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39
BeamWeapon.h
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39
BeamWeapon.h
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//
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// Created by Benjamin on 4/23/2021.
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//
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#ifndef SFML_TEMPLATE_BEAMWEAPON_H
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#define SFML_TEMPLATE_BEAMWEAPON_H
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#include "Beam.h"
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class BeamWeapon : public Weapon {
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private:
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int duration;
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int framesShot = 0;
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public:
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BeamWeapon(Beam _proj, int _duration, int frameDelay) : Weapon(frameDelay) {
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projectile = std::move(_proj);
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duration = _duration;
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}
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Shootable* shoot(const Ship* shooter) {
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framesShot++;
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if (framesShot == duration) {
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framesShot = 0;
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currentFrame = 0;
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}
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projectile.setShooter((GameSprite *) shooter);
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double newWidth = shooter->getTarget() == nullptr ? projectile.getRange() : GameSprite::distance(shooter->getPosition(), shooter->getTarget()->getPosition());
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projectile.setTextureRect(sf::IntRect(projectile.getTextureRect().left, projectile.getTextureRect().top, newWidth > projectile.getRange() ? projectile.getRange() * (1/projectile.getScale().x) : newWidth * (1/projectile.getScale().x), projectile.getTextureRect().height));
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projectile.setOrigin(0, projectile.getLocalBounds().height/2);
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projectile.setDirection(shooter->getTarget() == nullptr ? shooter->getDirection() : -GameSprite::getAimAngle(shooter->getTarget()->getPosition(), shooter->getPosition()));
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projectile.setPosition(shooter->getPosition());
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return new Shootable(projectile);
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}
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};
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#endif //SFML_TEMPLATE_BEAMWEAPON_H
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