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-rw-r--r--src/wp_assaultrifle.cpp46
1 files changed, 20 insertions, 26 deletions
diff --git a/src/wp_assaultrifle.cpp b/src/wp_assaultrifle.cpp
index 2d4ab0f..e12b440 100644
--- a/src/wp_assaultrifle.cpp
+++ b/src/wp_assaultrifle.cpp
@@ -1,21 +1,16 @@
#include "wp_assaultrifle.hpp"
-#include <iostream>
-#include <raymath.h>
#include <raylib.h>
+#include <raymath.h>
+#include <iostream>
#include "entity.hpp"
-wp_assaultrifle::wp_assaultrifle(const char *s, const char *r)
- : AWeapon(300.0f, 10, 30, 0.0, s, r)
-{}
-
-
+wp_assaultrifle::wp_assaultrifle(const char* s, const char* r)
+ : AWeapon(300.0f, 10, 30, 0.0, s, r) {}
-int wp_assaultrifle::bang(std::vector<Entity> * enemies, Entity * player)
-{
- if (barrel == 0)
- {
+int wp_assaultrifle::bang(std::vector<Entity>* enemies, Entity* player) {
+ if (barrel == 0) {
return (1);
} else {
Vector2 playerDirection = Vector2Normalize(player->direction);
@@ -37,36 +32,35 @@ int wp_assaultrifle::bang(std::vector<Entity> * enemies, Entity * player)
r = playerDirection;
r.x *= 2;
r.y *= 2;
- for (auto en = enemies->begin(); en != enemies->end(); en++)
- {
- if (CheckCollisionPointLine((Vector2){en->posX, en->posY}, playerPosition, add1, (en->radius * 2)) ||
- CheckCollisionPointLine((Vector2){en->posX, en->posY}, playerPosition, Vector2Add(playerPosition, r), (en->radius * 2)) ||
- CheckCollisionPointLine((Vector2){en->posX, en->posY}, playerPosition, add2, (en->radius * 2)))
- { // enemy hit
+ for (auto en = enemies->begin(); en != enemies->end(); en++) {
+ if (CheckCollisionPointLine((Vector2){en->posX, en->posY},
+ playerPosition, add1,
+ (en->radius * 2)) ||
+ CheckCollisionPointLine(
+ (Vector2){en->posX, en->posY}, playerPosition,
+ Vector2Add(playerPosition, r), (en->radius * 2)) ||
+ CheckCollisionPointLine((Vector2){en->posX, en->posY},
+ playerPosition, add2,
+ (en->radius * 2))) { // enemy hit
std::cout << "hit" << std::endl;
en->hp--;
- if (en->hp == 0)
- {
+ if (en->hp == 0) {
en->direction.x = (playerDirection.x / 2);
en->direction.y = (playerDirection.y / 2);
player->victims += 1;
}
player->fury += 1;
- break ;
+ break;
}
}
// assaultrifle cone
DrawLineEx(playerPosition, add1, 10, ORANGE);
- DrawLineEx(playerPosition,
- Vector2Add(playerPosition,
- r),
- 10, ORANGE);
+ DrawLineEx(playerPosition, Vector2Add(playerPosition, r), 10, ORANGE);
DrawLineEx(playerPosition, add2, 10, ORANGE);
//
// there
- if (barrel == 0)
- {
+ if (barrel == 0) {
empty = true;
}
return (0);