Files
PlanetFleet/environment.cpp
T
2025-06-06 16:45:59 +03:00

68 lines
1.7 KiB
C++

#include "environment.h"
#include "fxManager.h"
#include "player.h"
#include "game.h"
#include <root.h>
#include <node.h>
#include <material.h>
#include <texture.h>
#include <particleEmitter.h>
#include <SFML/Audio.hpp>
namespace battleship{
using namespace std;
using namespace vb01;
static Environment *environment = nullptr;
Environment* Environment::getSingleton(){
if(!environment)
environment = new Environment();
return environment;
}
void Environment::explode(Vector3 pos, int damage, float radius, sf::Sound *explosionSfx){
if(!(damage == 0 || radius == 0))
for(Player *pl : Game::getSingleton()->getPlayers()){
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);
typedef FxManager::Fx Fx;
typedef FxManager::Fx::Component Component;
FxManager::getSingleton()->addFx(new Fx(vector<Component>{Component((void*)node, true, 50), Component((void*)explosionSfx, false, 2500)}));
}
}