#include "bullet.hpp" #include "../master/resources.hpp" #include #include #include "player.hpp" 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(char fstarg,...) { ++fstarg;exist=true;renderscale=1; special=invincible=false;scollrange=64;collrange=16; scb=cb=8; } 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; if((pos-player->pos).l()>scollrange)if(invincible)cscb=scb; if((pos-player->pos).l()>collrange)if(invincible)ccb=cb; if((pos-player->pos).l()<=scollrange&&(pos-player->pos).l()>collrange) { if(!invincible)scollrange=-1,++player->scoll,bmInstance->addFXBullet(grey,5,5); else{if(++cscb>scb)cscb=0,++player->scoll,bmInstance->addFXBullet(grey,5,5);} } if((pos-player->pos).l()<=collrange) { if(!invincible)exist=false,++player->coll,bmInstance->addFXBullet(red,15,15); else{if(++ccb>cb)ccb=0,++player->coll,bmInstance->addFXBullet(red,15,15);} } } void bulletBase::render() { //test view mode bmInstance->getBulEntity2D(basecolor)->setColor(rendercolor); bmInstance->getBulEntity2D(basecolor)->render(pos.x,pos.y,0,renderscale*0.6); } bulletBase::~bulletBase(){} void bulletBonus::init(char fstarg,...) { fstarg=0;va_list val;va_start(val,fstarg); pos.x=va_arg(val,double); pos.y=va_arg(val,double); basecolor=grey;rendercolor=0x33FFFFFF; va_end(val);renderscale=0.8; attrf[0]=0;attrd[0]=0;exist=special=true; vel.x=0;vel.y=2;acc.x=0;acc.y=-0.1; } void bulletBonus::update() { if(!exist)return; vel=vel+acc; if(vel.l()>velim&&velim>0)vel=velim*vel.getNormalized(); pos=pos-vel; if((pos-player->pos).l()<9)exist=false; if(vel.y<0&&!attrd[0])attrd[0]=1,acc=smvec2d(0,0); if(attrd[0]) { if(attrf[0]<10)attrf[0]+=.5;else attrf[0]=10.1; vel=pos-player->pos; vel.normalize(); vel=attrf[0]*vel; } } void bulletFX::init(char fstarg,...) { fstarg=0;va_list val;va_start(val,fstarg); pos=player->pos; basecolor=(TColors)va_arg(val,int); rendercolor=0x33FFFFFF; va_end(val);renderscale=0.4;collrange=scollrange=-1; attrf[0]=0;attrd[0]=0;exist=special=invincible=true; vel.x=rand()%1000-500;vel.y=rand()%1000-500; vel=(2+rand()%3+rand()%10/10.)*vel.getNormalized(); } void bulletFX::update() { pos=pos-vel; rendercolor=SETA(rendercolor,GETA(rendercolor)-2); if(GETA(rendercolor)<=2)exist=false; } 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;ismGetKeyState(SMK_SPACE)==SMKST_HIT) for(int i=0;iexist&&!bullets[i]->special) { bullets[i]->exist=false; smvec2d p=bullets[i]->pos; bullets[allocBullet()]->init(0,p.x,p.y); } for(int i=0;iexist) bullets[i]->update(); } void bulletManager::renderBullet() { for(int i=0;iexist) { bullets[i]->render(); } } void bulletManager::addFXBullet(TColors col,int base,int var) { int c=rand()%var+base; for(int i=0;i()]->init(0,col); } smEntity2D* bulletManager::getBulEntity2D(TColors col){return bulent2d[col];} smEntity3D* bulletManager::getBulEntity3D(TColors col){return bulent3d[col];} bulletBase* bulletManager::getHandle(int id){if(id