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Kamikaze.cpp
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#include <iostream>
#include <string>
#include <SDL.h>
#include <SDL_image.h>
#include "Kamikaze.h"
SDL_Texture* Kamikaze::loadImage(std::string fname, SDL_Renderer *gRenderer) {
SDL_Texture* newText = nullptr;
SDL_Surface* startSurf = IMG_Load(fname.c_str());
if (startSurf == nullptr) {
std::cout << "Unable to load image " << fname << "! SDL Error: " << SDL_GetError() << std::endl;
return nullptr;
}
newText = SDL_CreateTextureFromSurface(gRenderer, startSurf);
if (newText == nullptr) {
std::cout << "Unable to create texture from " << fname << "! SDL Error: " << SDL_GetError() << std::endl;
}
SDL_FreeSurface(startSurf);
return newText;
}
Kamikaze::Kamikaze(int x, int y, int w, int h, int delay, SDL_Renderer* gRenderer, int diff) :xPos{(double) x}, yPos{(double) y}, width{w}, height{h}, diff{diff} {
arrival_time = SDL_GetTicks() + delay;
last_move = SDL_GetTicks();
initializeSprites(gRenderer);
tiltAngle = 0;
}
void Kamikaze::initializeSprites(SDL_Renderer* gRenderer)
{
if (diff == 1)
{
width = 125;
height = 53;
sprite1 = loadImage("sprites/EnemyPlaneK1.png", gRenderer);
sprite2 = loadImage("sprites/EnemyPlaneK2.png", gRenderer);
}
else
{
int min = 1, max = 9;
int random_sprite = rand() % (max - min + 1) + min;
switch (random_sprite)
{
case 1:
width = 178;
height = 47;
sprite1 = loadImage("sprites/a10.png", gRenderer);
sprite2 = loadImage("sprites/a10.png", gRenderer);
break;
case 2:
width = 124;
height = 37;
sprite1 = loadImage("sprites/f16.png", gRenderer);
sprite2 = loadImage("sprites/f16a.png", gRenderer);
break;
case 3:
width = 164;
height = 38;
sprite1 = loadImage("sprites/f22.png", gRenderer);
sprite2 = loadImage("sprites/f22.png", gRenderer);
break;
case 4:
width = 125;
height = 33;
sprite1 = loadImage("sprites/f35.png", gRenderer);
sprite2 = loadImage("sprites/f35.png", gRenderer);
break;
case 5:
width = 152;
height = 42;
sprite1 = loadImage("sprites/f4.png", gRenderer);
sprite2 = loadImage("sprites/f4.png", gRenderer);
break;
case 6:
width = 155;
height = 45;
sprite1 = loadImage("sprites/mig21.png", gRenderer);
sprite2 = loadImage("sprites/mig21.png", gRenderer);
break;
case 7:
width = 155;
height = 50;
sprite1 = loadImage("sprites/mig21e.png", gRenderer);
sprite2 = loadImage("sprites/mig21e.png", gRenderer);
break;
case 8:
width = 209;
height = 38;
sprite1 = loadImage("sprites/mig31.png", gRenderer);
sprite2 = loadImage("sprites/mig31a.png", gRenderer);
break;
case 9:
width = 148;
height = 42;
sprite1 = loadImage("sprites/mig29.png", gRenderer);
sprite2 = loadImage("sprites/mig29a.png", gRenderer);
break;
case 10:
width = 176;
height = 50;
sprite1 = loadImage("sprites/su24.png", gRenderer);
sprite2 = loadImage("sprites/su24a.png", gRenderer);
break;
}
}
kam_sprite = {(int) xPos, (int) yPos, width, height};
kam_hitbox = kam_sprite;
}
void Kamikaze::renderKam(int SCREEN_WIDTH, SDL_Renderer* gRenderer) {
kam_sprite = {(int)xPos,(int)yPos,width,height};
if(xPos < SCREEN_WIDTH){
if ((SDL_GetTicks() / ANIMATION_FREQ) % 2 == 1)
SDL_RenderCopyEx(gRenderer, sprite1, nullptr, &kam_sprite, tiltAngle, nullptr, SDL_FLIP_HORIZONTAL);
else
SDL_RenderCopyEx(gRenderer, sprite2, nullptr, &kam_sprite, tiltAngle, nullptr, SDL_FLIP_HORIZONTAL);
kam_hitbox=kam_sprite;
}
}
void Kamikaze::move(Player* p, int SCREEN_WIDTH){
xVelo = 0;
yVelo = 0;
tiltAngle = 0;
if (SDL_GetTicks() > arrival_time && xPos > SCREEN_WIDTH - width - 10) {
xVelo = -MAX_MOVE_VELO;
shootable = false;
}
else{
shootable = true;
if (yPos > p->getPosY()+(height/2)){
tiltAngle = 15;
yVelo = -MAX_MOVE_VELO;
}
if (yPos < p->getPosY()-(height/2)){
tiltAngle = -15;
yVelo = MAX_MOVE_VELO;
}
if (xPos < p->getPosX()){
tiltAngle = 0;
yVelo = 0;
}
}
if (SDL_GetTicks() > ASSAULT_FREQ + arrival_time){
xVelo = -MAX_ASSAULT_VELO;
}
time_since_move = SDL_GetTicks() - last_move;
xPos += (double) (xVelo * time_since_move)/1000;
yPos += (double) (yVelo * time_since_move)/1000;
kam_sprite = {(int)xPos,(int)yPos,width,height};
kam_hitbox = kam_sprite;
last_move = SDL_GetTicks();
}
// Checks if the kamikaze collided with a bullet, returning true if so
bool Kamikaze::checkCollisionBullet(int bullX, int bullY, int bullW, int bullH) {
return checkCollide(bullX, bullY, bullW, bullH, xPos, yPos, width, height);
}
bool Kamikaze::checkCollide(int x, int y, int pWidth, int pHeight, int xTwo, int yTwo, int pTwoWidth, int pTwoHeight)
{
if (x + pWidth < xTwo || x > xTwo + pTwoWidth)
return false;
if (y + pHeight < yTwo || y > yTwo + pTwoHeight)
return false;
return true;
}
int Kamikaze::getX(){
return (int) xPos;
}
int Kamikaze::getY(){
return (int) yPos;
}
void Kamikaze::setX(int x){
xPos = x;
}
void Kamikaze::setY(int y){
yPos = y;
}
int Kamikaze::getWidth() {
return width;
}
int Kamikaze::getHeight() {
return height;
}
SDL_Rect* Kamikaze::getHitbox(){
return &kam_hitbox;
}
void Kamikaze::setArrivalTime(int delay){
arrival_time = SDL_GetTicks()+delay;
}
bool Kamikaze::blast(){
return shootable;
}
void Kamikaze::moveRight() {
time_since_move = SDL_GetTicks() - last_move;
xPos += (double) (MAX_MOVE_VELO * time_since_move) / 1000;
last_move = SDL_GetTicks();
}