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enemyShip.cpp
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enemyShip.cpp
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#include "enemyShip.h"
#include "laser.h"
bool EnemyShip::blackHoleActive = false;
std::array<EnemyShipCell*, enemyShipNS::GRID_WIDTH*enemyShipNS::GRID_HEIGHT> EnemyShip::s_enemyShipGrid = EnemyShip::initEnemyShipGridArray();
//=============================================================================
// default constructor
//=============================================================================
EnemyShip::EnemyShip() : Ship(), weaponType(enemyShipNS::LASER)
{
fireTimer = 0;
ammoReady = false;
formingFormationMode = true;
myCell = NULL;
velocity.x = 0.0f;
velocity.y = 0.0f;
rushMode = false;
rushDirection = enemyShipNS::NONE;
rotation = 0/*(float)PI/2.0f*/;
loopRotation = 0.0f;
loopPhase = enemyShipNS::PRIOR_TO_LOOP;
loopX = 0.0f;
loopY = 0.0f;
loopCenterX = 0.0f;
loopCenterY = 0.0f;
}
//=============================================================================
// destructor
//=============================================================================
EnemyShip::~EnemyShip()
{
if(myCell)
{
myCell->isOccupied = false;
}
}
//=============================================================================
// Initialize the grid array.
//=============================================================================
std::array<EnemyShipCell*, enemyShipNS::GRID_WIDTH*enemyShipNS::GRID_HEIGHT> EnemyShip::initEnemyShipGridArray()
{
// get size of the array
short size = EnemyShip::s_enemyShipGrid.size();
// get the cell width and height
short cellWidth = GAME_WIDTH/enemyShipNS::GRID_WIDTH;
short cellHeight = cellWidth/2;
// keep track of y coord
float cellTopCoord = 0.0f;
int indexMod = 0;
EnemyShipCell* currCell;
// create a new cell struct and initiate each
for(int i=0; i < size; i++)
{
EnemyShip::s_enemyShipGrid[i] = new EnemyShipCell;
currCell = EnemyShip::s_enemyShipGrid[i];
SecureZeroMemory(currCell, sizeof(currCell));
indexMod = (i+1) % enemyShipNS::GRID_WIDTH;
// initialize the values
currCell->cellRect.top = (long)cellTopCoord;
currCell->cellRect.bottom = (long)(cellTopCoord + cellHeight);
currCell->isOccupied = false;
if (indexMod == 0)
{
currCell->cellRect.right = GAME_WIDTH;
cellTopCoord += cellHeight;
}
else
{
currCell->cellRect.right = (indexMod * cellWidth);
}
currCell->cellRect.left = currCell->cellRect.right - cellWidth;
}
return EnemyShip::s_enemyShipGrid;
}
//=============================================================================
// update
// typically called once per frame
// frameTime is used to regulate the speed of movement and animation
//=============================================================================
void EnemyShip::update(float frameTime)
{
float newLoopX = 0.0f;
float newLoopY = 0.0f;
if(explosionOn)
{
explosion.update(frameTime);
if(explosion.getAnimationComplete()) // if explosion animation complete
{
explosionOn = false; // turn off explosion
visible = false;
explosion.setAnimationComplete(false);
explosion.setCurrentFrame(shipNS::EXPLOSION_START_FRAME);
}
}
if(fireTimer >= 0)
{
fireTimer -= frameTime; // time remaining until fire enabled
}
if(fireTimer <= 0.0f) // if ready to fire
{
ammoReady = true;
//fireTimer = shipNS::FIRE_DELAY; // delay firing
}
if(!EnemyShip::blackHoleActive)
{
if(formingFormationMode)
{
if(myCell == NULL)
{
if(loopPhase == enemyShipNS::PRIOR_TO_LOOP)
{
if(getCenterX() > (float)GAME_WIDTH/3.0f && getCenterX() < (float)GAME_WIDTH * (2.0f/3.0f))
{
if(velocity.x < 0)
{
// set loop clockwise
loopPhase = enemyShipNS::CLOCKWISE;
}
else
{
loopPhase = enemyShipNS::COUNTERCLOCKWISE;
}
// get the x and y of the right triangle
loopX = 0.0f;
loopY = enemyShipNS::LOOP_RADIUS;
// set the center of the loop circle for this ship (directly above where the ship is now)
loopCenterX = getCenterX();
loopCenterY = getCenterY() - loopY;
}
else
{
// this is when the ship is still moving towards the middle of the screen
if(spawnMovementDir == enemyShipNS::SPAWN_MOVING_LEFT)
{
velocity.x = -enemyShipNS::SPEED * frameTime;
}
else
{
velocity.x = enemyShipNS::SPEED * frameTime;
}
}
}
if(loopPhase == enemyShipNS::CLOCKWISE || loopPhase == enemyShipNS::COUNTERCLOCKWISE)
{
// increment/decrement the angle depending on whether the loop is clockwise or counter clockwise
if(loopPhase == enemyShipNS::CLOCKWISE)
{
rotation = frameTime * enemyShipNS::LOOP_ROTATION_RATE;
}
else if(loopPhase == enemyShipNS::COUNTERCLOCKWISE)
{
rotation = -frameTime * enemyShipNS::LOOP_ROTATION_RATE;
}
// increment/decrement the loop rotation
loopRotation += rotation;
// calculate the x and y of the right triangle using the rotation matrix
newLoopX = (loopX * cos(rotation)) - (loopY * sin(rotation));
newLoopY = (loopX * sin(rotation)) + (loopY * cos(rotation));
spriteData.x = loopCenterX + newLoopX - ((float)spriteData.width/2*getScale());
spriteData.y = loopCenterY + newLoopY - ((float)spriteData.height/2*getScale());
loopX = newLoopX;
loopY = newLoopY;
// set the velocity to 0 since we are moving the ship directly with the sprite's x and y values for looping around a point
velocity.x = 0.0f;
velocity.y = 0.0f;
}
if(loopPhase != enemyShipNS::LOOP_COMPLETE)
{
if(loopRotation >= 2.5f*(float)PI || loopRotation <= -2.5f*(float)PI)
{
loopPhase = enemyShipNS::LOOP_COMPLETE;
rotation = (float)PI/2.0f;
}
}
else
{
RECT myRect;
// check each cell in the grid until we find an unnoccupied one and set my cell to this new one
myCell = findVacantCell();
// get the cell's center
myRect = myCell->cellRect;
/////////////////////
//velocity.x = distanceX*frameTime;
//velocity.y = distanceY*frameTime;
// call 'dibs' on this cell, i.e. set this cell to occupied
myCell->isOccupied = true;
}
}
// check if the ship has reached it's cell yet
//if(myCell && getCenterX() < myCell->cellRect.right && getCenterX() > myCell->cellRect.left && getCenterY() < myCell->cellRect.bottom && getCenterY() > myCell->cellRect.top)
if(myCell != NULL)
{
RECT myRect = myCell->cellRect;
calcCellPathVelocity(myRect, frameTime);
if(isHigherThanRect(myRect))
{
formingFormationMode = false;
snapShipToCell(myRect);
rotation = (float)PI/2.0f;
loopPhase = enemyShipNS::PARKED;
}
}
}
else
{
// check if the ship is being moved by the black hole that no longer exists. If so, have it go back to it's original position
if(!rushMode)
{
RECT rect = myCell->cellRect;
// check if the ship is where it should be
if(isHigherThanRect(rect))
{
snapShipToCell(rect);
// change ship status back to PARKED
loopPhase = enemyShipNS::PARKED;
}
else
{
// recalculate the velocity so the ship goes towards it's cell location again
calcCellPathVelocity(myCell->cellRect, frameTime);
}
}
else if(rushMode)
{
// the ship will fly off the screen, so abandon this cell to free it up for another ship
if(myCell)
{
myCell->isOccupied = false;
myCell = NULL;
}
// rushing logic
// check which direction the ship should rotate in
switch (rushDirection)
{
case enemyShipNS::LEFT:
rotation += frameTime * enemyShipNS::ROTATION_RATE;
if(rotation > enemyShipNS::MAX_RUSH_ROTATION_RAD)
{
rotation = enemyShipNS::MAX_RUSH_ROTATION_RAD;
}
setRadians(rotation);
break;
case enemyShipNS::RIGHT:
rotation -= frameTime * enemyShipNS::ROTATION_RATE;
if(rotation < enemyShipNS::MIN_RUSH_ROTATION_RAD)
{
rotation = enemyShipNS::MIN_RUSH_ROTATION_RAD;
}
setRadians(rotation);
break;
}
// set the velocity based on the direction the missile is facing
velocity.x = (float)cos(spriteData.angle) * enemyShipNS::RUSH_SPEED_X * frameTime;
velocity.y = (float)sin(spriteData.angle) * enemyShipNS::SPEED * frameTime;
}
}
}
else if(loopPhase == enemyShipNS::CLOCKWISE || loopPhase == enemyShipNS::COUNTERCLOCKWISE)
{
// just set the loop phase as if the loop completed, otherwise the ship will snap back to it's next position in the original loop which we don't want
loopPhase = enemyShipNS::LOOP_COMPLETE;
}
/*else
{
loopPhase = enemyShipNS::BLACK_HOLE_INFLUENCED;
}*/
/*
if(formingFormationMode)
{
// rotate the enemy ship
if((spriteData.angle == 0 || spriteData.angle == (float)PI) && !rotating)
{
if(spriteData.x < (GAME_WIDTH*(2.0f/3.0f)) && spriteData.x > (GAME_WIDTH/3.0f))
{
// rotate flag
rotating = true;
}
}
else if(spriteData.angle == (float)PI/2.0f && !rotating)
{
if(spriteData.y > (GAME_HEIGHT/3.0f) && spriteData.y < (GAME_HEIGHT*(2.0f/3.0f)))
{
// rotate flag
rotating = true;
}
}
if(rotating)
{
// todo: do rotation calculation
//rotation += frameTime * 12.0f; // rotate clockwise
}
spriteData.angle = rotation; // apply rotation
// calculate the velocity based on which direction the enemy ship is facing
//velocity.x = (float)cos(spriteData.angle) * 30000 * frameTime;
//velocity.y = (float)sin(spriteData.angle) * 30000 * frameTime;
}
*/
spriteData.x += frameTime * velocity.x; // move ship along X
spriteData.y += frameTime * velocity.y; // move ship along Y
Entity::update(frameTime);
}
/////////////////////////////////////////////
// returns a pointer to EnemyShipCell struct once it finds a vacant cell in the s_enemyShipGrid array
/////////////////////////////////////////////
EnemyShipCell* EnemyShip::findVacantCell()
{
int size = s_enemyShipGrid.size();
// start at index GRID_WIDTH since the top row is reserved for the enemy missile ships
for(int i = enemyShipNS::GRID_WIDTH; i < size; i++)
{
if(s_enemyShipGrid[i]->isOccupied == false)
{
return s_enemyShipGrid[i];
}
}
return NULL;
}
void EnemyShip::setCellToUnoccupied()
{
myCell->isOccupied = false;
}
void EnemyShip::deleteEnemyShipGrid()
{
int size = s_enemyShipGrid.size();
for (int i = 0; i < size; i++)
{
SAFE_DELETE(s_enemyShipGrid[i]);
}
}
bool EnemyShip::isHigherThanRect(RECT rect)
{
float myRectHeight = (float)rect.bottom - (float)rect.top;
if(getCenterY() <= (float)rect.bottom - (myRectHeight/2.0f))
return true;
return false;
}
void EnemyShip::snapShipToCell(RECT rect)
{
float myRectWidth, myRectHeight;
myRectHeight = (float)rect.bottom - (float)rect.top;
myRectWidth = (float)rect.right - (float)rect.left;
velocity.x = 0;
velocity.y = 0;
// snap the location of the ship to the center of the cell
spriteData.x = rect.left + (myRectWidth/2.0f) - (shipNS::WIDTH/2.0f);
spriteData.y = rect.top + (myRectHeight/2.0f) - (shipNS::HEIGHT/2.0f);
}
void EnemyShip::calcCellPathVelocity(RECT myRect, float frameTime)
{
float myRectWidth, myRectHeight, myRectCenterX, myRectCenterY, distanceX, distanceY, angle;
myRectWidth = (float)myRect.right - (float)myRect.left;
myRectHeight = (float)myRect.bottom - (float)myRect.top;
myRectCenterX = (float)myRect.left + (myRectWidth/2.0f);
myRectCenterY = (float)myRect.top + (myRectHeight/2.0f);
// get the distance from the ship's center to the cell's center
distanceX = myRectCenterX - getCenterX();
distanceY = myRectCenterY - getCenterY();
// set the velocity to move the ship towards the vacant cell
angle = atan2(distanceY, distanceX);
velocity.x = (float)cos(angle) * enemyShipNS::SPEED * frameTime;
velocity.y = (float)sin(angle) * enemyShipNS::SPEED * frameTime;
}