![]() |
ArnieBoids
1.0.0
JOINT AI PROJECT
|
Asteroid class. Asteroids are technically ships but do things a little differently. Constantly move forward at fixed speed, collisions impart some velocity change. More...
#include <Asteroid.hpp>


Public Member Functions | |
| Asteroid (thor::ParticleSystem &particleSystem, sf::Vector2f const &position, sf::Vector2f const &direction, float spinSpeed=(rand()%50-25)*0.1f) | |
| Asteroid (thor::ParticleSystem &particleSystem, sf::Vector2f const &position, float spinSpeed=(rand()%50-25)*0.1f) | |
| ~Asteroid () | |
| void | update () override |
| Moves us forward and keps us spinning. More... | |
| void | onCollide (Ship *other) override |
| Colliding with ships will impart some of that ship's velocity on us. More... | |
Public Member Functions inherited from Ship | |
| Ship (thor::ParticleSystem &particleSystem, sf::Vector2f const &position, float maxSpeed, unsigned int health=1u) | |
| ~Ship () | |
| void | takeDamage (unsigned int amount=1u) |
| Reduces health by the specified amount. More... | |
| bool | isDead () const |
| Returns true if health is zero. More... | |
| void | thrust () |
| Apply acceleration in direction of forward vector. More... | |
| void | brake () |
| Apply deceleration if thrust is present. More... | |
| void | turnLeft () |
| Turn ship left. More... | |
| void | turnRight () |
| Turn ship right. More... | |
| bool | trigger () |
| Attempt to fire, returns success. More... | |
| void | turnToward (sf::Vector2f const &direction) |
| sf::Vector2f | getForward () const |
| Returns forward direction of ship. More... | |
| sf::Vector2f | getVelocity () const |
| Returns velocity. More... | |
| void | setRadarRange (float range) |
| Radar radius accessors. More... | |
| float | getRadarRange () const |
| int | getHealth () const |
| Health accessors. More... | |
| void | addHealth (unsigned int health) |
| unsigned int | getMaxHealth () const |
Private Member Functions | |
| void | generateGeometry () |
Private Attributes | |
| float | rotationSpeed_ |
| How fast we rotate per tick (in degrees) More... | |
Additional Inherited Members | |
Public Attributes inherited from Ship | |
| sf::RectangleShape | debug_rect_ |
Protected Member Functions inherited from Ship | |
| void | clampToMaxSpeed () |
| Clamps the length of the velocity_ vector to MAX_SPEED_. More... | |
| float | tickToSec (unsigned int ticks) const |
| Ticks to seconds. More... | |
| virtual void | updateParticleEmitter () |
Protected Attributes inherited from Ship | |
| const float | MAX_SPEED_ |
| Maximum length of velocity vector. More... | |
| const unsigned int | MAX_HEALTH_ |
| float | refireTime_ |
| float | coolDown_ |
| unsigned int | ticks_ |
| sf::Vector2f | velocity_ |
| Delta position per update. More... | |
| sf::Vector2f | accel_ |
| Delta velocity after update !velocity_ += accel_ in update! More... | |
| int | health_ |
| Current health. More... | |
| sf::Vector2f | forward_ |
| Unit vector for ship's heading. More... | |
| float | thrust_ |
| How fast the ship accelerates. More... | |
| float | turnSpeed_ |
| How fast (in degrees) the ship can turn. More... | |
| float | radarRange_ |
| Ship's radar radius. More... | |
| thor::UniversalEmitter | particleEmitter_ |
| Does nothing on it's own. Derived classes should play with this. More... | |
| float | particleAngleVariance_ |
Asteroid class. Asteroids are technically ships but do things a little differently. Constantly move forward at fixed speed, collisions impart some velocity change.
| Asteroid::Asteroid | ( | thor::ParticleSystem & | particleSystem, |
| sf::Vector2f const & | position, | ||
| sf::Vector2f const & | direction, | ||
| float | spinSpeed = (rand() % 50 - 25) * 0.1f |
||
| ) |
| Asteroid::Asteroid | ( | thor::ParticleSystem & | particleSystem, |
| sf::Vector2f const & | position, | ||
| float | spinSpeed = (rand() % 50 - 25) * 0.1f |
||
| ) |

| Asteroid::~Asteroid | ( | ) |
|
private |
Generates a convex shape with a randomly generated number of sides and variations on the x and y position of each vertex.


|
overridevirtual |
Colliding with ships will impart some of that ship's velocity on us.
Implements Ship.

|
overridevirtual |
Moves us forward and keps us spinning.
Reimplemented from Ship.
|
private |
How fast we rotate per tick (in degrees)