added weapon sounds and AI doesnt shoot if not in range
This commit is contained in:
parent
d1a7053149
commit
8016bab3e8
8 changed files with 48 additions and 13 deletions
|
|
@ -12,18 +12,20 @@ private:
|
|||
int duration;
|
||||
int framesShot = 0;
|
||||
public:
|
||||
BeamWeapon(Beam _proj, int _duration, int frameDelay) : Weapon(frameDelay) {
|
||||
BeamWeapon(Beam _proj, const sf::SoundBuffer& buffer, float volume, double effectiveAngle, int _duration, int frameDelay) : Weapon(frameDelay, effectiveAngle, buffer, volume) {
|
||||
projectile = std::move(_proj);
|
||||
duration = _duration;
|
||||
}
|
||||
|
||||
Shootable* shoot(const Ship* shooter) {
|
||||
Shootable* shoot(const Ship* shooter) override {
|
||||
framesShot++;
|
||||
if (framesShot == duration) {
|
||||
framesShot = 0;
|
||||
currentFrame = 0;
|
||||
}
|
||||
|
||||
noise.play();
|
||||
|
||||
projectile.setShooter((GameSprite *) shooter);
|
||||
double newWidth = shooter->getTarget() == nullptr ? projectile.getRange() : GameSprite::distance(shooter->getPosition(), shooter->getTarget()->getPosition());
|
||||
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));
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@ set(CMAKE_CXX_STANDARD 14)
|
|||
|
||||
include_directories("D:/Program Files/mingw-w64/mingw64/x86_64-w64-mingw32/include")
|
||||
|
||||
add_executable(SFML_Template main.cpp Game.cpp Game.h GameSprite.cpp GameSprite.h Ship.cpp Ship.h System.cpp System.h Planet.cpp Planet.h Collision.cpp Collision.h Menu.cpp Menu.h)
|
||||
add_executable(SFML_Template main.cpp Game.cpp Game.h GameSprite.cpp GameSprite.h Ship.cpp Ship.h System.cpp System.h Planet.cpp Planet.h Collision.cpp Collision.h Menu.cpp Menu.h GameSound.h)
|
||||
|
||||
target_link_directories(SFML_Template PUBLIC "D:/Program Files/mingw-w64/mingw64/x86_64-w64-mingw32/lib")
|
||||
|
||||
|
|
|
|||
12
COMShip.h
12
COMShip.h
|
|
@ -34,6 +34,18 @@ public:
|
|||
name = std::move(_name);
|
||||
};
|
||||
|
||||
void shoot(std::vector<Shootable*> &shots) override {
|
||||
for (Weapon *w : weapons) {
|
||||
double angle = -getAimAngle(target->getPosition(), getPosition());
|
||||
double leftEffectiveBorder = spritePhysics.direction + w->getEffectiveAngle()/2;
|
||||
double rightEffectiveBorder = spritePhysics.direction - w->getEffectiveAngle()/2;
|
||||
|
||||
if (w->canShoot() && ( angle < leftEffectiveBorder && angle > rightEffectiveBorder) && distance(target->getPosition(), getPosition()) < w->getProjectile().getRange()) {
|
||||
shots.push_back(w->shoot(this));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
template< class RNG >
|
||||
Status pathfind(const sf::RenderWindow &window, RNG &gen, System *loc, Ship* player, std::vector<Shootable*> &projectiles) {
|
||||
if (status != ATTACKING && isHostile()) {
|
||||
|
|
|
|||
18
Game.cpp
18
Game.cpp
|
|
@ -192,14 +192,22 @@ void Game::init() {
|
|||
updateLoader(window, "Loading ship textures...");
|
||||
}
|
||||
|
||||
//Load projectile textures
|
||||
//Load projectile textures and sounds
|
||||
sf::Texture laser;
|
||||
Collision::CreateTextureAndBitmask(laser, "./data/Projectiles/laser.png");
|
||||
|
||||
sf::Sound laserNoise;
|
||||
sf::SoundBuffer laserBuffer;
|
||||
laserBuffer.loadFromFile("./data/Sounds/Projectiles/laser.wav");
|
||||
|
||||
sf::Texture beam;
|
||||
Collision::CreateTextureAndBitmask(beam, "./data/Projectiles/beam.png");
|
||||
beam.setRepeated(true);
|
||||
|
||||
sf::Sound beamNoise;
|
||||
sf::SoundBuffer beamBuffer;
|
||||
beamBuffer.loadFromFile("./data/Sounds/Projectiles/beam.wav");
|
||||
|
||||
//load GUI textures
|
||||
sf::Texture mapWin;
|
||||
mapWin.loadFromFile("./data/Gui/mapBox.png");
|
||||
|
|
@ -446,7 +454,7 @@ void Game::init() {
|
|||
sf::Vector2f currentPos;
|
||||
|
||||
Ship *player = new Ship(ship, 50, window.getSize().x / (float) 2.0, window.getSize().y / (float) 2.0, 0, 10, -45, 2,3, 500, 100, 5);
|
||||
player->addWeapon(new BeamWeapon(Beam(beam, sf::IntRect(0, 207, 535, 91), 10, 12, 1, 0, 513, 3, 1, 1500), 25, 40));
|
||||
player->addWeapon(new BeamWeapon(Beam(beam, sf::IntRect(0, 207, 535, 91), 10, 12, 1, 0, 513, 3, 1, 1500), beamBuffer, 50, 360 , 25, 40));
|
||||
int playerMoney = 100000;
|
||||
|
||||
System *currentSystem = systems[0];
|
||||
|
|
@ -568,7 +576,7 @@ void Game::init() {
|
|||
int randYpos = roll(gen);
|
||||
|
||||
ships.push_back(new COMShip(*shipTextures[n], shipTextureScales[n],currentSystem->getPlanets()[1]->getXPos() + randXpos,currentSystem->getPlanets()[1]->getYPos() + randYpos, 0, 0.1, 10, 0, 2, 0, 500, 0,0, wordWrap(generateName(gen), targetWindow.getGlobalBounds().width, monkirta, 15),currentSystem->getSysRep()));
|
||||
ships[ships.size() - 1]->addWeapon(new ProjectileWeapon(Projectile(laser, sf::IntRect(29, 207, 651, 91), 10, 4, 3, 676, 513, 3, 15, 25, 1500), 40));
|
||||
ships[ships.size() - 1]->addWeapon(new BeamWeapon(Beam(beam, sf::IntRect(0, 207, 535, 91), 10, 12, 1, 0, 513, 3, 1, 1500), beamBuffer, 50, 360 , 25, 40));
|
||||
}
|
||||
|
||||
//planet pointer
|
||||
|
|
@ -955,7 +963,7 @@ void Game::init() {
|
|||
int randYpos = roll(gen);
|
||||
|
||||
ships.push_back(new COMShip(*shipTextures[n], shipTextureScales[n],currentSystem->getPlanets()[1]->getXPos() + randXpos,currentSystem->getPlanets()[1]->getYPos() + randYpos, 0, 0.1, 10, 0, 2, 0,500, 0, 0,wordWrap(generateName(gen), targetWindow.getGlobalBounds().width, monkirta,15),currentSystem->getSysRep()));
|
||||
ships[ships.size() - 1]->addWeapon(new ProjectileWeapon(Projectile(laser, sf::IntRect(29, 207, 651, 91), 10, 4, 3, 676, 513, 3, 15, 25, 1500), 40));
|
||||
ships[ships.size() - 1]->addWeapon(new ProjectileWeapon(Projectile(laser, sf::IntRect(29, 207, 651, 91), 10, 4, 3, 676, 513, 3, 15, 25, 1500), laserBuffer, 50, 10, 40));
|
||||
|
||||
sound.setBuffer(warp);
|
||||
sound.setVolume((GameSprite::distance(player->getPosition(), ships[ships.size() - 1]->getPosition()) > 2000) ? 0 : 100 * (2000 - GameSprite::distance(player->getPosition(), ships[ships.size() - 1]->getPosition())) / 2000);
|
||||
|
|
@ -1130,7 +1138,7 @@ void Game::init() {
|
|||
int randYpos = roll(gen);
|
||||
|
||||
ships.push_back(new COMShip(*shipTextures[n], shipTextureScales[n],currentSystem->getPlanets()[1]->getXPos() + randXpos,currentSystem->getPlanets()[1]->getYPos() + randYpos, 0, 0.1, 10, 0, 2,0, 500, 0, 0,wordWrap(generateName(gen), targetWindow.getGlobalBounds().width,monkirta, 15),currentSystem->getSysRep()));
|
||||
ships[ships.size() - 1]->addWeapon(new ProjectileWeapon(Projectile(laser, sf::IntRect(29, 207, 651, 91), 10, 4, 3, 676, 513, 3, 15, 25, 1500), 40));
|
||||
ships[ships.size() - 1]->addWeapon(new ProjectileWeapon(Projectile(laser, sf::IntRect(29, 207, 651, 91), 10, 4, 3, 676, 513, 3, 15, 25, 1500), laserBuffer, 10, 50, 40));
|
||||
}
|
||||
|
||||
mainView.setCenter(player->getXPos(), player->getYPos());
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
2
Ship.h
2
Ship.h
|
|
@ -24,7 +24,7 @@ public:
|
|||
|
||||
void update();
|
||||
|
||||
void shoot(std::vector<Shootable*> &projectiles);
|
||||
virtual void shoot(std::vector<Shootable*> &projectiles);
|
||||
|
||||
float getTurnRate() const;
|
||||
|
||||
|
|
|
|||
13
Weapon.h
13
Weapon.h
|
|
@ -7,12 +7,15 @@
|
|||
|
||||
#include "Projectile.h"
|
||||
#include "GameSprite.h"
|
||||
#include <SFML/Audio.hpp>
|
||||
#include <iostream>
|
||||
|
||||
class Weapon {
|
||||
protected:
|
||||
int frameDelay, currentFrame;
|
||||
Shootable projectile;
|
||||
sf::Sound noise;
|
||||
double effectiveAngle;
|
||||
|
||||
Weapon() {
|
||||
frameDelay = 0;
|
||||
|
|
@ -21,8 +24,12 @@ protected:
|
|||
projectile = Shootable();
|
||||
};
|
||||
|
||||
explicit Weapon(int _frameDelay) : Weapon() {
|
||||
explicit Weapon(int _frameDelay, double _effectiveAngle, const sf::SoundBuffer& _buffer, float volume) : Weapon() {
|
||||
effectiveAngle = _effectiveAngle;
|
||||
frameDelay = _frameDelay;
|
||||
|
||||
noise.setBuffer(_buffer);
|
||||
noise.setVolume(volume);
|
||||
}
|
||||
public:
|
||||
virtual Shootable* shoot(const Ship* shooter) {
|
||||
|
|
@ -42,6 +49,10 @@ public:
|
|||
Shootable& getProjectile() {
|
||||
return projectile;
|
||||
}
|
||||
|
||||
double getEffectiveAngle() const {
|
||||
return effectiveAngle;
|
||||
}
|
||||
};
|
||||
|
||||
#endif //SFML_TEMPLATE_WEAPON_H
|
||||
|
|
|
|||
BIN
data/Sounds/Projectiles/laser.wav
Normal file
BIN
data/Sounds/Projectiles/laser.wav
Normal file
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue