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Enemy.cpp
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#include "Enemy.h"
#include "LaserHandler.h"
namespace ge{
Enemy* Enemy::getInstance(float posX, float posY, float speed)
{
return new Enemy(posX, posY, speed);
}
Enemy::~Enemy()
{
}
Enemy::Enemy(float posX, float posY, float speed) :
MovingSprite(posX, posY, 24, 24, "Enemy.png"),
speed(speed)
{
std::cout << "Enemy Created" << std::endl;
}
bool Enemy::isDead()
{
return bIsDead;
}
void Enemy::moveRight()
{
velocity.setX(speed);
}
void Enemy::moveLeft()
{
velocity.setX(speed * -1);
}
void Enemy::moveDown()
{
translate(position.getX(), position.setY(position.getY() + 15.0f));
}
void Enemy::updateSpeed(float speed) {
this->speed = speed;
}
void Enemy::die()
{
std::cout << "Enemy Destroyd!" << std::endl;
bIsDead = true;
}
void Enemy::checkCollision() {
if (LaserHandler::getInstance()->checkCollision(getSpriteRect()))
{
std::cout << "Enemy hit!" << std::endl;
die();
}
}
void Enemy::fire() {
std::cout << "Enemy fired" << std::endl;
LaserHandler::getInstance()->addLaser((position.getX() + width / 2 - 5), position.getY() + height, false);
}
void Enemy::update(float delta) {
checkCollision();
position += velocity * delta;
}
void Enemy::setFire(bool status) {
bCanFire = status;
}
bool Enemy::canFire() {
return bCanFire;
}
}