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Nikola/light #6
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73c20f3
Add Light class
NikolaJelic f32f0ee
Add simple score tracking and display
NikolaJelic 3f3bb6c
Add conditional enemy rendering
NikolaJelic 2cd9874
Fix initalization order
NikolaJelic 0770ebb
Fix redundant assignment
NikolaJelic 6bf6962
Refactor for PR
NikolaJelic 38e9862
Fix type casting long to int
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,9 @@ | ||
#pragma once | ||
#include <glm/vec2.hpp> | ||
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namespace miracle { | ||
struct CollisionParams { | ||
glm::vec2 pos; | ||
float diameter; | ||
}; | ||
} // namespace miracle |
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Original file line number | Diff line number | Diff line change |
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#include <light.hpp> | ||
#include "kvf/color.hpp" | ||
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namespace miracle { | ||
Light::Light(gsl::not_null<le::ServiceLocator const*> services) : m_services(services), m_diameter(100) { m_sprite.create(150.0f, kvf::white_v); } | ||
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void Light::check_enemy_collision(Enemy& enemy) { | ||
auto const [pos, diameter] = enemy.get_collision_params(); | ||
if (glm::distance(pos, m_sprite.transform.position) < (diameter + m_diameter) / 2) { | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. You can avoid square rooting here by comparing square magnitude instead of magnitude. |
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enemy.take_damage(1); | ||
} else { | ||
enemy.m_can_render = false; | ||
} | ||
} | ||
void Light::render(le::Renderer& renderer) const { m_sprite.draw(renderer); } | ||
void Light::set_position(glm::vec2 cursor_pos) { m_sprite.transform.position = cursor_pos; } | ||
} // namespace miracle |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,26 @@ | ||
#pragma once | ||
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#include "enemy.hpp" | ||
#include "glm/vec2.hpp" | ||
#include "gsl/pointers" | ||
#include "le2d/drawable/shape.hpp" | ||
#include "le2d/renderer.hpp" | ||
#include "le2d/service_locator.hpp" | ||
#include "le2d/texture.hpp" | ||
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namespace miracle { | ||
class Light { | ||
public: | ||
explicit Light(gsl::not_null<le::ServiceLocator const*> services); | ||
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void render(le::Renderer& renderer) const; | ||
void set_position(glm::vec2 cursor_pos); | ||
void check_enemy_collision(Enemy& enemy); | ||
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private: | ||
gsl::not_null<le::ServiceLocator const*> m_services; | ||
std::optional<le::Texture> m_texture; | ||
le::drawable::Circle m_sprite{}; | ||
float m_diameter{}; | ||
}; | ||
} // namespace miracle |
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