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itemNskill.cpp
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#include "itemNskill.h"
#include "enemytankNmove.h"
itemNskill::itemNskill(RenderWindow& win, enemytankNmove& enemy, ammoNdamage& Ammo) : window(win), enemyTank(enemy), ammo(Ammo) {
icon_emp.loadFromFile(skillsIcon[0]);
icon_charm.loadFromFile(skillsIcon[1]);
icon_2xReload.loadFromFile(skillsIcon[2]);
icon_ult.loadFromFile(skillsIcon[3]);
empTexture.loadFromFile("resource/ani_electric.png");
charmTexture.loadFromFile("resource/charm.png");
empSprite.setTexture(empTexture);
charmSprite.setTexture(charmTexture);
texture.push_back(icon_emp);
texture.push_back(icon_charm);
texture.push_back(icon_2xReload);
texture.push_back(icon_ult);
};
void itemNskill::dropItem(Vector2f position) {
int randNum = rand() % 3;
sprite = Sprite(texture[randNum]);
sprite.setPosition(position);
sprite.setScale(30.f / texture[randNum].getSize().x, 30.f / texture[randNum].getSize().y);
itemsDropedPosition.push_back(position);
itemsDropedSkill.push_back(skills[randNum]);
itemsDropedSprite.push_back(sprite);
itemsDropedTimer.push_back(0);
}
void itemNskill::draw(FloatRect tankBox, int *bulletReloadTimerLimit) {
auto it = itemsDropedSprite.begin();
auto it_timer = itemsDropedTimer.begin();
auto it_skill = itemsDropedSkill.begin();
auto it_enemyPos = enemyTank.enamyTankPos.begin();
auto it_enemyStunt = enemyTank.enamyTankStuntTimer.begin();
auto it_enemyCharm = enemyTank.enamyTankCharmTimer.begin();
while (it != itemsDropedSprite.end()) {
window.draw(*it);
if (*it_timer == 900) {
this->destroyItem(it->getPosition());
break;
}
it_timer++;
it++;
}
if (collectedSkill != "")
window.draw(collectedSprite);
else
this->colletedItem(tankBox);
if (TwoxReloadTimer > 0)
TwoxReloadTimer--;
else
*bulletReloadTimerLimit = 5;
bool flagPlayAni = false;
while (it_enemyPos != enemyTank.enamyTankPos.end()) {
if (*it_enemyStunt > 0) {
flagPlayAni = true;
empSprite.setTextureRect(IntRect(empAniXpos, 0, 83.3, 150));
empSprite.setPosition(*it_enemyPos - Vector2f(83.3 / 2.f,150 / 2.f));
window.draw(empSprite);
}
if (*it_enemyCharm > 0) {
charmSprite.setScale(30.f / charmTexture.getSize().x, 30.f / charmTexture.getSize().y);
charmSprite.setPosition(*it_enemyPos - Vector2f(80, 70));
window.draw(charmSprite);
}
it_enemyPos++;
it_enemyStunt++;
it_enemyCharm++;
}
if (flagPlayAni) {
empAniXpos += 83.3;
if (empAniXpos > 500)
empAniXpos = 0;
}
}
void itemNskill::destroyItem(Vector2f pos) {
auto it = itemsDropedSprite.begin();
auto it_timer = itemsDropedTimer.begin();
auto it_pos = itemsDropedPosition.begin();
auto it_skill = itemsDropedSkill.begin();
while (it != itemsDropedSprite.end()) {
if (*it_pos == pos) {
itemsDropedPosition.erase(it_pos);
itemsDropedTimer.erase(it_timer);
itemsDropedSkill.erase(it_skill);
itemsDropedSprite.erase(it);
break;
}
it++;
it_timer++;
it_pos++;
it_skill++;
}
}
void itemNskill::colletedItem(FloatRect tankBox) {
auto it = itemsDropedSprite.begin();
auto it_skill = itemsDropedSkill.begin();
if (collectedSkill == "") {
while (it != itemsDropedSprite.end()) {
if (it->getGlobalBounds().intersects(tankBox) && collectedSkill == "") {
collectedSkill = *it_skill;
collectedSprite.setTexture(*it->getTexture());
float scale_x = 30.f / (*it->getTexture()).getSize().x;
float scale_y = 30.f / (*it->getTexture()).getSize().y;
collectedSprite.setScale(scale_x, scale_y);
collectedSprite.setPosition(175, 25);
this->destroyItem(it->getPosition());
break;
}
it++;
it_skill++;
}
}
}
void itemNskill::use_emp(Vector2f TankPos) {
float radian = 250.f;
auto it = enemyTank.enamyTankSprite.begin();
auto it_move = enemyTank.enamyTankDoMove.begin();
auto it_stunt = enemyTank.enamyTankStuntTimer.begin();
while (it != enemyTank.enamyTankSprite.end()) {
float opp = it->getPosition().y - TankPos.y;
float adj = it->getPosition().x - TankPos.x;
float hyp = sqrtf(powf(opp, 2.f) + powf(adj, 2.f));
if (hyp < radian)
*it_stunt = 420;
it++;
it_move++;
it_stunt++;
}
}
void itemNskill::use_charm(Vector2f TankPos) {
auto it = enemyTank.enamyTankSprite.begin();
auto it_mode = enemyTank.enamyTankMode.begin();
float distance = NULL;
int i = 0;
int closest_i = NULL;
while (it != enemyTank.enamyTankSprite.end()) {
if (*it_mode != "boss") {
float opp = it->getPosition().y - TankPos.y;
float adj = it->getPosition().x - TankPos.x;
float hyp = sqrtf(powf(opp, 2.f) + powf(adj, 2.f));
if (hyp < distance || distance == NULL) {
distance = hyp;
closest_i = i;
}
}
it++;
it_mode++;
i++;
}
try {
enemyTank.enamyTankCharmTimer[closest_i] = 900;
}
catch (const exception&) {}
}
void itemNskill::use_2xReload(int* bulletReloadTimerLimit) {
*bulletReloadTimerLimit = 2.5;
TwoxReloadTimer = 420;
}
void itemNskill::use_ult(Vector2f tankPos, float rotate) {
auto it = enemyTank.enamyTankSprite.begin();
auto it_rotate = enemyTank.enamyTankFrotate.begin();
auto it_id = enemyTank.enamyTankID.begin();
while (it != enemyTank.enamyTankSprite.end()) {
ammo.createMissile(rotate, tankPos, *it_id, "player");
it++;
it_rotate++;
it_id++;
}
enemyTank.percentile_for_ult = 0;
}