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#include "bullet.hpp"
#include "../master/resources.hpp"
#include <cstdlib>
const char* bsnames[]={"green_bullet","cyan_bullet","yellow_bullet","purple_bullet",
"red_bullet","white_bullet","blue_bullet","orange_bullet",
"grey_bullet","circle_bullet"};
void bulletBase::init(...){exist=true;renderscale=1;}
void bulletBase::update()
{
if(!exist)return;
vel=vel+acc;
if(vel.l()>velim&&velim>0)vel=velim*vel.getNormalized();
pos=pos-vel;
if(!extborder&&(pos.x<-10||pos.y<-10||pos.x>810||pos.y>610))exist=false;
//check clr & collision
}
void bulletBase::render()
{
//test view mode
bmInstance->getBulEntity2D(basecolor)->setColor(0xC0FFFFFF);
bmInstance->getBulEntity2D(basecolor)->render(pos.x,pos.y,0,renderscale*0.6);
}
bulletBase::~bulletBase(){}
void bulletBonus::update()
{
//the player is not implemented yet...
}
void bulletManager::init()
{
alloced=used=0;
for(int i=0;i<(int)COLOR_COUNT;++i)
{
bulent2d[i]=new smEntity2D(ssanm.getTextureInfo(bsnames[i])->tex,ssanm.getTextureInfo(bsnames[i])->rect);
bulent3d[i]=new smEntity3D(ssanm.getTextureInfo(bsnames[i])->tex,ssanm.getTextureInfo(bsnames[i])->rect);
}
}
void bulletManager::deinit()
{
if(alloced){for(int i=0;i<alloced;++i)delete bullets[i];alloced=used=0;}
for(int i=0;i<(int)COLOR_COUNT;++i)
{delete bulent2d[i];delete bulent3d[i];}
}
template<class T>
int bulletManager::allocBullet()
{
if(!alloced)
{
alloced=1;
bullets[0]=new T;
return 0;
}
else
{
int i;
for(i=0;i<alloced;++i)
if(!bullets[i]->exist)break;
if(i==alloced)
bullets[alloced++]=new T;
return i;
}
return -1;
}
template<class T>
int bulletManager::createBullet()
{
//stub...
int ptr=allocBullet<T>();
bullets[ptr]->init();
return ptr;
}
void bulletManager::updateBullet()
{
static int b=0;
++b;
if(b>15)
{
int a=createBullet<bulletBase>();
bulletBase* x=getHandle(a);
x->pos=smvec2d(400,300);
x->vel=smvec2d(rand()%100-50,rand()%100-50);
x->vel.normalize();
b=0;
}
for(int i=0;i<alloced;++i)
if(bullets[i]->exist)
bullets[i]->update();
}
void bulletManager::renderBullet()
{
for(int i=0;i<alloced;++i)
if(bullets[i]->exist)
{
bullets[i]->render();
}
}
smEntity2D* bulletManager::getBulEntity2D(TColors col){return bulent2d[col];}
smEntity3D* bulletManager::getBulEntity3D(TColors col){return bulent3d[col];}
bulletBase* bulletManager::getHandle(int id){if(id<alloced)return bullets[id];else return NULL;}
bulletManager *bmInstance;
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