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@ -31,6 +31,26 @@ bool Enemy::isDead() { |
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return health <= 0; |
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return health <= 0; |
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} |
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} |
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void Enemy::increaseDeathTimer(float fElapsedTime) { |
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deathTimer += fElapsedTime; |
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} |
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bool Enemy::deathAnimationOver() { |
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return deathTimer > 3.0f; |
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} |
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void Enemy::increaseColorFactor(float fElapsedTime) { |
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colorFactor += 50 * fElapsedTime; |
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} |
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float Enemy::getColorFactor() { |
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return colorFactor; |
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} |
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void Enemy::decreaseColorFactor() { |
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colorFactor--; |
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} |
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void FaceBall::InitializeEnemyData() { |
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void FaceBall::InitializeEnemyData() { |
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enemyData[EnemyID::NONE] = { "VOID",undefined,BLACK }; |
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enemyData[EnemyID::NONE] = { "VOID",undefined,BLACK }; |
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enemyData[EXIT] = { "EXIT",undefined,GREEN }; |
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enemyData[EXIT] = { "EXIT",undefined,GREEN }; |
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@ -915,11 +935,10 @@ bool Bullet::Update(float fElapsedTime) { |
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int collided_enemy = FaceBall::CheckEnemyCollision(adjustedSpd, { pos.x,pos.z }, 0.1); |
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int collided_enemy = FaceBall::CheckEnemyCollision(adjustedSpd, { pos.x,pos.z }, 0.1); |
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if (collided_enemy!=-1) { |
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if (collided_enemy!=-1) { |
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Enemy& enemy = game->enemies[collided_enemy]; |
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Enemy& enemy = game->enemies[collided_enemy]; |
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enemy.Hurt(); |
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if (!enemy.isDead()) { |
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if (enemy.isDead()) { |
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enemy.Hurt(); |
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game->enemies.erase(game->enemies.begin() + collided_enemy); |
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return false; |
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} |
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} |
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return false; |
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} |
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} |
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} |
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} |
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if (!FaceBall::CheckCollision(adjustedSpd, {pos.x,pos.z}, 0.05)) { |
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if (!FaceBall::CheckCollision(adjustedSpd, {pos.x,pos.z}, 0.05)) { |
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@ -933,10 +952,55 @@ bool Bullet::Update(float fElapsedTime) { |
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} |
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} |
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void FaceBall::RunEnemyAI(Enemy& e,float fElapsedTime) { |
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void FaceBall::RunEnemyAI(Enemy& e,float fElapsedTime) { |
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switch (e.GetID()) { |
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if (e.isDead()) { |
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case SHOOTME: { |
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if (!e.deathAnimationOver()) { |
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e.rot += 0.5 * fElapsedTime; |
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std::vector<Triangle>& tris = e.mesh.tris; |
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}break; |
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uint8_t darkenAmt = 0; |
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while (e.getColorFactor() >= 1) { |
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darkenAmt++; |
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e.decreaseColorFactor(); |
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} |
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for (Triangle& t : tris) { |
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if (t.p[0].y > 0.1) { |
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t.p[0].y = std::max(0.1f, t.p[0].y - 0.3f * fElapsedTime); |
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} |
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else { |
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float dir = std::atan2f(t.p[0].z, t.p[0].x); |
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t.p[0].x += std::cosf(dir)*0.04f*fElapsedTime; |
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t.p[0].z += std::sinf(dir) * 0.04f * fElapsedTime; |
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} |
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if (t.p[1].y > 0.1) { |
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t.p[1].y = std::max(0.1f, t.p[1].y - 0.3f * fElapsedTime); |
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} |
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else { |
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float dir = std::atan2f(t.p[1].z, t.p[1].x); |
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t.p[1].x += std::cosf(dir) * 0.06f * fElapsedTime; |
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t.p[1].z += std::sinf(dir) * 0.06f * fElapsedTime; |
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} |
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if (t.p[2].y > 0.1) { |
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t.p[2].y = std::max(0.1f, t.p[2].y - 0.3f * fElapsedTime); |
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} |
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else { |
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float dir = std::atan2f(t.p[2].z, t.p[2].x); |
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t.p[2].x += std::cosf(dir) * 0.05f * fElapsedTime; |
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t.p[2].z += std::sinf(dir) * 0.05f * fElapsedTime; |
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} |
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if (darkenAmt>0){ |
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t.col[0] -= {darkenAmt, darkenAmt, darkenAmt}; |
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t.col[1] -= {darkenAmt, darkenAmt, darkenAmt}; |
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t.col[2] -= {darkenAmt, darkenAmt, darkenAmt}; |
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} |
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} |
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e.increaseDeathTimer(fElapsedTime); |
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e.increaseColorFactor(fElapsedTime); |
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} |
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} |
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else { |
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switch (e.GetID()) { |
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case SHOOTME: { |
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e.rot += 0.5 * fElapsedTime; |
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}break; |
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} |
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} |
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} |
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} |
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} |
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