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Ceiling.cpp
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#include "Ceiling.h"
#include "Application.h"
#include "ModuleCollisions.h"
#include "ModuleParticles.h"
#include "ModuleAudio.h"
#include "ModulePlayer.h"
#include "ModuleLevel1.h"
#include "ModuleLevel2.h"
Ceiling::Ceiling(int x, int y) : Weapon(x, y)
{
drop.PushBack({ 213, 97, 8, 20 });
drop.PushBack({ 229, 91, 4, 22 });
drop.speed = 0.1f;
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({ (float)App->lvl1->cameraSpeed, -0.5f + App->lvl1->cameraSpeed / App->lvl1->proportion }, 5, &drop);
path.PushBack({ (float)App->lvl1->cameraSpeed, -1.0f + App->lvl1->cameraSpeed / App->lvl1->proportion }, 10, &drop);
path.PushBack({ (float)App->lvl1->cameraSpeed, -2.0f + App->lvl1->cameraSpeed / App->lvl1->proportion }, 15, &drop);
path.PushBack({ (float)App->lvl1->cameraSpeed, -3.5f + App->lvl1->cameraSpeed / App->lvl1->proportion }, 100, &drop);
}
else if (App->lvl1->currentPosition == App->lvl1->RIGHTUP)
{
path.PushBack({ (float)App->lvl1->cameraSpeed, -0.5f - App->lvl1->cameraSpeed / App->lvl1->proportion }, 5, &drop);
path.PushBack({ (float)App->lvl1->cameraSpeed, -1.0f - App->lvl1->cameraSpeed / App->lvl1->proportion }, 10, &drop);
path.PushBack({ (float)App->lvl1->cameraSpeed, -2.0f - App->lvl1->cameraSpeed / App->lvl1->proportion }, 15, &drop);
path.PushBack({ (float)App->lvl1->cameraSpeed, -3.5f - App->lvl1->cameraSpeed / App->lvl1->proportion }, 100, &drop);
}
}
else
{
path.PushBack({ (float)App->lvl1->cameraSpeed, -0.5f }, 5, &drop);
path.PushBack({ (float)App->lvl1->cameraSpeed, -1.0f }, 10, &drop);
path.PushBack({ (float)App->lvl1->cameraSpeed, -2.0f }, 15, &drop);
path.PushBack({ (float)App->lvl1->cameraSpeed, -3.5f }, 100, &drop);
}
}
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({ -(float)App->lvl1->cameraSpeed, -0.5f + App->lvl1->cameraSpeed / App->lvl1->proportion }, 5, &drop);
path.PushBack({ -(float)App->lvl1->cameraSpeed, -1.0f + App->lvl1->cameraSpeed / App->lvl1->proportion }, 10, &drop);
path.PushBack({ -(float)App->lvl1->cameraSpeed, -2.0f + App->lvl1->cameraSpeed / App->lvl1->proportion }, 15, &drop);
path.PushBack({ -(float)App->lvl1->cameraSpeed, -3.5f + App->lvl1->cameraSpeed / App->lvl1->proportion }, 100, &drop);
}
if (App->lvl1->currentPosition == App->lvl1->LEFTUP)
{
path.PushBack({ -(float)App->lvl1->cameraSpeed, -0.5f - App->lvl1->cameraSpeed / App->lvl1->proportion }, 5, &drop);
path.PushBack({ -(float)App->lvl1->cameraSpeed, -1.0f - App->lvl1->cameraSpeed / App->lvl1->proportion }, 10, &drop);
path.PushBack({ -(float)App->lvl1->cameraSpeed, -2.0f - App->lvl1->cameraSpeed / App->lvl1->proportion }, 15, &drop);
path.PushBack({ -(float)App->lvl1->cameraSpeed, -3.5f - App->lvl1->cameraSpeed / App->lvl1->proportion }, 100, &drop);
}
}
else
{
path.PushBack({ -(float)App->lvl1->cameraSpeed, -0.5f }, 5, &drop);
path.PushBack({ -(float)App->lvl1->cameraSpeed, -1.0f }, 10, &drop);
path.PushBack({ -(float)App->lvl1->cameraSpeed, -2.0f }, 15, &drop);
path.PushBack({ -(float)App->lvl1->cameraSpeed, -3.5f }, 100, &drop);
}
}
}
else if (App->lvl2->IsEnabled())
{
path.PushBack({ 1.0f, -0.5f }, 5, &drop);
path.PushBack({ 1.0f, -1.0f }, 10, &drop);
path.PushBack({ 1.0f, -2.0f }, 15, &drop);
path.PushBack({ 1.0f, -3.5f }, 100, &drop);
}
collider = App->collisions->AddCollider({ position.x, position.y, 30, 9 }, Collider::Type::WEAPON, (Module*)App->weapons);
}
void Ceiling::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 Ceiling::OnCollision(Collider* collider)
{
App->audio->PlayFx(destroyedFx, 0);
}