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BigBullet.cpp
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BigBullet.cpp
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#include "BigBullet.h"
#include "Game.h"
#include "Physics.h"
#include "tAsteroid.h"
BigBullet::BigBullet(sf::Vector2f position, sf::Vector2f direction)
: shape(4.0f), color(sf::Color::Red), direction(direction), Entity(position, 0.0f), lifeTime(tBULLET_LIFE) {}
void BigBullet::update(float deltaTime)
{
lifeTime -= deltaTime;
position += direction * tBULLET_SPEED * deltaTime;
if (lifeTime <= 0.0f) {
Game::removeList.push_back(std::find(Game::entities.begin(), Game::entities.end(), this));
}
for (size_t i = 0; i < Game::entities.size(); i++) {
if (typeid(*Game::entities[i]) == typeid(tAsteroid)) {
tAsteroid* tasteroid = dynamic_cast<tAsteroid*>(Game::entities[i]);
sf::Transform transform = sf::Transform().translate(tasteroid->position).rotate(tasteroid->angle);
if (physics::intersects(position, physics::getTransformed(tasteroid->getVertexArray(), transform))) {
lifeTime = 0.0f;
Game::removeList.push_back(std::find(Game::entities.begin(), Game::entities.end(), tasteroid));
Game::score += 20;
}
}
}
}
void BigBullet::render(sf::RenderWindow& window)
{
window.draw(shape, sf::Transform().translate(position));
}