| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131 |
- #define _USE_MATH_DEFINES
- #include <cmath>
- #include "Enemy.h"
- #include "Model.h"
- #include "Player.h"
- #include <iostream>
- Enemy::Enemy(const std::string &fileName,
- const std::string &fileMusic,
- float damage,
- float health,
- const Vec3f &position,
- const 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;
- xp = health;
- this->health = health;
- this->damage = damage;
- hasTarget = false;
- hit_sound_id = CrystalPoint::GetSoundSystem().LoadSound(fileMusic.c_str(), false);
- music = CrystalPoint::GetSoundSystem().GetSound(hit_sound_id);
- attack = false;
- }
- Enemy::~Enemy()
- {
- music->Stop();
- CrystalPoint::GetSoundSystem().UnloadSound(hit_sound_id);
- if (model)
- Model::unload(model);
- }
- void Enemy::draw()
- {
- Entity::draw();
- }
- void Enemy::inEyeSight(Vec3f & TargetPosition)
- {
- if (position.Distance(TargetPosition) <= radius)
- {
- hasTarget = true;
- target = TargetPosition;
- }
- else
- hasTarget = false;
- }
- void Enemy::collide(const Entity * entity)
- {
- Vec3f difference = position - entity->position; //zou misschien omgedraait moeten worden
- difference.y = 0;
- difference.Normalize();
- difference = difference * (entity->model->radius + 0.01f);
- position.x = difference.x + entity->position.x;
- position.z = difference.z + entity->position.z;
- }
- void Enemy::hit(int damage){
- health -= damage;
- }
- bool Enemy::isDead(){
- return health < 0;
- }
- void Enemy::update(float delta)
- {
- music->SetPos(position, Vec3f());
- if (hasTarget)
- {
- if (music->IsPlaying() == false)
- {
- music->Play();
- }
- //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 > 1)
- {
- attack = false;
- dx /= length;
- dz /= length;
- dx *= speed*delta;
- dz *= speed*delta;
- position.x += dx;
- position.z += dz;
- }
- else
- {
- attack = true;
- }
- rotation.y = atan2f(dx, dz) * 180 / M_PI;
- }
- Player *player = Player::getInstance();
- /* if(inObject(player->position + player->leftWeapon->collisionPoint)){
- if(!isHit){
- isHit = true;
- hit(player->leftWeapon->damage);
- }
- std::cout << "HIT1";
- }else if(inObject(player->rightWeapon->collisionPoint)){
- if(!isHit){
- isHit = true;
- hit(player->rightWeapon->damage);
- }
- std::cout << "HIT2";
- }else{
- isHit = false;
- }*/
- }
|