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GameObjects.cpp
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// SDL Game Object Classes
// =======================================================
#include "GameObjects.h"
//--------------------------------------------------------------------------
void Character::moveXY(char directionSent)
{
// Apply Velocity
switch (directionSent)
{
case 'u':if (abs(yVel) < speed) yVel -= force; break;
case 'd':if (abs(yVel) < speed) yVel += force; break;
//case 'l': x = x - 40; break;
//case 'r': x = x + 40; break;
case 'l': if (abs(xVel) < speed) xVel -= force; break;
case 'r':if (abs(xVel) < speed) xVel += force; break;
}
}
void Character::keyRotateMove(char actionSent)
{ //angle is in degrees, Trig uses radians ( degrees x PI/180)
switch (actionSent)
{
case 'l': rotationRate = -torque; break;
case 'r': rotationRate = torque; break;
case 'f':
if (xVel == 0 && yVel == 0) // Set Speed if still
{
xVel += sin(angle * M_PI / 180) * speed;
yVel -= cos(angle * M_PI / 180) * speed;
}
else if (abs(xVel) < speed && abs(yVel) < speed) // limit speed
{
xVel += sin(angle * M_PI / 180) * force;
yVel -= cos(angle * M_PI / 180) * force;
} break;
case'b':
if (abs(xVel) < speed && abs(yVel) < speed) // limit speed
{
xVel -= sin(angle * M_PI / 180) * force;
yVel += cos(angle * M_PI / 180) * force;
}break;
}
}
void Character::applyDrag()
{
// apply linear drag - set vel to zero once clearly less than 1 pixel speed
if (abs(xVel) > 0.1f) xVel *= friction; else xVel = 0;
if (abs(yVel) > 0.1f) yVel *= friction; else yVel = 0;
}
void Character::updatePosition(float frameTimeSent)
{
// Add the rotation rate to the angle and apply drag
if (abs(rotationRate) > 10) rotationRate *= friction;
else rotationRate = 0;
angle += rotationRate * frameTimeSent;
// Add the current velocity to current position
// round up /down to nearest pixel depending on direction
if (xVel > 0) x += floor(xVel * frameTimeSent);
else if (xVel < 0) x += ceil(xVel * frameTimeSent);
if (yVel > 0) y += floor(yVel * frameTimeSent);
else if (yVel < 0) y += ceil(yVel * frameTimeSent);
}
void Character::screenCrawl()
{
if (x > SCREEN_WIDTH - PC_SPRITE_SIZE)
{
x = SCREEN_WIDTH - PC_SPRITE_SIZE;
if (yVel < 0)
y += PC_SPRITE_SIZE;
else
y -= PC_SPRITE_SIZE;
xVel = -xVel;
}
if (x < 1)
{
x = 1;
if (yVel < 0)
y += PC_SPRITE_SIZE;
else
y -= SPRITE_SIZE;
xVel = -xVel;
}
if (y > SCREEN_HEIGHT - PC_SPRITE_SIZE)
{
y = 512;
yVel = -yVel;
}
if (y < 32)
{
y = 0;
yVel = -yVel;
}
}
void Character::screenLimit()
{ // Limit sprite to screen
if (x > SCREEN_WIDTH - PC_SPRITE_SIZE)
{
xVel = 0;
x = SCREEN_WIDTH - PC_SPRITE_SIZE;
}
if (x < 0)
{
xVel = 0;
x = 0;
}
if (y > SCREEN_HEIGHT - PC_SPRITE_SIZE - 40)
{
y = SCREEN_HEIGHT - PC_SPRITE_SIZE - 40;
yVel = 0;
}
if (y < 0)
{
y = 0;
yVel = 0;
}
}
void Character::screenWrap()
{ // Screen Wrap to opposite side if sprite leaves screen
if (x > SCREEN_WIDTH - PC_SPRITE_SIZE) x = 0;
if (x < 0) x = SCREEN_WIDTH - PC_SPRITE_SIZE;
if (y > SCREEN_HEIGHT - PC_SPRITE_SIZE) y = 0;
if (y < 0) y = SCREEN_HEIGHT - PC_SPRITE_SIZE;
}
void Character::screenBounce()
{ // reverse vel on edge hit
if (x > SCREEN_WIDTH - PC_SPRITE_SIZE) xVel = -xVel;
if (x < 0) xVel = -xVel;
if (y > SCREEN_HEIGHT - PC_SPRITE_SIZE) yVel = -yVel;
if (y < 0) yVel = -yVel;
}
void Character::mouseMove(int newX, int newY)
{ // chase the cursor
if (newX > x) x += PC_SPRITE_SIZE;
if (newX < x) x -= PC_SPRITE_SIZE;
if (newY > y) y += PC_SPRITE_SIZE;
if (newY < y) y -= PC_SPRITE_SIZE;
}
void Character::rotate(float frameTimeSent)
{
angle += rotationRate * frameTimeSent;
}
void Character::setVelocity(float velSent)
{
xVel = sin(angle * M_PI / 180) * velSent;
yVel = -cos(angle * M_PI / 180) * velSent;
}
void Character::applyGravity()
{
yVel += 20 * friction;
}
void Character::jump()
{
if (y > SCREEN_HEIGHT - 150)
{
yVel = -500;
}
}
//--------------------------------------------------------------------------
void Projectile::updatePosition(float frameTimeSent)
{
if (xVel > 0) x += floor(xVel * frameTimeSent);
else if (xVel < 0) x += ceil(xVel * frameTimeSent);
if (yVel > 0) y += floor(yVel * frameTimeSent);
else if (yVel < 0) y += ceil(yVel * frameTimeSent);
}
void Projectile::checkIsOnScreen()
{
if ((x > SCREEN_WIDTH) || x < 0 || (y > SCREEN_HEIGHT) || y < 0)
isActive = false;
}
void Projectile::fire(float xSent, float ySent, float angleSent)
{
if (!isActive)
{
isActive = true;
x = xSent + 16;
y = ySent + 16;
angle = angleSent;
xVel = sin(angle * M_PI / 180) * speed;
yVel = -cos(angle * M_PI / 180) * speed;
}
}
//--------------------------------------------------------------------------
void NPC::patrol(int w1x, int w1y, int w2x, int w2y, int w3x, int w3y, int w4x, int w4y)
{
wp1x = w1x;
wp2x = w2x;
wp3x = w3x;
wp4x = w4x;
wp1y = w1y;
wp2y = w2y;
wp3y = w3y;
wp4y = w4y;
currentWP = 1;
}
void NPC::update(int stateSent)
{
if (stateSent == 1)
{
xVel = 0;
yVel += y++;
}
// Limit sprite to screen
if (x > SCREEN_WIDTH - SPRITE_SIZE)
{
xVel = 0;
x = SCREEN_WIDTH - SPRITE_SIZE;
}
if (x < 0)
{
xVel = 0;
x = 0;
}
if (y > SCREEN_HEIGHT - SPRITE_SIZE)
{
y = SCREEN_HEIGHT - SPRITE_SIZE;
yVel = 0;
}
if (y < 0)
{
y = 0;
yVel = 0;
}
}
void NPC::updatePosition(float frameTimeSent)
{
if (xVel > 0) x += floor(xVel * frameTimeSent);
else if (xVel < 0) x += ceil(xVel * frameTimeSent);
if (yVel > 0) y += floor(yVel * frameTimeSent);
else if (yVel < 0) y += ceil(yVel * frameTimeSent);
}
void NPC::applyGravity()
{
yVel += 3 * friction ;
}
//--------------------------------------------------------------------------
// =======================================================