101 lines
2.5 KiB
C++
101 lines
2.5 KiB
C++
#include "glm.hpp"
|
|
#include "ext.hpp"
|
|
#include "src/Render_Utils.h"
|
|
#include "Bullet.h"
|
|
#include "./GameEntity.h"
|
|
#include "Spaceship.h"
|
|
|
|
#pragma once
|
|
class Enemy : public GameEntity
|
|
{
|
|
private:
|
|
std::list<Bullet*> bullets;
|
|
float lastShootTime = 0.f;
|
|
float shootInterval = 0.3f;
|
|
glm::mat4 initialModelMatrix;
|
|
|
|
public:
|
|
glm::mat4 modelMatrix;
|
|
float aggroRange;
|
|
|
|
Enemy(float currHp,float initialHp, glm::mat4 initialModelMatrix, float initialDmg, float initialAggroRange)
|
|
:
|
|
aggroRange(initialAggroRange),
|
|
modelMatrix(initialModelMatrix),
|
|
initialModelMatrix(initialModelMatrix),
|
|
GameEntity(currHp, initialHp, initialDmg)
|
|
{}
|
|
|
|
|
|
virtual ~Enemy() = default;
|
|
|
|
virtual void attack(const glm::vec3& shipPos, float time) {
|
|
|
|
if (isInAggroRange(shipPos)) {
|
|
requestShoot(time);
|
|
}
|
|
}
|
|
|
|
virtual bool isAlive() const {
|
|
if (this->currentHP <= 0) {
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
virtual bool isInAggroRange(const glm::vec3& shipPos) const {
|
|
float distanceFromShip = glm::length(shipPos - glm::vec3(this->modelMatrix[3]));
|
|
if (distanceFromShip > this->aggroRange) {
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void renderBullets(float time, GLuint program, std::vector<GameEntity*>& gameEntities) {
|
|
for (auto it = bullets.begin(); it != bullets.end();) {
|
|
Bullet* bullet = *it;
|
|
|
|
if (bullet->shouldBeDestroyed(time, program, gameEntities, dmg)) {
|
|
delete bullet;
|
|
it = bullets.erase(it);
|
|
}
|
|
else {
|
|
it++;
|
|
}
|
|
}
|
|
}
|
|
glm::vec3 getPosition() const override
|
|
{
|
|
return modelMatrix[3];
|
|
}
|
|
glm::mat4 getModelMatrix() override
|
|
{
|
|
return modelMatrix;
|
|
}
|
|
void respawn() override {
|
|
this->currentHP = this->maxHP;
|
|
this->modelMatrix = this->initialModelMatrix;
|
|
return;
|
|
}
|
|
private:
|
|
void requestShoot(float time) {
|
|
if (canShoot(time)) {
|
|
shoot(time);
|
|
}
|
|
}
|
|
|
|
bool canShoot(float time) {
|
|
return this->lastShootTime == 0 || time - this->lastShootTime > this->shootInterval;
|
|
}
|
|
|
|
void shoot(float time) {
|
|
Spaceship* spaceship = Spaceship::getInstance();
|
|
//glm::vec3 bulletDirection = glm::normalize(spaceship->spaceshipPos - glm::vec3(modelMatrix[3]));
|
|
glm::vec3 bulletDirection = glm::normalize(glm::vec3(spaceship->getModelMatrix()[3]) - glm::vec3(modelMatrix[3]));
|
|
//bulletDirection += glm::linearRand(glm::vec3(-0.01f), glm::vec3(0.1f)); // Modyfikacja kierunku o losowy szum
|
|
this->bullets.push_back(Bullet::createSimpleBullet(bulletDirection, this->modelMatrix[3], time));
|
|
this->lastShootTime = time;
|
|
}
|
|
};
|
|
|