-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathEnemyHandler.cpp
266 lines (236 loc) · 5.39 KB
/
EnemyHandler.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
#include "EnemyHandler.h"
namespace ge {
EnemyHandler* EnemyHandler::instance = 0;
EnemyHandler::EnemyHandler()
{
generateFirePoints();
totalCreatedEnemies = 0;
enemyDestroydSound = GameEngine::getInstance()->getSoundManager()->createSound("explosion.wav");
}
EnemyHandler* EnemyHandler::getInstance()
{
if (instance == 0)
{
instance = new EnemyHandler();
}
return instance;
}
void EnemyHandler::deleteInstance()
{
delete instance;
instance = NULL;
}
EnemyHandler::~EnemyHandler()
{
auto enemy = enemies.begin();
while (enemy != enemies.end())
{
delete(*enemy);
enemy = enemies.erase(enemy);
}
}
void EnemyHandler::add(float posX, float posY, float enemySpeed)
{
Enemy* e = Enemy::getInstance(posX, posY, enemySpeed);
enemies.push_back(e);
}
void EnemyHandler::addEnemySet(std::vector<int> enemySet)
{
enemyWidth = 24;
enemySpeed = 0.05f;
int row = 1;
float offset = 0.0f;
float enemySpacing = -1.0f;
float x = 0.0f;
float y = 0.0f;
float maxEnemiesPerRow = 0.0f;
float middleOfRow = 0.0f;
for (int enemyPerRow : enemySet) {
enemyPerRow > maxEnemiesPerRow ? maxEnemiesPerRow = (float)enemyPerRow : NULL;
}
enemySpacing = (float) (*GameEngine::getInstance()->getScreenWidth() / maxEnemiesPerRow) - (enemyWidth / 2.0f);
offset = (enemySpacing * -1.0f);
float maxMiddleOfRow = (maxEnemiesPerRow + 0.5f) / 2.0f;
for (int enemyPerRow : enemySet) {
for (int i = 1; i <= enemyPerRow; i++)
{
middleOfRow = (enemyPerRow + 0.5f) / 2.0f;
x = (float) enemySpacing * i + offset;
x += (float)(maxMiddleOfRow - middleOfRow) * enemySpacing;
y = 200.0f / enemySet.size() * row;
add(x, y, enemySpeed);
totalCreatedEnemies++;
}
row++;
}
}
void EnemyHandler::move()
{
if (bMovingRight)
{
for (Enemy* enemy : enemies) {
enemy -> moveRight();
}
}
else
{
for (Enemy* enemy : enemies) {
enemy -> moveLeft();
}
}
}
void EnemyHandler::moveDown() {
for (Enemy* enemy : enemies) {
enemy->moveDown();
}
}
void EnemyHandler::removeEnemy(Enemy* enemy) {
delete(enemy);
enemyDestroydSound->play();
std::cout << "Enemy Removed" << std::endl;
updateSpeed();
}
void EnemyHandler::updateSpeed() {
enemySpeed *= 1.075f;
for (Enemy* enemy : enemies) {
enemy->updateSpeed(enemySpeed);
}
}
bool EnemyHandler::allDead() {
if (enemies.size() == 0)
return true;
else
return false;
}
void EnemyHandler::removeDeadEnemies()
{
auto enemy = enemies.begin();
while (enemy != enemies.end())
{
if ((*enemy)->isDead())
{
removeEnemy(*enemy);
enemy = enemies.erase(enemy);
}
else
{
enemy++;
}
}
}
void EnemyHandler::checkEnemyWalls(){
if (getEnemyMaxPosX() >= *GameEngine::getInstance()->getScreenWidth() - enemyWidth && bMovingRight)
{
moveDown();
bMovingRight = false;
generateFirePoints();
resetEnemiesFireState();
}
if (getEnemyMinPosX() <= 0 && !bMovingRight)
{
moveDown();
bMovingRight = true;
generateFirePoints();
resetEnemiesFireState();
}
};
void EnemyHandler::resetEnemiesFireState() {
for (Enemy* enemy : enemies) {
enemy->setFire(true);
}
}
float EnemyHandler::getEnemyMaxPosX(){
if (enemies.size() > 0)
{
float maxPosX = -1.0f;
for (Enemy* enemy : enemies) {
enemy->getPosition()->getX() > maxPosX ? maxPosX = enemy->getPosition()->getX() : NULL;
}
return maxPosX;
}
return -1.0f;
};
float EnemyHandler::getEnemyMinPosX() {
if (enemies.size() > 0)
{
float minPosX = (float)*GameEngine::getInstance()->getScreenHeight();
for (Enemy* enemy : enemies) {
enemy->getPosition()->getX() < minPosX ? minPosX = enemy->getPosition()->getX() : NULL;
}
return minPosX;
}
return -1;
};
float EnemyHandler::getEnemyMaxPosY() {
if (enemies.size() > 0)
{
float maxPosY = 0;
for (Enemy* enemy : enemies) {
enemy->getPosition()->getY() > maxPosY ? maxPosY = enemy->getPosition()->getY() : NULL;
}
return maxPosY;
}
return -1;
};
bool EnemyHandler::enemyWon() {
for (Enemy *enemy : enemies)
{
if (getEnemyMaxPosY() >= *GameEngine::getInstance()->getScreenHeight() - enemyWidth)
{
return true;
}
}
return false;
}
void EnemyHandler::fire() {
float maxPosY = getEnemyMaxPosY();
for (Enemy *enemy : enemies)
{
if (enemy->canFire())
{
if (enemy->getPosition()->getY() == maxPosY)
{
auto firePoint = firePoints.begin();
while (firePoint != firePoints.end())
{
if (*firePoint == (int)enemy->getPosition()->getX()) {
if (rand() % 2 + 1 == 1)
{
enemy->fire();
firePoint = firePoints.erase(firePoint);
}
else
{
enemy->setFire(false);
++firePoint;
}
}
else {
++firePoint;
}
}
}
}
}
}
void EnemyHandler::generateFirePoints() {
firePoints.clear();
for (int i = *GameEngine::getInstance()->getScreenWidth()/10; i < *GameEngine::getInstance()->getScreenWidth(); i += *GameEngine::getInstance()->getScreenWidth()/10)
{
firePoints.push_back(i);
}
}
void EnemyHandler::update(float delta)
{
removeDeadEnemies();
checkEnemyWalls();
fire();
move();
}
int EnemyHandler::getTotalAliveEnemies() {
return enemies.size();
}
int EnemyHandler::getTotalCreatedEnemies() {
return totalCreatedEnemies;
}
}