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TowerObject.cpp
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TowerObject.cpp
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#include "TowerObject.h"
#include <GL/glfw3.h>
#include "Window.h"
#include <algorithm>
#define _USE_MATH_DEFINES
#include <math.h>
/*
TowerObject inherits from GameObject
It overrides GameObject's update method, so that you can check for input to change the velocity of the player
*/
TowerObject::TowerObject(glm::vec3 &entityPos, GLuint entityTexture, GLint entityNumElements, GLuint bulletTex)
: GameObject(entityPos, entityTexture, entityNumElements, true) {
orientation = 90.0f;
rotationSpeed = 0.0f;
speed = 0.0f;
bulletTexture = bulletTex;
fireCooldown = 0;
fireRate = 1.5f;
//spawn a bullet
damage = 100;
//bullets.push_back(new BulletObject(position, bulletTexture, entityNumElements));
//bullets.back()->setDamage(damage);
}
// Update function for moving the player object around
void TowerObject::update(float deltaTime, GameObject* target) {
// calculate orientation
float dx = target->getPosition().x - position.x;
float dy = position.y - target->getPosition().y;
float radians = atan2f(dy, dx);
if (radians < 0) {
radians = abs(radians);
}
else {
radians = 2 * M_PI - radians;
}
float degrees = glm::degrees(radians);
orientation = degrees;
updateBullets(deltaTime, target);
if (fireCooldown > 0)
fireCooldown -= deltaTime;
else {
fireCooldown = 1.0f / fireRate;
//spawn bullet here
bullets.push_back(new BulletObject(position, bulletTexture, numElements));
bullets.back()->setDamage(damage);
}
}
void TowerObject::updateBullets(float deltaTime, GameObject* target) {
if (bullets.empty()) return;
// removing elements from the game array while iterating, don't think could do in "for i=x" loop
for (std::vector<BulletObject*>::iterator it = bullets.begin(); it != bullets.end();) {
(*it)->update(deltaTime, target);
if ((*it)->hitsTarget(target)) {
target->takeDamage((*it)->getDamage());
delete (*it);
it = bullets.erase(it);
}
else {
++it;
}
}
}
void TowerObject::render(Shader &shader) {
GameObject::render(shader);
for (BulletObject* b : bullets) {
b->render(shader);
}
}