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diff --git a/src/sfml_game/GameEntity.cpp b/src/sfml_game/GameEntity.cpp
index 026b25e..0de7826 100644
--- a/src/sfml_game/GameEntity.cpp
+++ b/src/sfml_game/GameEntity.cpp
@@ -1,124 +1,126 @@
/** This file is part of Witch Blast.
*
* Witch Blast is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Witch Blast is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Witch Blast. If not, see <http://www.gnu.org/licenses/>.
*/
#include "GameEntity.h"
#include <stdlib.h>
GameEntity::GameEntity()
{
GameEntity(0.0f, 0.0f);
type = 0;
}
bool GameEntity::operator < (const GameEntity& rhs)
{
return z > rhs.z;
}
GameEntity::GameEntity(float m_x, float m_y)
{
x = m_x;
y = m_y;
z = y;
bbox.x = 0.0f; bbox.y = 0.0f;
bbox.width = 0.0f; bbox.height = 0.0f;
age = 0;
lifetime = -1;
visible = true;
isDying = false;
viscosity = 1.0f;
weight = 0.0f;
velocity.x = 0.0f;
velocity.y = 0.0f;
+ acceleration.x = 0.0f;
+ acceleration.y = 0.0f;
angle = 0.0f;
spin = 0.0f;
EntityManager::getInstance().add(this);
}
GameEntity::~GameEntity()
{
}
bool GameEntity::getDying() { return isDying; }
float GameEntity::getX() { return x; }
float GameEntity::getY() { return y; }
float GameEntity::getZ() { return z; }
float GameEntity::getAge() { return age; }
int GameEntity::getType() { return type; }
Vector2D GameEntity::getVelocity() { return Vector2D(velocity.x, velocity.y); }
float GameEntity::getLifetime() { return lifetime; }
void GameEntity::setX(float x) { this->x = x; }
void GameEntity::setY(float y) { this->y = y; }
void GameEntity::setZ(float z) { this->z = z; }
void GameEntity::setAngle(float angle) { this->angle = angle; }
void GameEntity::setWeight(float weight) { this->weight = weight; }
void GameEntity::setSpin(float spin) { this->spin = spin; }
void GameEntity::setAge(float age) { this->age = age; }
void GameEntity::setLifetime(float lifetime) { this->lifetime = lifetime; }
void GameEntity::setVelocity(Vector2D velocity)
{
this->velocity.x = velocity.x;
this->velocity.y = velocity.y;
}
void GameEntity::setDying(bool dying) { isDying = dying; }
void GameEntity::setType(int type) { this->type = type; }
void GameEntity::setViscosity(float viscosity) { this->viscosity = viscosity; }
void GameEntity::animate(float delay)
{
velocity.x *= viscosity;
velocity.y *= viscosity;
spin *= viscosity;
angle += spin * delay;
velocity.y += weight * delay;
x += velocity.x * delay;
y += velocity.y * delay;
age += delay;
if (lifetime > -0.1f)
{
if (age >= lifetime) isDying = true;
}
}
void GameEntity::render(sf::RenderTarget* app)
{
if (app == NULL) return;
}
void GameEntity::onDying()
{
}
float GameEntity::getFade()
{
if (lifetime > 0)
{
float f= 1.0f - (float)age/lifetime;
if (f < 0.0f) f=0.0f;
if (f > 1.0f) f=1.0f;
return f;
}
else return 1.0f;
}
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