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Bunker.cpp
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Bunker.cpp
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#include "Bunker.h"
#include "Assets.h"
#include "Bullet.h"
#include "BunkerPiece.h"
#include "Invader.h"
#include "Sprite.h"
#include "StlUtil.h"
Bunker::Bunker( const RectF &initialBounds ) :
bounds( initialBounds ) {
collisionType = ICollideableType::Bunker;
Vector2f bunkerPieceSize = bounds.size / 3;
// 3 across, 3 down (skip the middle bottom one)
for( int i = 0; i < 3; i++ ) {
for( int j = 0; j < 3; j++ ) {
if( i == 1 && j == 2 ) {
continue; // skip the middle bottom entry
}
Vector2f bunkerPiecePos = bounds.topLeft();
// Offset by piece #
bunkerPiecePos.x += i * bunkerPieceSize.x;
bunkerPiecePos.y += j * bunkerPieceSize.y;
RectF bunkerRectangle( bunkerPiecePos, bunkerPieceSize );
BunkerPiece bp(bunkerRectangle, Green );
auto bunkerPiece = std::make_shared<BunkerPiece>( bunkerRectangle, Green );
pieces.push_back( bunkerPiece );
}
}
}
void Bunker::update( float t ) {
for( auto bunkerPiece : pieces ) {
bunkerPiece->update( t );
}
}
void Bunker::draw() {
for( auto bunkerPiece : pieces ) {
bunkerPiece->draw();
}
}
bool Bunker::checkPiecesHit( shared_ptr<ICollideable> o ) {
vector<SP_BunkerPiece> hits;
for( auto bunkerPiece : pieces ) {
// if the piece is dead it's as if it isn't there.
// (check b/c removal from collections only happens after a frame is complete)
if( bunkerPiece->isDead() ) skip;
// testHit so you don't trigger onHit yet (only for closest one)
if( bunkerPiece->testHit( o ) ) {
hits.push_back( bunkerPiece );
}
}
SP_BunkerPiece closestBunkerPiece;
float closestDist2 = HUGE_VALF;
// Give you the closest one to centroid
for( auto bunkerPiece : hits ) {
float dist2 = ( o->getCentroid() - bunkerPiece->getCentroid() ).len2();
if( dist2 < closestDist2 ) {
closestDist2 = dist2;
closestBunkerPiece = bunkerPiece;
}
}
if( closestBunkerPiece ) {
// Now trigger onHit events for closest only
closestBunkerPiece->onHit( o.get() );
o->onHit( closestBunkerPiece.get() );
return true;
}
else {
return false;
}
}
void Bunker::onHit( ICollideable *o ) {
switch( o->collisionType ) {
case ICollideableType::Bullet: {
auto bullet = ((Bullet*)o)->shared_Bullet();
checkPiecesHit( bullet );
}
break;
case ICollideableType::Bunker:
break;
case ICollideableType::BunkerPiece:
break;
case ICollideableType::Invader: {
auto invader = ((Invader*)o)->shared_Invader();
checkPiecesHit( invader );
}
break;
case ICollideableType::Item:
break;
case ICollideableType::Player:
break;
case ICollideableType::UFO:
break;
case ICollideableType::NotCollideable:
default:
error( "Colliding with non-collideable" );
break;
}
}
void Bunker::clearDead() {
clearDeadOnes( pieces );
}