factored out explosion behaviour

This commit is contained in:
devZoGok
2024-01-22 11:15:46 +02:00
parent f843d211da
commit dbbd06b16d
8 changed files with 77 additions and 85 deletions
+42
View File
@@ -8,6 +8,7 @@
#include "defConfigs.h"
#include <assetManager.h>
#include <particleEmitter.h>
#include <stateManager.h>
@@ -143,4 +144,45 @@ namespace battleship{
paused = !paused;
}
void Game::explode(Vector3 pos, int damage, float radius, sf::Sound *explosionSfx){
if(!(damage == 0 || radius == 0))
for(Player *pl : players){
for(Unit *un : pl->getUnits()){
float distance = un->getPos().getDistanceFrom(pos);
if(distance < radius)
un->takeDamage(int(damage * (1.f - distance / radius)));
}
}
Root *root = Root::getSingleton();
const int numFrames = 1;
string p[numFrames];
for(int i = 0; i < numFrames; i++)
p[i] = GameManager::getSingleton()->getPath() + "Textures/Explosion/explosion07.png";
Texture *tex = new Texture(p, numFrames, false);
Material *mat = new Material(root->getLibPath() + "particle");
mat->addTexUniform("tex", tex, true);
ParticleEmitter *pe = new ParticleEmitter(1);
pe->setMaterial(mat);
pe->setLowLife(3);
pe->setHighLife(3);
pe->setSize(10 * Vector2::VEC_IJ);
pe->setSpeed(0);
Node *node = new Node(pos + Vector3(0, 2, 0));
node->attachParticleEmitter(pe);
node->lookAt(Vector3::VEC_J, Vector3::VEC_K);
root->getRootNode()->attachChild(node);
Fx fx(50, 2500, explosionSfx, node);
fx.activate();
addFx(fx);
}
}