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ModuleEnemy.cpp
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#include "Globals.h"
#include "Application.h"
#include "ModuleEnemy.h"
#include "ModuleRender.h"
#include "ModuleTextures.h"
#include "SDL/include/SDL.h"
#include "ModuleCollision.h"
#include "ModuleParticles.h"
#include <time.h>
#include <stdlib.h>
ModuleEnemy::ModuleEnemy() {
srand(time(NULL));
anim1.PushBack({ 0, 0, 43, 32 });
anim1.PushBack({ 44, 0, 43, 32 });
anim1.speed = 0.05f;
animpower.PushBack({68, 11,28,18 });
animpower.PushBack({ 68, 11,28,18 });
animpower.speed = 0.05f;
for (int i = 0; i < 30; ++i) {
enemies[i].collider = nullptr;
// forward animation
enemies[i].forward = anim1;
}
for (int i = 0; i < 15; ++i) {
Powerups[i].collider = nullptr;
Powerups[i].forward = animpower;
}
}
// Destructor
ModuleEnemy::~ModuleEnemy() {}
// Load assets
bool ModuleEnemy::Start()
{
LOG("Loading enemy textures");
bool ret = true;
for (int i = 0; i < 30; ++i) {
enemies[i].graphics = App->textures->Load("Assets/littleshrimp.png"); // arcade version
}
for (int i = 0; i < 15; ++i) {
Powerups[i].graphics = App->textures->Load("Assets/Sprites/PowerUp/PowerUp.png");
}
return ret;
}
bool ModuleEnemy::CleanUp()
{
LOG("Unloading Enemy assets");
for (int i = 0; i < 30; ++i) {
if (enemies[i].collider != nullptr) {
App->textures->Unload(enemies[i].graphics);
enemies[i].collider = nullptr;
}
}
for (int i = 0; i < 15; ++i) {
if (Powerups[i].collider != nullptr) {
App->textures->Unload(Powerups[i].graphics);
Powerups[i].collider = nullptr;
}
}
return true;
}
// Called every draw update
update_status ModuleEnemy::Update()
{
start_time = (Uint32 *)SDL_GetTicks();
for (int i = 0; i < 30; ++i) {
Animation* current_animation = &enemies[i].forward;
if ((start_time - spawn_delay > 200) && enemies[i].collider == nullptr) {
spawn_delay = start_time;
enemies[i].collider = App->collision->AddCollider({ enemies[i].position.x, enemies[i].position.y, 43, 32 }, COLLIDER_ENEMY, this);
enemies[i].dead = false;
enemies[i].position.x = SCREEN_WIDTH - App->render->camera.x;
enemies[i].position.y = rand() % (SCREEN_HEIGHT-80)+40;
}
if (enemies[i].collider != nullptr && !enemies[i].dead) {
enemies[i].position.x -= 1;
enemies[i].collider->SetPos(enemies[i].position.x, enemies[i].position.y);
App->render->Blit(enemies[i].graphics, enemies[i].position.x, enemies[i].position.y, ¤t_animation->GetCurrentFrame());
}
/*
if ((start_time - spawn_delay > 200) && Powerups[i].collider == nullptr) {
Powerups[i].collider = App->collision->AddCollider({ Powerups[i].position.x, Powerups[i].position.y, 43, 32 }, COLLIDER_ENEMY, this);
Powerups[i].dead = false;
Powerups[i].position.x = SCREEN_WIDTH - App->render->camera.x;
Powerups[i].position.y = (SCREEN_HEIGHT - SCREEN_HEIGHT / 2);
}
*/
}
return update_status::UPDATE_CONTINUE;
}
void ModuleEnemy::OnCollision(Collider* collider1, Collider* collider2){
for (int i = 0; i < 30; ++i) {
if ( enemies[i].collider != nullptr && enemies[i].collider == collider1 && collider2->type == COLLIDER_PLAYER_SHOT) {
App->particles->AddParticle(App->particles->explosion, collider1->rect.x, collider1->rect.y, COLLIDER_NONE);
enemies[i].dead = true;
enemies[i].collider->to_delete = true;
}
}
}