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- #define _USE_MATH_DEFINES
- #include <cmath>
- #include "Enemy.h"
- #include "Model.h"
- #include <iostream>
- Enemy::Enemy(const std::string &fileName,
- const Vec3f &position,
- Vec3f &rotation,
- const float &scale)
- {
- model = Model::load(fileName);
- this->position = position;
- this->rotation = rotation;
- this->scale = scale;
- this->canCollide = true;
- target = position;
- speed = 1;
- radius = 10;
- hasTarget = false;
- }
- Enemy::~Enemy()
- {
- if (model)
- Model::unload(model);
- }
- void Enemy::draw()
- {
- Entity::draw();
- glPushMatrix();
-
- glTranslatef(position.x, position.y, position.z);
- glBegin(GL_LINE_LOOP);
- for (int i = 0; i < 360; i++)
- {
- //convert degrees into radians
- float degInRad = i*(M_PI / 180.0);
- glVertex3f(cos(degInRad)*radius, 1*scale,sin(degInRad)*radius);
- }
- glEnd();
- glPopMatrix();
- }
- void Enemy::inEyeSight(Vec3f & TargetPosition)
- {
- if (position.Distance(TargetPosition) <= radius)
- {
- hasTarget = true;
- target = TargetPosition;
- }
- else
- hasTarget = false;
- }
- bool Enemy::hasCollison(Vec3f &)
- {
-
- }
- void Enemy::update(float delta)
- {
- if (hasTarget)
- {
- //just 2d walking
- float dx, dz, length;
- dx = target.x - position.x;
- dz = target.z - position.z;
- length = sqrt(dx*dx + dz*dz);
- if (length > 0.03)
- {
- dx /= length;
- dz /= length;
- dx *= speed*delta;
- dz *= speed*delta;
- position.x += dx;
- position.z += dz;
- }
- rotation.y = atan2f(dx, dz) * 180 / M_PI;
- }
- }
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