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EnemyBombShot.cpp
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EnemyBombShot.cpp
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/*
* EnemyBombShot.cpp
*/
//Dragonfly Headers
#include "EventStep.h"
#include "LogManager.h"
#include "WorldManager.h"
#include "ResourceManager.h"
//Game Headers
#include "EnemyBombShot.h"
#include "SmallExplosion.h"
EnemyBombShot::EnemyBombShot(df::Position p) {
df::ResourceManager &resource_manager = df::ResourceManager::getInstance();
df::LogManager &log_manager = df::LogManager::getInstance();
//Link to "bullet" sprite.
df::Sprite *p_temp_sprite;
p_temp_sprite = resource_manager.getSprite("enemybombshot");
if (!p_temp_sprite) {
log_manager.writeLog("EnemyBombShot::EnemyBombShot(): Warning! Sprite '%s' not found", "enemybombshot");
}
else {
setSprite(p_temp_sprite);
setSpriteSlowdown(BOMB_LIFE);
}
//Set other object properties.
setType("EnemyBombShot");
setSolidness(df::Solidness::SPECTRAL);
//Register Interests
registerInterest(df::STEP_EVENT);
//Set starting location
setPosition(p);
time_to_live = getSprite()->getFrameCount() * BOMB_LIFE;
}
// Handle event.
// Return 0 if ignored, else 1.
int EnemyBombShot::eventHandler(const df::Event *p_e) {
if (p_e->getType() == df::STEP_EVENT) {
step();
return 1;
}
// If get here, have ignored this event.
return 0;
}
// If Bullet hits Saucer, mark Saucer and Bullet for deletion.
void EnemyBombShot::step() {
time_to_live--;
if (time_to_live <= 0){
df::WorldManager &world_manager = df::WorldManager::getInstance();
//Create explosion at position
new SmallExplosion(getPosition());
//Check for collision with player tank
setSolidness(df::Solidness::SOFT);
world_manager.moveObject(this, getPosition());
//Delete this object
world_manager.markForDelete(this);
}
}