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Control.cpp
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218 lines (214 loc) · 4.29 KB
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#include "Control.h"
Control::Control(Role* role) :m_role(role)
{
}
//产生敌机
void Control::CreateEnemy()
{
if (Timer(1000, 0))
{
Point pos(rand() % (Res::instance->getWindWidth() - 100), 0);
m_enemy.push_back(EnemyPlance(pos, 3));
std::cout << "enemy_size:" << m_enemy.size() << std::endl;
}
}
//敌机移动
void Control::EnemyMove(int speed)
{
if (Timer(20, 1))
{
#if 0
for (int i = 0; i < m_enemyNum; i++)
{
if (m_penemy[i].getLive())
{
m_penemy[i].getY() += speed;
if (m_penemy[i].getY() >= Res::instance->getWindHeight())
{
m_penemy[i].getLive() = false;
}
if ((rand() % 1000) == 1)
{
//enemyCreateBullet(enemy[i]);
}
}
}
#else
for (auto it = m_enemy.begin(); it!=m_enemy.end();)
{
it->pos.move(DIR::DOWN, speed); //敌机移动
if (it->pos.m_y >= Res::instance->getWindHeight())
{
it = m_enemy.erase(it);
}
else
{
it++;
}
}
#endif
}
}
void Control::DrawEnemy()
{
for (auto& val : m_enemy)
{
val.drawImg();
}
}
void Control::EnemyAuto()
{
this->EnemyMove(2);
this->CreateEnemy();
this->DrawEnemy();
this->PlayEnemy();
}
//玩家控制
void Control::RoleControl(int speed)
{
if (Timer(10, 2))
{
if (GetAsyncKeyState(VK_UP) && m_role->pos.m_y >= 0)
{
m_role->pos.move(DIR::UP, speed);
}
if (GetAsyncKeyState(VK_DOWN) && m_role->pos.m_y + 120 <= Res::instance->getWindHeight())
{
m_role->pos.move(DIR::DOWN, speed);
}
if (GetAsyncKeyState(VK_LEFT) && m_role->pos.m_x + 50 >= 0)
{
m_role->pos.move(DIR::LEFT, speed);
}
if (GetAsyncKeyState(VK_RIGHT) && m_role->pos.m_x + 55 <= Res::instance->getWindWidth())
{
m_role->pos.move(DIR::RIGHT, speed);
}
}
//控制玩家子弹产生时差
//发射子弹
if (GetAsyncKeyState(VK_SPACE) && Timer(200, 3))
{
CreateBullet();
}
BulletMove(1);
}
//子弹移动
void Control::BulletMove(int speed)
{
auto it = m_role->getBull().begin();
for (it; it != m_role->getBull().end(); )
{
it->draw();
it->pos.move(DIR::UP, speed);
if (it->pos.m_y < 0)
{
it = m_role->getBull().erase(it);
}
else
{
it++;
}
}
}
void Control::CreateBullet()
{
m_role->getBull().push_back(Bullet(Point(m_role->pos.m_x + 45, m_role->pos.m_y)));
std::cout <<"bull num:"<< m_role->getBull().size() << std::endl;
}
void Control::PlayEnemy()
{
#if 0
//1,遍历敌机数组 判断是否存活
for (int i = 0; i < m_enemyNum; i++)
{
if (!m_penemy[i].getLive())
{
continue;
}
for (auto it = m_role->getBull().begin(); it !=m_role->getBull().end(); )
{
if (it->m_x > m_penemy[i].getX() && it->m_x<m_penemy[i].getX() + Res::instance->m_enemyImg[0][0].getwidth()
&& it->m_y>m_penemy[i].getY() && it->m_y < m_penemy[i].getY() + Res::instance->m_enemyImg[0][0].getheight())
{
m_penemy[i].getHp()--;
it = m_role->getBull().erase(it);//删除元素会使迭代器失效所以需要接受下一个位置的迭代器
}
else
{
it++;
}
//敌机死亡
if (m_penemy[i].getHp() <= 0)
{
m_penemy[i].getLive() = false;
}
}
}
#else
//1,遍历敌机数组 判断是否存活
for (auto eit = m_enemy.begin(); eit !=m_enemy.end(); )
{
for (auto it = m_role->getBull().begin(); it != m_role->getBull().end(); )
{
//碰撞
if(collision(&*eit,&*it))
{
eit->getHp()--;
it = m_role->getBull().erase(it);//删除元素会使迭代器失效所以需要接受下一个位置的迭代器
}
else
{
it++;
}
}
//敌机死亡
if (eit->getHp() <= 0)
{
eit = m_enemy.erase(eit);
}
else
{
eit++;
}
}
#endif
}
/// <summary>
/// 碰撞检测
/// </summary>
/// <param name="dest">被碰撞者(如:敌机)</param>
/// <param name="src">主动碰撞(如:子弹)</param>
/// <returns>产生碰撞返回true</returns>
bool Control::collision(AirPlance* dest, Bullet* src)
{
if (src->pos.m_x > dest->pos.m_x && src->pos.m_x<dest->pos.m_x + dest->getW() &&
src->pos.m_y>dest->pos.m_y && src->pos.m_y < dest->pos.m_y + dest->getH())
{
return true;
}
return false;
}
bool Control::collision(AirPlance* dest, AirPlance* src)
{
if (src->pos.m_x > dest->pos.m_x && src->pos.m_x<dest->pos.m_x + dest->getW() &&
src->pos.m_y>dest->pos.m_y && src->pos.m_y < dest->pos.m_y + dest->getH())
{
return true;
}
return false;
}
Control::~Control()
{
}
bool Control::Timer(clock_t ms, int id)
{
static clock_t _start[10] = { 0 };
clock_t end = clock();
if (end - _start[id] > ms)
{
_start[id] = end;
return true;
}
return false;
}