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#include <ClanLib/display.h>
#include <ClanLib/sound.h>
#include "missile.h"
#include "world.h"
Missile::Missile(World *world, GameObject *_owner)
: GameObject(world)
{
spriteMissile = new CL_Sprite("SpaceShootMissile", world->resources);
spriteExplosion = new CL_Sprite("Explosion", world->resources);
sound = new CL_SoundBuffer("MissileHit", world->resources);
collisionMissile = new CL_CollisionOutline("Gfx/spaceshoot_missile.png");
collisionMissile->set_alignment(origin_center);
sound->set_volume(1.0f);
sound->prepare();
sprite = spriteMissile;
hidden = false;
exploding = false;
owner = _owner;
}
Missile::~Missile()
{
delete spriteMissile;
delete spriteExplosion;
delete sound;
delete collisionMissile;
}
void Missile::setPos(int x, int y)
{
posX = (float)x;
posY = (float)y;
collisionMissile->set_translation(posX, posY);
}
void Missile::setAngle(float newAngle)
{
angle = newAngle;
sprite->set_angle(angle);
collisionMissile->set_angle(angle);
}
void Missile::setSpeed(float newSpeed)
{
speed = newSpeed;
}
void Missile::move(float length)
{
posX += length * float(sin(angle * PI / 180.0f));
posY += length * float(-cos(angle * PI / 180.0f));
collisionMissile->set_translation(posX, posY);
}
void Missile::draw()
{
if(!hidden)
sprite->draw((int)posX, (int)posY);
}
bool Missile::update(float timeElapsed)
{
sprite->update(timeElapsed);
if(exploding)
{
if(sprite->is_finished())
return false;
}
else
{
move(speed * timeElapsed);
if(world->hitCheck(collisionMissile, owner))
{
sound->play();
sprite = spriteExplosion;
sprite->set_angle(0);
sprite->set_alpha(0.85f);
exploding = true;
}
}
return !(posX < -100 || posY < -100 || posX > CL_Display::get_width() + 100 || posY > CL_Display::get_height() + 100);
}
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