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ModuleEnemies.cpp
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#include "Application.h"
#include "ModuleInput.h"
#include "ModuleRender.h"
#include "ModuleEnemies.h"
#include "ModuleParticles.h"
#include "ModuleTextures.h"
//#include "Enemy.h"
#include "BasicEnemy.h"
#include "EnemyOscilatory.h"
#include "EnemyTank.h"
#include "EnemyBee.h"
#include "EnemyRedbird.h"
#include "EnemyPowerUpBee.h"
#include "EnemyProtator.h"
#include "EnemyLamella.h"
#include "EnemyMiniTank.h"
#include "EnemyDiver.h"
#include "EnemyPilot.h"
#include "EnemyHomingMissile.h"
#include "EnemyBigFuckingRocket.h"
#include "EnemyBigDaddy.h"
#include "EnemyColdMachine.h"
#include "EnemyColdMachineBombardier.h"
#include "EnemyShuriken.h"
#include "ModulePowerUp.h"
#include "ModuleAudio.h"
#include "ModulePlayerUnit.h"
//#include "Player.h"
#define SPAWN_MARGIN 15*SCREEN_SIZE
ModuleEnemies::ModuleEnemies()
{
for (uint i = 0; i < MAX_ENEMIES; ++i)
enemies[i] = nullptr;
//PARTICLES -------------------------------------------
// bee bullet last whisper
beeBulletGoodBye.anim.PushBack({ 1,6,8,8 }); // black
beeBulletGoodBye.anim.PushBack({ 10,6,8,8 }); // red
beeBulletGoodBye.anim.PushBack({ 1,6,8,8 }); // black
beeBulletGoodBye.anim.PushBack({ 10,6,8,8 }); // red
beeBulletGoodBye.anim.PushBack({ 1,6,8,8 }); // black
beeBulletGoodBye.anim.PushBack({ 19,6,8,8 }); // yellow
beeBulletGoodBye.anim.PushBack({ 1,6,8,8 }); // black
beeBulletGoodBye.anim.PushBack({ 19,6,8,8 }); // yellow
beeBulletGoodBye.anim.PushBack({ 28,5,9,9 }); // continue
beeBulletGoodBye.anim.PushBack({ 42,2,11,11 });
beeBulletGoodBye.anim.PushBack({ 54,1,13,13 });
beeBulletGoodBye.anim.PushBack({ 68,0,15,15 });
beeBulletGoodBye.anim.speed = 0.50f;
beeBulletGoodBye.anim.repeat = false;
//Enemy Bee -----------------------------
beeBullet.anim.PushBack({1,0,5,5});
beeBullet.anim.PushBack({13,0,5,5});
beeBullet.anim.PushBack({ 25,0,5,5 });
beeBullet.anim.PushBack({ 36,0,5,5 });
beeBullet.anim.speed = 0.2f;
beeBullet.damage = 1;
beeBullet.life = 1500;
// ---------------------------------------
// TANK shot particles --------------------
//bigShot Particle ---------
tankBigShot.anim.PushBack({ 123,0,13,13 });
tankBigShot.anim.PushBack({ 136,0,13,13 });
tankBigShot.anim.PushBack({ 149,0,13,13 });
tankBigShot.anim.PushBack({ 162,0,13,13 });
tankBigShot.anim.speed = 0.3f;
tankBigShot.damage = 1;
tankBigShot.life = 1500;
// --------------------------
// small shot particle
tankSmallShot.anim.PushBack({175,0,5,5});
tankSmallShot.anim.PushBack({180,0,5,5 });
tankSmallShot.anim.PushBack({ 185,0,5,5 });
tankSmallShot.anim.PushBack({ 190,0,5,5 });
tankSmallShot.anim.speed = 0.3f;
tankSmallShot.damage = 1;
tankSmallShot.life = 1500;
// ----------------------------
// HOMING MISSILE EXPLOSION
homingExplosion.anim.PushBack({5,40,21,19});
homingExplosion.anim.PushBack({ 32,35,27,27 });
homingExplosion.anim.PushBack({ 65,35,30,30 });
homingExplosion.anim.PushBack({ 103,35,32,31 });
homingExplosion.anim.PushBack({ 143,35,28,31 });
homingExplosion.anim.PushBack({ 177,35,31,31 });
homingExplosion.anim.PushBack({ 4,66,31,31 });
homingExplosion.anim.PushBack({ 39,66,30,31 });
homingExplosion.anim.PushBack({ 75,66,31,29 });
homingExplosion.anim.PushBack({ 112,66,29,27 });
homingExplosion.anim.speed = 0.25f;
homingExplosion.anim.repeat = false;
homingExplosion.fx = "rocketExplosion";
// -----------------------------------------------------
// DIVER LASER BEAMS
diverBeamLeft.anim.PushBack({ 0, 0, 24, 7 });
diverBeamLeft.anim.PushBack({ 48, 0, 48, 7 });
diverBeamRight.anim.PushBack({ 0, 8, 48, 7 });
diverBeamRight.anim.PushBack({ 48, 8, 48, 7 });
diverBeamLeft.anim.speed = diverBeamRight.anim.speed = 0.2f;
diverBeamLeft.damage = diverBeamRight.damage = 1;
diverBeamLeft.damage = diverBeamRight.damage = 1500;
// COLD MACHINE, BOSS LEVEL 3 needed particles -----------------------------------------------------------
// foot "explosion" when landing
coldMachineFootFire.anim.PushBack({ 223,314,32,18 });
coldMachineFootFire.life = 200;
// foot smoke after explosion
coldMachineFootSmoke.anim.PushBack({ 60,300,30,32 });
coldMachineFootSmoke.anim.PushBack({ 92,300,31,32 });
coldMachineFootSmoke.anim.PushBack({ 123,300,28,31 });
coldMachineFootSmoke.anim.PushBack({ 152,300,24,32 });
coldMachineFootSmoke.anim.PushBack({ 177,300,22,16 });
coldMachineFootSmoke.anim.speed = 0.125f;
coldMachineFootSmoke.anim.repeat = false;
// between pieces smoke
coldMachinePiecesSmoke.anim.PushBack({ 67,170,10,24 });
coldMachinePiecesSmoke.anim.PushBack({ 33,160,15,32 });
coldMachinePiecesSmoke.anim.PushBack({ 16,160,14,32 });
coldMachinePiecesSmoke.anim.PushBack({ 50,160,14,31 });
coldMachinePiecesSmoke.anim.PushBack({ 80,160,8,30 });
coldMachinePiecesSmoke.anim.PushBack({ 91,160,6,16 });
coldMachinePiecesSmoke.anim.speed = 0.125f;
coldMachinePiecesSmoke.anim.repeat = false;
// leg missiles flash
coldMachineLegMissileFlash.anim.PushBack({ 963,36,16,16});
coldMachineLegMissileFlash.anim.PushBack({ 946,36,16,16 });
coldMachineLegMissileFlash.anim.speed = 0.25f;
coldMachineLegMissileFlash.anim.repeat = false;
// knee laser
coldMachineKneeLaser.anim.PushBack({ 357,602,48,24 });
coldMachineKneeLaser.anim.PushBack({ 406,602,47,24 });
coldMachineKneeLaser.anim.PushBack({ 454,602,46,23 });
coldMachineKneeLaser.anim.PushBack({ 501,602,47,24 });
coldMachineKneeLaser.anim.speed = 0.25f;
coldMachineKneeLaser.life = 2000;
coldMachineKneeLaser.damage = 1;
// knee laser explosion "flash" effect
coldMachineKneeLaserShotEffect.anim.PushBack({ 963,36,16,16 });
coldMachineKneeLaserShotEffect.anim.PushBack({ 930,36,16,16 });
coldMachineKneeLaserShotEffect.anim.PushBack({ 912,36,16,16 });
coldMachineKneeLaserShotEffect.anim.speed = 0.25f;
coldMachineKneeLaserShotEffect.anim.repeat = false;
// arm shoot smoke
coldMachineArmShootSmoke.anim.PushBack({ 800,63,32,32 });
coldMachineArmShootSmoke.anim.PushBack({ 840,63,32,32 });
coldMachineArmShootSmoke.anim.PushBack({ 873,63,32,32 });
coldMachineArmShootSmoke.anim.PushBack({ 907,63,32,32 });
coldMachineArmShootSmoke.anim.PushBack({ 937,63,32,32 });
coldMachineArmShootSmoke.anim.PushBack({ 968,63,32,32 });
coldMachineArmShootSmoke.anim.speed = 0.125f;
coldMachineArmShootSmoke.anim.repeat = false;
// BOMBARDIER RELATIVE PARTICLES
bombardierBomb.anim.PushBack({ 1003,30,14,6 });
bombardierBomb.anim.PushBack({ 1003,37,15,9 });
bombardierBomb.anim.PushBack({ 1003,47,14,11 });
for (uint i = 0; i < 24; i++) // lasts the life of particle
bombardierBomb.anim.PushBack({ 1003,59,13,13 });
bombardierBomb.anim.speed = 0.125f;
bombardierBomb.anim.repeat = false;
bombardierBomb.impactPosition = { 0,-76 };
bombardierBomb.fx = "droppedBomb";
bombardierBomb.life = 2000;
// bombardier bomb wall impact particle
bombardierBombWallImpact.anim.PushBack({ 0,569,16,80 });
bombardierBombWallImpact.anim.PushBack({ 17,569,24,80 });
bombardierBombWallImpact.anim.PushBack({ 42,569,30,80 });
bombardierBombWallImpact.anim.PushBack({ 73,569,28,80 });
bombardierBombWallImpact.anim.PushBack({ 104,569,26,70 });
bombardierBombWallImpact.anim.PushBack({ 131,569,30,69 });
bombardierBombWallImpact.anim.PushBack({ 162,569,28,69 });
bombardierBombWallImpact.anim.PushBack({ 191,569,25,68 });
bombardierBombWallImpact.anim.PushBack({ 217,569,18,52 });
bombardierBombWallImpact.anim.PushBack({ 236,569,16,38 });
bombardierBombWallImpact.anim.speed = 0.25f;
bombardierBombWallImpact.anim.repeat = false;
bombardierBombWallImpact.fx = "bombExplosion";
// FASE2 particles
// glass shot bullet
glassShoot.anim.PushBack({ 634,570,48,11 });
glassShoot.anim.PushBack({ 686,570,24,11 });
glassShoot.anim.speed = 0.25f;
// glass shot effect
glassShootEffect.anim.PushBack({ 832,144,30,16 });
glassShootEffect.anim.PushBack({ 864,144,30,16 });
glassShootEffect.anim.PushBack({ 895,144,30,16 });
glassShootEffect.anim.PushBack({ 924,144,30,16 });
glassShootEffect.anim.speed = 0.25f;
glassShootEffect.anim.repeat = false;
// glass rotaty balls
glassRotary.anim.PushBack({ 718,570,16,16 });
glassRotary.anim.PushBack({ 731,570,16,16 });
glassRotary.anim.PushBack({ 746,570,16,16 });
glassRotary.anim.PushBack({ 764,570,16,16 });
glassRotary.anim.PushBack({ 784,570,16,16 });
glassRotary.anim.PushBack({ 804,570,16,16 });
glassRotary.anim.PushBack({ 824,570,16,16 });
glassRotary.anim.PushBack({ 843,570,16,16 });
glassRotary.anim.PushBack({ 860,570,16,16 });
glassRotary.anim.PushBack({ 875,570,16,16 });
glassRotary.anim.PushBack({ 888,570,16,16 });
glassRotary.anim.PushBack({ 900,570,16,16 });
glassRotary.anim.PushBack({ 912,570,16,16 });
glassRotary.anim.PushBack({ 926,570,16,16 });
glassRotary.anim.PushBack({ 945,570,5,23 });
glassRotary.anim.speed = 0.25f;
glassRotary.anim.repeat = false;
// glass upwards death particle
glassUpwardsShoot.anim.PushBack({ 954,570,5,9 });
glassUpwardsShoot.anim.PushBack({ 963,570,5,22 });
glassUpwardsShoot.anim.speed = 0.25f;
glassUpwardsShoot.speed = { 0,-2 };
glassUpwardsShoot.life = 2000;
// SHURIKEN disappear particle
shurikenDeath.anim.PushBack({ 840,529,40,40 });
shurikenDeath.anim.PushBack({ 880,529,40,40 });
shurikenDeath.anim.PushBack({ 920,529,40,40 });
shurikenDeath.anim.PushBack({ 960,529,40,40 });
shurikenDeath.anim.speed = 0.25f;
shurikenDeath.anim.repeat = false;
// --------------------------------------------------------------------------------------------------------
}
// Destructor
ModuleEnemies::~ModuleEnemies()
{
}
bool ModuleEnemies::Start()
{
// ENEMY TEXTURES ---------------------------------------------------------------------
//sprites = App->textures->Load("assets/Graphics/Enemies/Level_1/enemies.png");
enemy1Texture = App->textures->Load("assets/Graphics/Enemies/Level_1/enemy1.png");
enemy2Texture = App->textures->Load("assets/Graphics/Enemies/Level_1/oscilator.png");
enemyTankTexture = App->textures->Load("assets/Graphics/Enemies/Level_1/Tank.png");
enemyBeeTexture = App->textures->Load("assets/Graphics/Enemies/Level_1/Bee.png");
enemyRedbirdTexture = App->textures->Load("assets/Graphics/Enemies/Level_3/Redbird.png");
enemyPowerBeeTexture = App->textures->Load("assets/Graphics/Enemies/Level_3/power_bee.png");
enemyProtatorTexture = App->textures->Load("assets/Graphics/Enemies/Level_3/protator.png");
enemyLamellaTexture = App->textures->Load("assets/Graphics/Enemies/Level_3/lamella.png");
enemyMiniTankTexture = App->textures->Load("assets/Graphics/Enemies/Level_3/MiniTank.png");
enemySubmarineTexture = App->textures->Load("assets/Graphics/Enemies/Level_3/submarine.png");
enemyDiverTexture = App->textures->Load("assets/Graphics/Enemies/Level_3/diver.png");
enemyPilotTexture = App->textures->Load("assets/Graphics/Enemies/Pilot.png");
enemyHomingMissileTexture = App->textures->Load("assets/Graphics/Enemies/Level_3/homingMissile.png");
enemyBigDaddyTexture = App->textures->Load("assets/Graphics/Enemies/Level_3/mid_boss.png");
enemyColdMachineTexture = App->textures->Load("assets/Graphics/Enemies/Level_3/boss.png");
// -------------------------------------------------------------------------------------
// ENEMY PARTICLES ---------------------------------------------------------------------
// textures ----------
beeBulletTexture = App->textures->Load("assets/Graphics/Enemies/Level_1/bee_bullet.png");
beeBullet.texture = beeBulletTexture; //link texture to particle
beeBulletGoodBye.texture = beeBulletTexture;
beeBullet.deathParticle = &beeBulletGoodBye;
//ONcollisionParticles link
beeBullet.onCollisionGeneralParticle = &beeBulletGoodBye;
enemyDiverBeamTexture = App->textures->Load("assets/Graphics/Enemies/Level_3/diverShot.png");
diverBeamLeft.texture = diverBeamRight.texture = enemyDiverBeamTexture;
//TANK shot particles
tankBigShot.texture = enemyTankTexture;
tankSmallShot.texture = enemyTankTexture;
// HOMING missile particle to texture link
homingExplosion.texture = enemyHomingMissileTexture;
// COLD MACHINE, BOSS LEVEL 3 particle to texture links
coldMachineFootFire.texture = enemyColdMachineTexture;
coldMachineFootSmoke.texture = enemyColdMachineTexture;
coldMachinePiecesSmoke.texture = enemyColdMachineTexture;
coldMachineLegMissileFlash.texture = enemyColdMachineTexture;
coldMachineKneeLaser.texture = enemyColdMachineTexture;
coldMachineKneeLaserShotEffect.texture = enemyColdMachineTexture;
bombardierBomb.texture = enemyColdMachineTexture;
bombardierBomb.onCollisionWallParticle = &bombardierBombWallImpact;
bombardierBomb.onCollisionGeneralParticle = &homingExplosion;
bombardierBombWallImpact.texture = enemyColdMachineTexture;
coldMachineArmShootSmoke.texture = enemyColdMachineTexture;
// fase2 boss3
glassShoot.texture = enemyColdMachineTexture;
glassShootEffect.texture = enemyColdMachineTexture;
glassRotary.texture = enemyColdMachineTexture;
glassUpwardsShoot.texture = enemyColdMachineTexture;
glassRotary.deathParticle = &glassUpwardsShoot;
shurikenDeath.texture = enemyColdMachineTexture;
// -------------------------------------------------------------------------------------
// AUDIO FX ----------------------------------------------------------------------------
App->audio->LoadAudio("assets/Audio/SFX/enemies/Enemy_Explosion.wav", "EnemyDeath", SFX);
App->audio->LoadAudio("assets/Audio/SFX/enemies/Enemy_Explosion2.wav", "EnemyDeath2", SFX);
// coldmachine and diver laser
App->audio->LoadAudio("assets/Audio/SFX/enemies/robot_shoot.wav", "glassLaser", SFX);
// LAunching robot and protator
App->audio->LoadAudio("assets/Audio/SFX/Enemies/launching_robot.wav", "ejectRobot", SFX);
// rockets explosion sfx
App->audio->LoadAudio("assets/Audio/SFX/enemies/minitank_rocket_explosion.wav", "rocketExplosion", SFX);
// COLD MACHINE RELATIVE SFX PARTICLES
App->audio->LoadAudio("assets/Audio/SFX/Enemies/Boss_bomb_falling.wav", "droppedBomb", SFX);
App->audio->LoadAudio("assets/Audio/SFX/Enemies/Boss_bomb_falling_explosion.wav", "bombExplosion", SFX);
return true;
}
update_status ModuleEnemies::PreUpdate()
{
// check camera position to decide what to spawn
for (uint i = 0; i < MAX_ENEMIES; ++i)
{
if (queue[i].type != ENEMY_TYPES::NO_TYPE)
{
//if (queue[i].x * SCREEN_SIZE > App->render->camera.x - (App->render->camera.w * SCREEN_SIZE) + SPAWN_MARGIN)
if (-queue[i].x * SCREEN_SIZE > App->render->camera.x - (App->render->camera.w * SCREEN_SIZE) - SPAWN_MARGIN)
{
SpawnEnemy(queue[i]);
queue[i].type = ENEMY_TYPES::NO_TYPE;
//queue[i].powerUpType = powerUpTypes::NONE;
LOG("Spawning enemy at %d", queue[i].x * SCREEN_SIZE);
}
}
}
return UPDATE_CONTINUE;
}
// Called before render is available
update_status ModuleEnemies::Update()
{
for (uint i = 0; i < MAX_ENEMIES; ++i)
if (enemies[i] != nullptr) enemies[i]->Move();
for (uint i = 0; i < MAX_ENEMIES; ++i)
//enemies[i].
if (enemies[i] != nullptr) enemies[i]->Draw();
return UPDATE_CONTINUE;
}
update_status ModuleEnemies::PostUpdate()
{
// check camera position to decide what to spawn
for (uint i = 0; i < MAX_ENEMIES; ++i)
{
if (enemies[i] != nullptr && enemies[i]->enemyType != ENEMY_TYPES::SUBMARINE)
{
//if (enemies[i]->position.x * SCREEN_SIZE < (App->render->camera.x) - SPAWN_MARGIN)
if(enemies[i]->position.x < (abs(App->render->camera.x) / SCREEN_SIZE) - 100)
{
LOG("DeSpawning enemy at %d", enemies[i]->position.x * SCREEN_SIZE);
delete enemies[i];
enemies[i] = nullptr;
}
}
if (enemies[i] != nullptr && enemies[i]->killMe)
{
LOG("the wish of one enemy is death");
delete enemies[i];
enemies[i] = nullptr;
}
}
return UPDATE_CONTINUE;
}
// Called before quitting
bool ModuleEnemies::CleanUp()
{
LOG("Freeing all enemies");
//unloading loaded textures
// INVERSE ORDER
App->textures->Unload(enemyColdMachineTexture);
App->textures->Unload(enemyBigDaddyTexture);
App->textures->Unload(enemyDiverBeamTexture);
App->textures->Unload(enemyHomingMissileTexture);
App->textures->Unload(enemyPilotTexture);
App->textures->Unload(enemyDiverTexture);
App->textures->Unload(enemySubmarineTexture);
App->textures->Unload(enemyMiniTankTexture);
App->textures->Unload(enemyLamellaTexture);
App->textures->Unload(enemyProtatorTexture);
App->textures->Unload(enemyPowerBeeTexture);
App->textures->Unload(beeBulletTexture);
App->textures->Unload(enemyRedbirdTexture);
App->textures->Unload(enemyBeeTexture);
App->textures->Unload(enemyTankTexture);
App->textures->Unload(enemy2Texture);
App->textures->Unload(enemy1Texture);
//App->textures->Unload(sprites);
//Unloading loaded audio's
App->audio->UnloadAudio("ejectRobot", SFX);
App->audio->UnloadAudio("glassLaser", SFX);
App->audio->UnloadAudio("bombExplosion", SFX);
App->audio->UnloadAudio("droppedBomb", SFX);
App->audio->UnloadAudio("rocketExplosion", SFX);
App->audio->UnloadAudio("EnemyDeath2", SFX);
App->audio->UnloadAudio("EnemyDeath",SFX);
//removing spawned enemies
for (uint i = 0; i < MAX_ENEMIES; ++i)
{
if (enemies[i] != nullptr)
{
delete enemies[i];
enemies[i] = nullptr;
}
}
//removing queue enemies
for (uint i = 0; i < MAX_ENEMIES; ++i)
{
if (queue[i].type != ENEMY_TYPES::NO_TYPE) //if we have on queue some enemy with explicit type
{
queue[i].type = ENEMY_TYPES::NO_TYPE; //with no type defined, function addEnemy can overWrite the needed values
}
}
return true;
}
bool ModuleEnemies::AddEnemy(ENEMY_TYPES type, int x, int y, powerUpTypes powerUp)
{
bool ret = false;
for (uint i = 0; i < MAX_ENEMIES; ++i)
{
if (queue[i].type == ENEMY_TYPES::NO_TYPE)
{
queue[i].powerUpType = powerUp;
queue[i].type = type;
queue[i].x = x;
queue[i].y = y;
ret = true;
break;
}
}
return ret;
}
void ModuleEnemies::SpawnEnemy(EnemyInfo& info)
{
// find room for the new enemy
uint i = 0;
for (; enemies[i] != nullptr && i < MAX_ENEMIES; ++i);
if (i != MAX_ENEMIES)
{
switch (info.type)
{
case ENEMY_TYPES::BASIC_ENEMY:
enemies[i] = new BasicEnemy(info.x, info.y,info.powerUpType, enemy1Texture);
break;
case ENEMY_TYPES::ENEMYOSCILATORY:
enemies[i] = new EnemyOscilatory(info.x, info.y, info.powerUpType, enemy2Texture);
break;
case ENEMY_TYPES::TANK:
enemies[i] = new EnemyTank(info.x, info.y, info.powerUpType, enemyTankTexture);
break;
case ENEMY_TYPES::ENEMYBEE:
enemies[i] = new EnemyBee(info.x, info.y, info.powerUpType, enemyBeeTexture);
break;
case ENEMY_TYPES::REDBIRD:
enemies[i] = new EnemyRedbird(info.x, info.y, info.powerUpType, enemyRedbirdTexture);
break;
case ENEMY_TYPES::POWERUP_BEE:
enemies[i] = new EnemyPowerUpBee(info.x, info.y, info.powerUpType, enemyPowerBeeTexture);
break;
case ENEMY_TYPES::ENEMYPROTATOR:
enemies[i] = new EnemyProtator(info.x, info.y, info.powerUpType, enemyProtatorTexture);
break;
case ENEMY_TYPES::LAMELLA:
enemies[i] = new EnemyLamella(info.x, info.y, info.powerUpType, enemyLamellaTexture);
break;
case ENEMY_TYPES::MINITANK:
enemies[i] = new Enemy_MiniTank(info.x, info.y, info.powerUpType, enemyMiniTankTexture);
break;
case ENEMY_TYPES::SUBMARINE:
enemies[i] = new EnemySubmarine(info.x, info.y, info.powerUpType, enemySubmarineTexture);
break;
case ENEMY_TYPES::DIVER:
enemies[i] = new EnemyDiver(info.x, info.y, info.powerUpType, enemyDiverTexture);
break;
case ENEMY_TYPES::ENEMYPILOT:
enemies[i] = new EnemyPilot(info.x, info.y, info.powerUpType, enemyPilotTexture);
break;
case ENEMY_TYPES::HOMINGMISSILE:
enemies[i] = new EnemyHomingMissile(info.x, info.y, info.powerUpType, enemyHomingMissileTexture);
break;
case ENEMY_TYPES::BIGFUCKINGROCKET:
enemies[i] = new EnemyBigFuckingRocket(info.x, info.y, info.powerUpType, enemyMiniTankTexture);
break;
case ENEMY_TYPES::BIGDADDY:
enemies[i] = new EnemyBigDaddy(info.x, info.y, info.powerUpType, enemyBigDaddyTexture);
break;
case ENEMY_TYPES::COLDMACHINE:
enemies[i] = new EnemyColdMachine(info.x, info.y, info.powerUpType, enemyColdMachineTexture);
break;
case ENEMY_TYPES::COLDMACHINEBOMBARDIER:
enemies[i] = new EnemyColdMachineBombardier(info.x, info.y, info.powerUpType, enemyColdMachineTexture);
break;
case ENEMY_TYPES::SHURIKEN:
enemies[i] = new EnemyShuriken(info.x, info.y, info.powerUpType, enemyColdMachineTexture);
break;
}
}
}
void ModuleEnemies::OnCollision(Collider* c1, Collider* c2)
{
for (uint i = 0; i < MAX_ENEMIES; ++i)
{
for (int k = 0; k < MAX_EXTRA_COLLIDERS ; ++k) //10 = extraColliders array max index
{
if (enemies[i] != nullptr && enemies[i]->extraColliders[k] != nullptr)
{
if (c1 == enemies[i]->extraColliders[k])
enemies[i]->collisionColliderIndex = k;
}
}
if (enemies[i] != nullptr && enemies[i]->GetCollider() == c1 && (c2->type != COLLIDER_UNIT && c2->type != COLLIDER_UNIT2))
{
enemies[i]->OnCollision(c2, c1);
if (enemies[i]->enemyType != SUBMARINE && enemies[i]->enemyType != BIGDADDY && enemies[i]->enemyType != COLDMACHINE)
{
if (c2->type != COLLIDER_WALL)
enemies[i]->life -= c2->damage; //particle damage
}
if (c2->type == COLLIDER_PLAYER)
--enemies[i]->life; //by default, player collider substract 1 to enemy life
if (enemies[i]->life <= 0)
{
// assigns correct player score
if (c2->type == COLLIDER_PLAYER_SHOT)
{
LOG("player 1 killed me");
App->player[0]->playerScore += enemies[i]->enemyScore;
}
if (c2->type == COLLIDER_PLAYER2_SHOT)
{
LOG("player 2 killed me");
App->player[1]->playerScore += enemies[i]->enemyScore;
}
if (enemies[i]->enemyType != HOMINGMISSILE && enemies[i]->enemyType != BIGFUCKINGROCKET)
App->audio->ControlAudio("EnemyDeath", SFX, PLAY);
delete enemies[i];
enemies[i] = nullptr;
break;
}
}
// if collision pertains to unit
else if (enemies[i] != nullptr && enemies[i]->GetCollider() == c1 && (c2->type == COLLIDER_UNIT || c2->type == COLLIDER_UNIT2))
{
if (enemies[i]->readyToRumble)
{
enemies[i]->start_unit_damage_time = SDL_GetTicks();
//if the unit can't destroy the enemy at once, return state
/*if (enemies[i]->life > c2->damage)
{
if (c2->callback == App->playerUnit[0] && App->playerUnit[0]->this_state != actualState::LINKED)
App->playerUnit[0]->this_state = actualState::RETURN;
if (c2->callback == App->playerUnit[1] && App->playerUnit[0]->this_state != actualState::LINKED)
App->playerUnit[1]->this_state = actualState::RETURN;
}*/
if(enemies[i]->enemyType != SUBMARINE && enemies[i]->enemyType != MINITANK && enemies[i]->enemyType != COLDMACHINE)// && enemies[i]->enemyType != BIGDADDY)
enemies[i]->life -= c2->damage; //receive unit damage respect the actual unit damage (charged or not amount)
}
// second check if the readyToRumbe is false, and the unit needs to be returnted too
if (enemies[i]->life <= 0)enemies[i]->life = 0; // protection
if (enemies[i]->life > c2->damage)
{
if (c2->callback == App->playerUnit[0] && App->playerUnit[0]->this_state != actualState::LINKED &&
App->playerUnit[0]->this_state != actualState::POSITIONING)
App->playerUnit[0]->this_state = actualState::RETURN;
if (c2->callback == App->playerUnit[1] && App->playerUnit[0]->this_state != actualState::LINKED &&
App->playerUnit[0]->this_state != actualState::POSITIONING)
App->playerUnit[1]->this_state = actualState::RETURN;
}
if (enemies[i]->enemyType == SUBMARINE || enemies[i]->enemyType == MINITANK || enemies[i]->enemyType == COLDMACHINE)
enemies[i]->OnCollision(c2, c1);
enemies[i]->OnCollisionUnit(c2, c1);
if (enemies[i]->life <= 0)
{
if (enemies[i]->enemyType != HOMINGMISSILE && enemies[i]->enemyType != BIGFUCKINGROCKET)
App->audio->ControlAudio("EnemyDeath", SFX, PLAY);
// assigns correct player score
if (c2->type == COLLIDER_UNIT)
{
LOG("player 1 killed me");
App->player[0]->playerScore += enemies[i]->enemyScore;
}
if (c2->type == COLLIDER_UNIT2)
{
LOG("player 2 killed me");
App->player[1]->playerScore += enemies[i]->enemyScore;
}
//enemies[i]->playerThatKillMe
delete enemies[i];
enemies[i] = nullptr;
break;
}
}
}
}
/*void ModuleEnemies::pleaseKillMe(Enemy* thisEnemy)
{
for (int i = 0; i < MAX_ENEMIES; ++i)
{
if (enemies[i] == thisEnemy)
{
thisEnemy->~Enemy();
delete enemies[i];
enemies[i] = nullptr;
break;
}
}
}*/