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#include "wp_shotty.hpp"
#include <raylib.h>
#include <raymath.h>
#include <iostream>
#include "entity.hpp"
wp_shotty::wp_shotty(const char* s, const char* r)
: AWeapon(100.0f, 10, 10, 0.5, s, r, "shotty") {}
int wp_shotty::bang(std::vector<Entity>* enemies, Entity* player) {
if (barrel == 0 || GetTime() < (t + cooldown)) {
return (1);
} else {
Vector2 playerDirection = Vector2Normalize(player->direction);
playerDirection.x *= range;
playerDirection.y *= range;
Vector2 playerPosition = (Vector2){player->posX, player->posY};
Vector2 rot1 = Vector2Rotate(playerDirection, -0.2f);
Vector2 rot2 = Vector2Rotate(playerDirection, 0.2f);
Vector2 add1 = Vector2Add(playerPosition, rot1);
Vector2 add2 = Vector2Add(playerPosition, rot2);
Vector2 r;
barrel--;
PlaySound(shot);
t = GetTime();
// here
//
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
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;
}
}
// shotty 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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