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Copy pathlighthouse.cpp
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46 lines (42 loc) · 1.86 KB
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#include <lighhouse.hpp>
#include "glm/geometric.hpp"
#include "le2d/asset_loader.hpp"
#include "le2d/data_loader.hpp"
namespace miracle {
Lighthouse::Lighthouse(gsl::not_null<le::ServiceLocator const*> services) : m_services(services) {
m_sprite.create(m_hitbox_diameter);
auto const& data_loader = services->get<le::IDataLoader>();
auto const& context = services->get<le::Context>();
auto const asset_loader = le::AssetLoader{&data_loader, &context};
m_texture = asset_loader.load_texture("images/lighthouse.png");
m_sprite.texture = &m_texture.value();
}
void Lighthouse::rotate_towards_cursor(glm::vec2 cursor_pos) {
auto const dist_sq = glm::length2((cursor_pos));
if (dist_sq > 0.1f) {
auto const dist = std::sqrt(dist_sq);
auto const normalized = cursor_pos / dist;
static constexpr auto up_v = glm::vec2(0.0f, 1.0f);
auto const dot = glm::dot(normalized, up_v);
auto const angle = glm::degrees(std::acos(dot));
m_sprite.transform.orientation = cursor_pos.x > 0.0f ? -angle : angle;
}
}
void Lighthouse::check_visibility_range(Enemy& enemy) {
auto [enemy_pos, enemy_diameter] = enemy.get_collision_params();
if (glm::distance(m_sprite.transform.position, enemy_pos) < (m_visibility_diameter + enemy_diameter) / 2.0f) {
enemy.can_render = true;
// No need to check for damage taken if enemy isn't already in visibility radius
check_damage_taken(enemy);
}
}
void Lighthouse::check_damage_taken(Enemy& enemy) {
auto [enemy_pos, enemy_diameter] = enemy.get_collision_params();
if (glm::distance(m_sprite.transform.position, enemy_pos) < (m_hitbox_diameter + enemy_diameter) / 2.0f) {
take_damage(enemy_diameter / 200);
} // magic numbers
}
void Lighthouse::take_damage(float dmg) { m_health -= dmg; }
float Lighthouse::get_health() const { return m_health; }
void Lighthouse::render(le::Renderer& renderer) const { m_sprite.draw(renderer); }
} // namespace miracle