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https://github.com/devZoGok/PlanetFleet.git
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EMP boat
moved explode() to the Environment class
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@@ -0,0 +1,58 @@
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#include "environment.h"
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#include <SFML/Audio.hpp>
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namespace battleship{
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using namespace std;
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using namespace vb01;
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static Environment *environment = nullptr;
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static Environment* getSingleton(){
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if(!environment)
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environment = new Environment();
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return environment;
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}
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static Environment::explode(Vector3 pos, int damage, float radius, sf::Sound *explosionSfx){
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if(!(damage == 0 || radius == 0))
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for(Player *pl : players){
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for(Unit *un : pl->getUnits()){
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float distance = un->getPos().getDistanceFrom(pos);
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if(distance < radius)
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un->takeDamage(int(damage * (1.f - distance / radius)));
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}
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}
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Root *root = Root::getSingleton();
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const int numFrames = 1;
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string p[numFrames];
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for(int i = 0; i < numFrames; i++)
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p[i] = GameManager::getSingleton()->getPath() + "Textures/Explosion/explosion07.png";
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Texture *tex = new Texture(p, numFrames, false);
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Material *mat = new Material(root->getLibPath() + "particle");
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mat->addTexUniform("tex", tex, true);
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ParticleEmitter *pe = new ParticleEmitter(1);
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pe->setMaterial(mat);
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pe->setLowLife(3);
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pe->setHighLife(3);
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pe->setSize(10 * Vector2::VEC_IJ);
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pe->setSpeed(0);
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Node *node = new Node(pos + Vector3(0, 2, 0));
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node->attachParticleEmitter(pe);
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node->lookAt(Vector3::VEC_J, Vector3::VEC_K);
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root->getRootNode()->attachChild(node);
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typedef FxManager::Fx Fx;
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typedef FxManager::Fx::Component Component;
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FxManager::getSingleton()->addFx(new Fx(vector<Component>{Component((void*)node, true, 50), Component((void*)explosionSfx, false, 2500)}));
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}
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}
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