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Bumper.h
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#pragma once
#include "Application.h"
#include "Module.h"
#include "Prop.h"
#include "ModulePhysics.h"
#include "ModuleTextures.h"
#include "ModuleAudio.h"
#include "Animation.h"
class ModulePhysics;
class SDL_Texture;
enum BumperPlace {
BBOTTOM,
BLEFT,
BRIGHT
};
class Bumper : public Prop {
public:
Bumper(PropType type, BumperPlace bPlace) : Prop(type) {
switch (bPlace)
{
case BumperPlace::BBOTTOM:
x = 115;
y = 167;
break;
case BumperPlace::BLEFT:
x = 98;
y = 142;
break;
case BumperPlace::BRIGHT:
x = 134;
y = 142;
break;
}
radius = 5;
force = 50;
pBody = App->physics->CreateCircle(x, y, radius);
pBody->body->SetType(b2BodyType::b2_staticBody);
pBody->prop = this;
pBody->listener = (Module*)App->pManager;
initAnim();
bumperSfx = App->audio->LoadFx("pinball/Sounds/shroomish_hit.wav");
}
void initAnim()
{
shroomishTexture = App->textures->Load("pinball/Textures/shroomish_sprite.png");
idleAnim.PushBack({ 0, 0, 27, 32 });
idleAnim.PushBack({ 27, 0, 27, 32 });
idleAnim.speed = 0.05;
hitAnim.PushBack({ 54, 0, 27, 32 });
hitAnim.PushBack({ 81, 0, 27, 32 });
hitAnim.speed = 0.2f;
hitAnim.loop = false;
currentAnim = &idleAnim;
}
void Blit() {
if (currentAnim == &idleAnim)
{
idleAnim.Update();
App->renderer->Blit(shroomishTexture, METERS_TO_PIXELS(pBody->body->GetPosition().x) - radius*3, METERS_TO_PIXELS(pBody->body->GetPosition().y) - radius*4, ¤tAnim->GetCurrentFrame());
}
if (currentAnim == &hitAnim)
{
hitAnim.Update();
App->renderer->Blit(shroomishTexture, METERS_TO_PIXELS(pBody->body->GetPosition().x) - radius*3, METERS_TO_PIXELS(pBody->body->GetPosition().y) - radius*4, ¤tAnim->GetCurrentFrame());
}
}
void PlaySFX() {
App->audio->PlayFx(bumperSfx);
}
void OnCollision(PhysBody* bodyB) {
PlaySFX();
currentAnim = &hitAnim;
currentAnim->Reset();
if (bodyB->prop != NULL) {
if (bodyB->prop->type == PropType::BALL) {
int angle = atan((pBody->body->GetPosition().y - bodyB->body->GetPosition().y) / (pBody->body->GetPosition().x - bodyB->body->GetPosition().x));
float xForce = force * cos(angle);
float yForce = force * sin(angle);
bodyB->body->ApplyForceToCenter({ xForce, yForce }, true);
}
}
}
bool Update() {
if (currentAnim == &hitAnim && currentAnim->HasFinished()) currentAnim = &idleAnim;
return true;
}
bool PostUpdate() {
Blit();
return true;
}
bool CleanUp() {
App->textures->Unload(shroomishTexture);
currentAnim = nullptr;
delete pBody;
return true;
}
public:
int force;
private:
int x;
int y;
int radius;
PhysBody* pBody;
// SFX
int bumperSfx;
// Bumper animations
Animation idleAnim;
Animation hitAnim;
Animation* currentAnim = nullptr;
// Shroomish texture
SDL_Texture* shroomishTexture;
};