added weapon sounds and AI doesnt shoot if not in range

This commit is contained in:
bMorgan01 2021-04-27 18:43:40 -06:00
parent d1a7053149
commit 8016bab3e8
8 changed files with 48 additions and 13 deletions

View file

@ -10,15 +10,17 @@
class ProjectileWeapon : public Weapon {
public:
ProjectileWeapon(Projectile _proj, int frameDelay) : Weapon(frameDelay) {
ProjectileWeapon(Projectile _proj, const sf::SoundBuffer& buffer, float volume, double effectiveAngle, int frameDelay) : Weapon(frameDelay, effectiveAngle, buffer, volume) {
projectile = std::move(_proj);
}
Shootable* shoot(const Ship* shooter) {
Shootable* shoot(const Ship* shooter) override {
currentFrame = 0;
noise.play();
projectile.setDirection(shooter->getDirection());
projectile.setPosition(shooter->getPosition());
projectile.setPosition(shooter->getXPos() + shooter->getLocalBounds().width/4 * shooter->getScale().x * cos(shooter->getDirection()*GameSprite::PI/180), shooter->getYPos() - shooter->getLocalBounds().width/4 * shooter->getScale().x * sin(shooter->getDirection()*GameSprite::PI/180));
projectile.setShooter((GameSprite *) shooter);
Shootable *copied = new Shootable(projectile);