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/*
* Modification History
*
* 2004-June-29 Jason Rohrer
* Created.
*
* 2004-August-19 Jason Rohrer
* Added explosion sounds.
*
* 2004-August-24 Jason Rohrer
* Added extra parameter for distance from ship.
*
* 2004-August-25 Jason Rohrer
* Added function to check for boss death.
*
* 2005-August-22 Jason Rohrer
* Started work on boss damage graphics.
*/
#ifndef BOSS_MANAGER_INCLUDED
#define BOSS_MANAGER_INCLUDED
#include "Enemy.h"
#include "ShipBulletManager.h"
#include "SoundPlayer.h"
#include "BulletSound.h"
#include "minorGems/util/SimpleVector.h"
#include "minorGems/math/geometry/Vector3D.h"
#include "minorGems/math/geometry/Angle3D.h"
/**
* A class that manages and draws all enemies in the environment.
*
* @author Jason Rohrer.
*/
class BossManager {
public:
/**
* Constructs a manager.
*
* @param inBossTemplate the class to use to draw all enemies.
* Will be destroyed by this class.
* @param inBossScale the value to multiply boss size by.
* @param inExplosionScale the value to multiply explosion size by.
* @param inExplosionTimeInSeconds the time it takes the explosion
* to complete.
* @param inExplosionShapeParameter the parameter that controls
* explosion shape, in [0,1].
* @param inBossMinVelocity the minimum speed of the boss.
* @param inBossMaxVelocity the maximum speed of the boss.
* @param inShipBulletManager the ship bullet manager.
* Must be destroyed by caller after this class is destroyed.
* @param inBossBulletManager the boss bullet manager.
* Must be destroyed by caller after this class is destroyed.
* @param inBossDamageManager the manager for boss damage objects.
* Must be destroyed by caller after this class is destroyed.
* @param inBossBulletRange the range of boss bullets.
* @param inBossBulletVelocity the velocity of boss bullets.
* @param inMinBossBulletsPerSecond the minimum number of bullets a
* boss can fire per second.
* @param inMaxBossBulletsPerSecond the maximum number of bullets a
* boss can fire per second.
* @param inBossDamageTime how long each damage object is displayed
* in seconds.
* @param inTimeUntilFullShootingPower how long the ship has to
* be in range before the boss reaches its full shooting power.
* @param inMaxBossHealth the maximum health level of the boss.
* @param inBossHealthRecoveryRate how fast the boss recovers health.
* @param inBossPosition the position of the boss.
* Will be destroyed when this class is destroyed.
* @param inSoundPlayer the player to send boss sounds to.
* Must be destroyed by caller after this class is destroyed.
* @param inBossExplosionSoundTemplate the class to use to play
* boss explosion sounds.
* Will be destroyed by this class.
*/
BossManager( Enemy *inBossTemplate,
double inBossScale,
double inExplosionScale,
double inExplosionTimeInSeconds,
double inExplosionShapeParameter,
double inBossMinVelocity,
double inBossMaxVelocity,
ShipBulletManager *inShipBulletManager,
ShipBulletManager *inBossBulletManager,
ShipBulletManager *inBossDamageManager,
double inBossBulletRange,
double inBossBulletBaseVelocity,
double inMinBossBulletsPerSecond,
double inMaxBossBulletsPerSecond,
double inBossDamageTime,
double inTimeUntilFullShootingPower,
double inMaxBossHealth,
double inBossHealthRecoveryRate,
Vector3D *inBossPosition,
SoundPlayer *inSoundPlayer,
BulletSound *inBossExplosionSoundTemplate );
virtual ~BossManager();
/**
* Tell this manager that time has passed.
*
* @param inTimeDeltaInSeconds the amount of time that has passed.
* @param inShipPosition the position of the ship (boss shoots
* toward it).
* Must be destroyed by caller.
* @param inShipVelocity the velocity of the ship (boss compensates
* shooting aim).
* Must be destroyed by caller.
*/
void passTime( double inTimeDeltaInSeconds,
Vector3D *inShipPosition,
Vector3D *inShipVelocity );
/**
* Gets drawable objects for the boss.
*
* @return boss as a collection of drawable objects.
* Vector and objects must be destroyed by caller.
*/
SimpleVector<DrawableObject *> *getDrawableObjects();
/**
* Gets the position of the boss.
*
* @return the position.
* Must be destroyed by caller.
*/
Vector3D *getBossPosition();
/**
* Gets whether the boss is dead (explosion complete).
*
* @return true if the boss is dead.
*/
char isBossDead();
protected:
Enemy *mBossTemplate;
ShipBulletManager *mShipBulletManager;
ShipBulletManager *mBossBulletManager;
ShipBulletManager *mBossDamageManager;
double mBossScale;
double mExplosionScale;
double mExplosionTimeInSeconds;
double mExplosionShapeParameter;
double mBossMinVelocity;
double mBossMaxVelocity;
double mBossBulletRange;
double mBossBulletBaseVelocity;
double mMinBossTimeBetweenBullets;
double mMaxBossTimeBetweenBullets;
double mBossDamageTime;
double mTimeUntilFullShootingPower;
double mMaxBossHealth;
double mBossHealth;
double mHealthRecoveryRate;
Vector3D *mBossPosition;
SoundPlayer *mSoundPlayer;
BulletSound *mBossExplosionSoundTemplate;
double mBossDistanceFromCenter;
char mCurrentlyExploding;
double mExplosionProgress;
double mExplosionFadeProgress;
double mTimeSinceLastBullet;
double mTimeSinceShipEnteredRange;
double mAngerLevel;
double mCurrentRadius;
double mCurrentRotationRate;
Angle3D *mCurrentRotation;
double mShipDistanceParameter;
};
#endif
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