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Bomb.cpp
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#include "Bomb.h"
#include "Application.h"
#include "ModuleCollisions.h"
#include "ModuleParticles.h"
#include "ModuleAudio.h"
#include "ModulePlayer.h"
#include "ModuleLevel1.h"
#include "ModuleLevel2.h"
Bomb::Bomb(int x, int y) : Weapon(x, y)
{
dropLeft1.PushBack({ 499, 313, 13, 10 });
dropLeft2.PushBack({ 485, 309, 13, 14 });
dropRight1.PushBack({ 0, 80, 13, 10 });
dropRight2.PushBack({ 14, 76, 13, 14 });
if (App->lvl1->IsEnabled())
{
if (App->lvl1->currentDirection == App->lvl1->RIGHTDIR)
{
if (App->lvl1->currentPosition == App->lvl1->LEFTUP || App->lvl1->currentPosition == App->lvl1->RIGHTUP)
{
if (App->lvl1->currentPosition == App->lvl1->LEFTUP)
{
path.PushBack({ 1.5f + App->lvl1->cameraSpeed, 2.0f + App->lvl1->cameraSpeed / App->lvl1->proportion }, 15, &dropRight1);
path.PushBack({ 1.5f + App->lvl1->cameraSpeed, 2.0f + App->lvl1->cameraSpeed / App->lvl1->proportion }, 85, &dropRight2);
}
else if (App->lvl1->currentPosition == App->lvl1->RIGHTUP)
{
path.PushBack({ 1.5f + App->lvl1->cameraSpeed, 2.0f - App->lvl1->cameraSpeed / App->lvl1->proportion }, 15, &dropRight1);
path.PushBack({ 1.5f + App->lvl1->cameraSpeed, 2.0f - App->lvl1->cameraSpeed / App->lvl1->proportion }, 85, &dropRight2);
}
}
else
{
path.PushBack({ 1.5f + App->lvl1->cameraSpeed, 2.0f }, 15, &dropRight1);
path.PushBack({ 1.5f + App->lvl1->cameraSpeed, 2.0f }, 85, &dropRight2);
}
}
else if (App->lvl1->currentDirection == App->lvl1->LEFTDIR)
{
if (App->lvl1->currentPosition == App->lvl1->LEFTUP || App->lvl1->currentPosition == App->lvl1->RIGHTUP)
{
if (App->lvl1->currentPosition == App->lvl1->RIGHTUP)
{
path.PushBack({ -1.5f - App->lvl1->cameraSpeed, 2.0f + App->lvl1->cameraSpeed / App->lvl1->proportion }, 15, &dropLeft1);
path.PushBack({ -1.5f - App->lvl1->cameraSpeed, 2.0f + App->lvl1->cameraSpeed / App->lvl1->proportion }, 85, &dropLeft2);
}
else if (App->lvl1->currentPosition == App->lvl1->LEFTUP)
{
path.PushBack({ -1.5f - App->lvl1->cameraSpeed, 2.0f - App->lvl1->cameraSpeed / App->lvl1->proportion }, 15, &dropLeft1);
path.PushBack({ -1.5f - App->lvl1->cameraSpeed, 2.0f - App->lvl1->cameraSpeed / App->lvl1->proportion }, 85, &dropLeft2);
}
}
else
{
path.PushBack({ -1.5f - App->lvl1->cameraSpeed, 2.0f }, 15, &dropLeft1);
path.PushBack({ -1.5f - App->lvl1->cameraSpeed, 2.0f }, 85, &dropLeft2);
}
}
}
else if (App->lvl2->IsEnabled())
{
path.PushBack({ 1.5f, 2.0f }, 15, &dropRight1);
path.PushBack({ 1.5f, 2.0f }, 85, &dropRight2);
}
collider = App->collisions->AddCollider({ position.x, position.y, 30, 9 }, Collider::Type::WEAPON, (Module*)App->weapons);
}
void Bomb::Update()
{
path.Update();
position = spawnPos + path.GetRelativePosition();
currentAnim = path.GetCurrentAnimation();
// Call to the base class. It must be called at the end
// It will update the collider depending on the position
Weapon::Update();
}
void Bomb::OnCollision(Collider* collider)
{
App->particles->AddParticle(App->particles->bombExplosion, position.x, position.y);
App->audio->PlayFx(destroyedFx, 0);
}