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BossSkullGunComponent.cpp
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101 lines (87 loc) · 3.41 KB
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/*
* Copyright (c) 2014, Stanislav Vorobiov
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "BossSkullGunComponent.h"
#include "PhysicsJointComponent.h"
#include "Utils.h"
#include <boost/make_shared.hpp>
namespace af
{
BossSkullGunComponent::BossSkullGunComponent(const Weapons& weapons, float turnSpeed,
float shootAngle, float shootRadius, const std::string& jointName)
: PhasedComponent(phaseThink),
alwaysFire_(false),
weapons_(weapons),
turnSpeed_(turnSpeed),
shootAngle_(shootAngle),
shootRadius_(shootRadius),
jointName_(jointName),
hadTarget_(false)
{
}
BossSkullGunComponent::~BossSkullGunComponent()
{
}
void BossSkullGunComponent::accept(ComponentVisitor& visitor)
{
visitor.visitPhasedComponent(shared_from_this());
}
void BossSkullGunComponent::update(float dt)
{
if (!joint_) {
joint_ = parent()->parentObject()->findComponent<PhysicsJointComponent>()->joint<RevoluteJointProxy>(jointName_);
}
if (!target_) {
seekBehavior_->reset();
hadTarget_ = false;
return;
}
if (!hadTarget_) {
seekBehavior_->setAngularVelocity(turnSpeed_);
seekBehavior_->setUseJoint(joint_);
seekBehavior_->setLoop(true);
seekBehavior_->start();
hadTarget_ = true;
}
seekBehavior_->setTarget(target_);
float angle = fabs(angleBetween(parent()->getDirection(1.0f), target_->pos() - parent()->pos()));
bool hold = alwaysFire_ || ((angle <= shootAngle_) && (target_->pos() - parent()->pos()).Length() <= shootRadius_);
for (Weapons::const_iterator it = weapons_.begin();
it != weapons_.end(); ++it) {
(*it)->trigger(hold);
}
}
void BossSkullGunComponent::onRegister()
{
for (Weapons::const_iterator it = weapons_.begin();
it != weapons_.end(); ++it) {
parent()->addComponent(*it);
}
seekBehavior_ = parent()->seekBehavior();
}
void BossSkullGunComponent::onUnregister()
{
target_.reset();
}
}