ArnieBoids
1.0.0
JOINT AI PROJECT
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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 |
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) |
Asteroid::Asteroid | ( | thor::ParticleSystem & | particleSystem, |
sf::Vector2f const & | position, | ||
float | spinSpeed = (rand() % 50 - 25) * 0.1f |
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) |
Asteroid::~Asteroid | ( | ) |
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private |
Generates a convex shape with a randomly generated number of sides and variations on the x and y position of each vertex.
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overridevirtual |
Colliding with ships will impart some of that ship's velocity on us.
Implements Ship.
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overridevirtual |
Moves us forward and keps us spinning.
Reimplemented from Ship.
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private |
How fast we rotate per tick (in degrees)