Initial publish
Dependencies: mbed
Fork of el17dg by
game/enemies.h
- Committer:
- Noximilien
- Date:
- 2019-05-07
- Revision:
- 40:e3bbda7444fa
- Parent:
- 38:ef3968546d36
File content as of revision 40:e3bbda7444fa:
#ifndef ENEMIES_H #define ENEMIES_H /** * Enemy Class * @brief A class to describe the states of an enemy ship. * @author Dmitrijs Griskovs * @date 15/04/2019 */ class Enemy : public GameObject { public: Enemy() { /** A bool that changes states between whehter to go up or down in y-direction.*/ switch_enemy_y_dir = false; enemy_speed = 1; } /** * @brief Enemy spawn function. * @details This function spawns an enemy on the right side of the screen * and at random position in the y-direction. */ void spawn() { Point spawn_pos(screen_width, game_area_y + rand() % (game_area_height - enemy2_height)); GameObject::spawn(spawn_pos); dead = false; dead_counter = 0; blast_countdown = 0; } /** * @brief enemy death sound and status reset. * @details Marks enemy as dead, so it can display explosion anation. */ void die() { gamepad.tone(123,0.3); dead = true; dead_counter = 6; } /** * @brief Draws and updates enemy sprites on the screen and substracts the score * if the ship leaves the screen limits. * * @details The function draws this enemy ship on the screen, and * changes their x and y positions each time the function is called. * If ship is dead then it draws enemy explosion animation and then disables it. * Disables the ship when it leaves the screen limits and substracts * the in game score by -50. */ void updateAndDraw() { pos.x -= enemy_speed; if (GameGlobals::game_score >= 200){ if (!switch_enemy_y_dir){pos.y -= 1;} else if(switch_enemy_y_dir){pos.y += 1;} if (pos.y >= (game_area_height - enemy2_height)){ switch_enemy_y_dir = false; } else if (pos.y <= game_area_y){ switch_enemy_y_dir = true; } } if (!dead) { drawSprite(pos, enemy2_sprite);} else { updateAndDrawDeathExplosion();} if (pos.x < 0) { GameGlobals::game_score -= 50; active = false; } } /** * @var bool dead * @brief sets if to true when enemy is hit to draw explossion. */ bool dead; /** * @var int dead_counter * @brief For drawing small explosion animatioin. */ int dead_counter; /** * @var int blast_countdown * @brief A variable for delaying the enemy shots. */ int blast_countdown; /** * @var int enemy_speed * @brief How fast should an enemy move. */ int enemy_speed; private:/** * @brief Draws enemy explosion sprite * @details Draws the enemy ships explosion sprites when the player's * shot hits them or when the player collides with them. * the animation consists of two sprites "Exploded" and "Half exploded". */ void updateAndDrawDeathExplosion() { if (dead_counter > 0) { dead_counter--; if (dead_counter > 2) { drawSprite(pos, enemy2_half_exploded_sprite); } else { drawSprite(pos, enemy2_exploded_sprite); } } else { active = false; } } bool switch_enemy_y_dir; }; /** * Enemies Class * @brief The class manages all enemy ships. * @details Responsible for spawning new ships and holding and updating them * and controlling time intervals between enemy shots. * @author Dmitrijs Griskovs * @date 15/04/2019 */ class Enemies { public: /** * @var static const int max_enemies * @brief Maximum enemies allowed on the screen */ static const int max_enemies = 4; /** * @var static const int max_enemy_blasts * @brief Maximum enemies' blasts allowed on the screen */ static const int max_enemy_blasts = max_enemies*2; Enemy enemy_blasts[max_enemy_blasts]; Enemy enemies[max_enemies]; CircleBounds enemy_bounds; CircleBounds enemy_blast_bounds; /** * Constructor * Sets values for the enemy's sprite body circle area, the blast circle * area and the circle radius for collsion callculations. */ Enemies () { enemy_bounds.center.x = 5; enemy_bounds.center.y = 3; enemy_bounds.radius = 6; enemy_blast_bounds.center.x = 0; enemy_blast_bounds.center.y = 1; enemy_blast_bounds.radius = 1; enemy_blast_speed = 2; } /** * @brief This function spawns a new enemy on the screen. * @details It spawns a new enemy on the screen when there is a free space * in the enemy aray. */ void spawnNewEnemy() { int found = -1; for (int i = 0; i < max_enemies; ++i) { if (!enemies[i].active) { found = i; break; } } if (found != -1) { enemies[found].spawn(); } } /** * @brief Draws the ships and the blasts. * @details Updates and draws all active enemy ships and decides when they * should fire blasts. */ void updateAndDrawEnemies() { for (int i = 0; i < max_enemies; ++i) { if (enemies[i].active){ enemies[i].updateAndDraw(); if (!enemies[i].dead) { // Spawn blast on enemy if counter is ready enemies[i].blast_countdown -= 1; if (enemies[i].blast_countdown <= 0) { bool fired = fireEnemyBlast(enemies[i]); if (fired) { enemies[i].blast_countdown = 20; } } } } } } /** * @brief Uodates and draws all active blasts. */ void updateAndDrawEnemyBlasts() { for (int i = 0; i < max_enemy_blasts; ++i) { if (enemy_blasts[i].active) { enemy_blasts[i].pos.x -= enemy_blast_speed; if (enemy_blasts[i].pos.x <= -1){ enemy_blasts[i].active = false; } drawSprite(enemy_blasts[i].pos, blast_sprite); } } } /** * @var int blast_speed * @brief ow fast should an enemy blast moves. */ int enemy_blast_speed; private: /** * @brief Spawns a blast at the position of given enemy. * @param enemy (const Enemy&) */ bool fireEnemyBlast(const Enemy& enemy) { int found = -1; for (int i = 0; i < max_enemy_blasts; ++i) { if (!enemy_blasts[i].active) { found = i; break; } } if (found != -1) { enemy_blasts[found].active = true; enemy_blasts[found].pos.x = enemy.pos.x; enemy_blasts[found].pos.y = enemy.pos.y + enemy2_height / 2; gamepad.tone(500,0.1); return true; } return false; } }; #endif