#include "bullet.hpp" #include "../master/resources.hpp" #include 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(rendercolor); 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;iexist) bullets[i]->update(); } void bulletManager::renderBullet() { for(int i=0;iexist) { 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