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Top-down Shooter With Death
A Top-Down Shooter in Which Characters Die
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The turret object. More...
#include <Turret.h>
Public Member Functions | |
| CTurret (const Vector2 &p) | |
| Constructor. More... | |
| virtual void | move () |
| Move turret. More... | |
Public Member Functions inherited from CObject | |
| CObject (eSprite, const Vector2 &) | |
| Constructor. More... | |
| virtual | ~CObject () |
| Destructor. | |
| void | move () |
| Move object. More... | |
| void | draw () |
| Draw object. More... | |
| const bool | isBullet () const |
| Is a bullet. More... | |
Protected Member Functions | |
| void | RotateTowards (const Vector2 &) |
| Swivel towards position. More... | |
| virtual void | CollisionResponse (const Vector2 &, float, CObject *=nullptr) |
| Collision response. More... | |
| virtual void | DeathFX () |
| Death special effects. More... | |
Protected Member Functions inherited from CObject | |
| const Vector2 | GetViewVector () const |
| Compute view vector. More... | |
Protected Attributes | |
| const UINT | m_nMaxHealth = 8 |
| Maximum health. | |
| UINT | m_nHealth = m_nMaxHealth |
| Current health. | |
Protected Attributes inherited from CObject | |
| float | m_fRadius = 0 |
| Bounding circle radius. | |
| float | m_fSpeed = 0 |
| Speed. | |
| float | m_fRotSpeed = 0 |
| Rotational speed. | |
| Vector2 | m_vVelocity |
| Velocity. | |
| bool | m_bStatic = true |
| Is static (does not move). | |
| bool | m_bIsTarget = true |
| Is a target. | |
| bool | m_bIsBullet = false |
| Is a bullet. | |
| LEventTimer * | m_pGunFireEvent = nullptr |
| Gun fire event. | |
Additional Inherited Members | |
Static Protected Attributes inherited from CCommon | |
| static LSpriteRenderer * | m_pRenderer = nullptr |
| Pointer to renderer. | |
| static CObjectManager * | m_pObjectManager = nullptr |
| Pointer to object manager. | |
| static LParticleEngine2D * | m_pParticleEngine = nullptr |
| Pointer to particle engine. | |
| static bool | m_bGodMode = false |
| God mode flag. | |
| static Vector2 | m_vWorldSize = Vector2::Zero |
| World height and width. | |
| static CPlayer * | m_pPlayer = nullptr |
| Pointer to player character. | |
CTurret is the abstract representation of a turret object.
| CTurret::CTurret | ( | const Vector2 & | p | ) |
Create and initialize a turret object given its position.
| p | Position of turret. |
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protectedvirtual |
Response to collision.
| norm | Collision normal. |
| d | Overlap distance. |
| pObj | Pointer to object being collided with (defaults to nullptr, which means collision with a wall). |
Reimplemented from CObject.
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protectedvirtual |
Perform a particle effect to mark the death of the turret.
Reimplemented from CObject.
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virtual |
Rotate the turret and fire the gun at at the closest available target if there is one, and rotate the turret at a constant speed otherwise.
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protected |
Rotate the turrent towards a point and file the gun if it is facing sufficiently close to it.
| pos | Target point. |
1.8.14