GAME : Add having impact
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@ -49,6 +49,7 @@ ewol::GameElement::GameElement(SceneElement & sceneElement, etk::UString& tmpNam
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m_gravity = 0.0;
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m_fileNameConfig = tmpName;
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m_canBeCibled = false;
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m_canHaveImpact = true;
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m_life = 0;
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}
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@ -130,6 +131,9 @@ void ewol::GameElement::GetElementProperty(gameElementGenericProperty_ts &elemen
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bool ewol::GameElement::HaveImpact(int32_t group, int32_t type, Vector2D<float> position, float size)
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{
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if (true != m_canHaveImpact) {
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return false;
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}
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// check if it was in the same group
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if (group == m_group) {
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return false;
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@ -30,6 +30,7 @@
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#include <ewol/OObject/Sprite.h>
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#include <ewol/Widget.h>
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#include <ewol/Game/SceneElement.h>
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#include <math.h>
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#define CYCLIC_CALL_PERIODE_US (10000)
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@ -40,19 +41,20 @@ namespace ewol {
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private:
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etk::UString m_fileNameConfig;
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protected:
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SceneElement & m_sceneElement; //!< all element neede in the scene
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uint16_t m_uniqueId;
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uint16_t m_group;
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int32_t m_type;
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int32_t m_power;
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bool m_visible;
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SceneElement & m_sceneElement; //!< all element neede in the scene
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uint16_t m_uniqueId;
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uint16_t m_group;
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int32_t m_type;
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int32_t m_power;
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bool m_visible;
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Vector2D<float> m_position;
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Vector2D<float> m_speed;
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float m_size;
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float m_angle;
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float m_gravity;
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bool m_canBeCibled;
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float m_life;
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float m_size;
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float m_angle;
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float m_gravity;
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bool m_canBeCibled;
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bool m_canHaveImpact;
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float m_life;
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public:
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/**
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* @brief Constructor : here are requested all the needed sprite and effect that can be used in the game
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@ -84,13 +86,24 @@ namespace ewol {
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float SizeGet(void) { return m_size; };
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void SizeSet(float state) { m_size = state; };
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float AngleGet(void) { return m_angle; };
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void AngleSet(float state) { m_angle = state; };
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void AngleSet(float state)
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{
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m_angle = state;
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while (m_angle > M_PI) {
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m_angle -= 2.0*M_PI;
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}
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while (m_angle < -M_PI) {
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m_angle += 2.0*M_PI;
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}
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};
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float GravityGet(void) { return m_gravity; };
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void GravitySet(float state) { m_gravity = state; };
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int32_t PowerGet(void) { return m_power; };
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void PowerSet(int32_t state) { m_power = state; };
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bool CanBeCibledGet(void) { return m_canBeCibled; };
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void CanBeCibledSet(bool state) { m_canBeCibled = state; };
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bool CanHaveImpactGet(void) { return m_canHaveImpact; };
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void CanHaveImpactSet(bool state) { m_canHaveImpact = state; };
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int32_t GetType(void) { return m_type; }; // TODO : DEPRECATED ...
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int32_t TypeGet(void) { return m_type; };
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