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January 17, 2023 11:52
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bool OnUserUpdate(float fElapsedTime) override | |
{ | |
Clear(olc::BLACK); | |
DrawSprite(fPlayerPositionX, fPlayerPositionY, sprPlayer.get()); | |
if (GetKey(olc::Key::LEFT).bHeld) { | |
fPlayerPositionX = fPlayerPositionX - fPlayerVel * fElapsedTime; | |
} | |
if (GetKey(olc::Key::RIGHT).bHeld) { | |
fPlayerPositionX = fPlayerPositionX + fPlayerVel * fElapsedTime; | |
} | |
if (GetKey(olc::Key::UP).bHeld) { | |
fPlayerPositionY = fPlayerPositionY - fPlayerVel * fElapsedTime; | |
} | |
if (GetKey(olc::Key::DOWN).bHeld) { | |
fPlayerPositionY = fPlayerPositionY + fPlayerVel * fElapsedTime; | |
} | |
if (GetKey(olc::Key::SPACE).bPressed) { | |
float ftempX = fPlayerPositionX; | |
float ftempY = fPlayerPositionY; | |
vBullet.emplace_back(Bullet{ftempX + float(sprPlayer->width) / 2, ftempY, false}); | |
} | |
for (auto elm: vEnemy) { | |
if (elm.alive) | |
DrawSprite(elm.x, elm.y, sprEnemy.get()); | |
} | |
for (auto &elm: vBullet) { | |
// only take care of bullets which are visible on the screen | |
if (elm.y > -1 && !elm.dead) { | |
FillCircle(int(elm.x), int(elm.y), 1, olc::RED); | |
elm.y = elm.y - fBulletVel * fElapsedTime; | |
} | |
} | |
for (auto &elm: vBullet) | |
{ | |
for (auto &enemy: vEnemy) | |
{ | |
if (!elm.dead && enemy.alive && elm.y > enemy.y && elm.x + 1 >= enemy.x && | |
elm.x - 1 <= enemy.x + float(sprEnemy->width) && | |
elm.y - 1 <= enemy.y + float(sprEnemy->height)) | |
{ | |
// kill both bullet and enemy. | |
elm.dead = true; | |
enemy.alive = false; | |
} | |
} | |
} | |
for(auto &elm : vEnemy){ | |
if(elm.alive){ | |
float tempX = ((fPlayerPositionX + float(sprPlayer->width) / 2 | |
) - elm.x + float(sprEnemy->height) + float(sprEnemy->width) / 2 | |
); | |
float tempY = (fPlayerPositionY - elm.y + float(sprEnemy->height)); | |
// simple pythagoras theorem | |
float tempHypo = powf(tempX, 2) + powf(tempY, 2); | |
float Hypo = sqrtf(tempHypo); | |
float sinTheta = (tempY / Hypo); | |
float cosTheta = (tempX / Hypo); | |
elm.x = elm.x + fEnemyVel * cosTheta * fElapsedTime; | |
elm.y = elm.y + fEnemyVel * sinTheta * fElapsedTime; | |
if (elm.x + sprEnemy->width >= fPlayerPositionX && | |
elm.x <= fPlayerPositionX + sprPlayer->width && | |
elm.y + sprEnemy->height >= fPlayerPositionY) | |
{ | |
elm.alive = false; | |
} | |
break; | |
} | |
} | |
return true; | |
} |
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