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#include "wp_assaultrifle.hpp"
#include <iostream>
#include <raymath.h>
#include <raylib.h>
#include "entity.hpp"
wp_assaultrifle::wp_assaultrifle(const char *s, const char *r)
: AWeapon(100, 10, 30, 0.0, s, r)
{}
int wp_assaultrifle::bang(std::vector<Entity> * enemies, Entity * player)
{
if (barrel == 0)
{
return (1);
} else {
barrel--;
PlaySound(shot);
// here
//
Vector2 playerDirection = player->direction;
Vector2 playerPosition = (Vector2){player->posX, player->posY};
auto rot1 = Vector2Rotate(playerDirection, -0.2f);
auto rot2 = Vector2Rotate(playerDirection, 0.2f);
auto add1 = Vector2Add(playerPosition, rot1);
auto add2 = Vector2Add(playerPosition, rot2);
auto r = playerDirection;
r.x *= 4;
r.y *= 4;
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)
{
en->direction.x = (playerDirection.x / 2);
en->direction.y = (playerDirection.y / 2);
}
player->victims += 1;
player->fury += 1;
break ;
}
}
// assaultrifle cone
DrawLineEx(playerPosition, add1, 10, ORANGE);
DrawLineEx(playerPosition,
Vector2Add(playerPosition,
r),
10, ORANGE);
DrawLineEx(playerPosition, add2, 10, ORANGE);
//
// there
if (barrel == 0)
{
empty = true;
}
return (0);
}
}
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