload()
{
reloadFlag = false;
reloadTimer = 0;
}
void weapon::resetTimer()
{
rateOfFireTimer = rateOfFire;
}