137 lines
3.9 KiB
C++
137 lines
3.9 KiB
C++
/**
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*******************************************************************************
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* @file ewol/Game/GameElement.cpp
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* @brief ewol game element system (Sources)
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* @author Edouard DUPIN
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* @date 06/04/2012
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* @par Project
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* ewol
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*
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* @par Copyright
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* Copyright 2011 Edouard DUPIN, all right reserved
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*
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* This software is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY.
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*
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* Licence summary :
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* You can modify and redistribute the sources code and binaries.
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* You can send me the bug-fix
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*
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* Term of the licence in in the file licence.txt.
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*
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*******************************************************************************
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*/
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#include <ewol/Game/GameElement.h>
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#undef __class__
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#define __class__ "GameElement"
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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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* @param ---
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* @return ---
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*/
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ewol::GameElement::GameElement(SceneElement & sceneElement, etk::UString& tmpName) : m_fileNameConfig(tmpName), m_sceneElement(sceneElement)
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{
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m_uniqueId = sceneElement.GetUniqueId();
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m_group = -1;
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m_type = -1;
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m_visible = true;
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m_position.x = 0.0;
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m_position.y = 0.0;
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m_speed = 0.0;
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m_size = 64.0;
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m_angle = 0.0;
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m_mass = 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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/**
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* @brief Load or get a previous loaded sprite, it will be done on the current Sprite list
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* @param[in,out] listOfElement Reference on the list of sprite that we need to find if it exist or added a new one
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* @param[in] fileName Sprite name
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* @param[in] maxSize maximum size of the sprite
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* @return the id of the sprite requested or -1 if it does not existed
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*/
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int32_t ewol::GameElement::LoadSprite(etk::VectorType<ewol::Sprite*> listOfElement[NB_BOUBLE_BUFFER], etk::UString fileName, Vector2D<float> maxSize)
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{
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for (int32_t iii=0; iii<listOfElement[0].Size(); iii++) {
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if (listOfElement[0][iii] != NULL) {
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if (listOfElement[0][iii]->HasName(fileName) == true) {
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// count the number of element registered ...
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listOfElement[0][iii]->IncreaseLoadedTime();
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return iii;
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}
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}
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}
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for(int32_t iii=0; iii<NB_BOUBLE_BUFFER; iii++) {
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// we did not find the sprite ==> created it ...
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ewol::Sprite* tmpSprite = new ewol::Sprite(fileName, maxSize.x, maxSize.y);
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if (NULL == tmpSprite) {
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EWOL_ERROR("Allocation error on the sprite : " << fileName);
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return -1;
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}
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// add it :
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listOfElement[iii].PushBack(tmpSprite);
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}
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return listOfElement[0].Size() -1;
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}
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/**
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* @brief UnLoad or not(if needed) the sprite selected, it will be done on the current Sprite list
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* @param[in,out] listOfElement Reference on the list of sprite that we need to find if it exist or added a new one
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* @param[in] spriteId Sprite registered id
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* @return ---
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*/
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void ewol::GameElement::UnLoadSprite(etk::VectorType<ewol::Sprite*> listOfElement[NB_BOUBLE_BUFFER], int32_t spriteId)
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{
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if (spriteId >= 0 && spriteId < listOfElement[0].Size()) {
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if (listOfElement[0][spriteId] != NULL) {
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// count the number of element registered ...
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if (true == listOfElement[0][spriteId]->DecreaseLoadedTime() ) {
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// must remove the sprite ==> pb with the double buffer ...
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// TODO : ==> for all double buffer ...
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for(int32_t iii=0; iii<NB_BOUBLE_BUFFER; iii++) {
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}
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}
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}
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}
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}
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float quadDist(Vector2D<float> pos1, Vector2D<float> pos2)
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{
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float tmpVal1 = pos1.x - pos2.x;
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float tmpVal2 = pos1.y - pos2.y;
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return tmpVal1*tmpVal1 + tmpVal2*tmpVal2;
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}
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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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}
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float quadDistance = quadDist(m_position, position);
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float radiusElement = m_size * m_size;
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if (radiusElement < quadDistance) {
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//distance is greten than expected
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return false;
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}
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return true;
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}
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