1 /*
2 * This source file is part of libRocket, the HTML/CSS Interface Middleware
3 *
4 * For the latest information, see http://www.librocket.com
5 *
6 * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a copy
9 * of this software and associated documentation files (the "Software"), to deal
10 * in the Software without restriction, including without limitation the rights
11 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
12 * copies of the Software, and to permit persons to whom the Software is
13 * furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included in
16 * all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
21 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
22 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
23 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
24 * THE SOFTWARE.
25 *
26 */
27
28 #include "Mothership.h"
29 #include <Rocket/Core/Math.h>
30 #include "Shell.h"
31 #include "Game.h"
32 #include "Sprite.h"
33
34 const int SPRITE_WIDTH = 64;
35
36 const float APPEARANCE_PROBABILITY = 0.001f;
37 const float UPDATE_FREQ = 0.025f;
38 const float MOVEMENT_SPEED = 5;
39
Mothership(Game * game,int index)40 Mothership::Mothership(Game* game, int index) : Invader(game, Invader::MOTHERSHIP, index)
41 {
42 // Start off dead, and set up our position
43 state = DEAD;
44 update_frame_start = 0;
45 position = Rocket::Core::Vector2f(-SPRITE_WIDTH, 64.0f);
46 }
47
~Mothership()48 Mothership::~Mothership()
49 {
50 }
51
Update()52 void Mothership::Update()
53 {
54 // Generic Invader update
55 Invader::Update();
56
57 if (Shell::GetElapsedTime() - update_frame_start < UPDATE_FREQ)
58 return;
59
60 // We're alive, keep moving!
61 if (state == ALIVE)
62 {
63 position.x += (direction * MOVEMENT_SPEED);
64
65 if ((direction < 0.0f && position.x < -SPRITE_WIDTH)
66 || (direction > 0.0f && position.x > game->GetWindowDimensions().x))
67 state = DEAD;
68
69 update_frame_start = Shell::GetElapsedTime();
70 }
71 // Determine if we should come out of hiding
72 else if (Rocket::Core::Math::RandomReal(1.0f) < APPEARANCE_PROBABILITY)
73 {
74 direction = Rocket::Core::Math::RandomReal(1.0f) < 0.5 ? -1.0f : 1.0f;
75
76 if (direction < 0)
77 position.x = game->GetWindowDimensions().x + SPRITE_WIDTH;
78 else
79 position.x = -SPRITE_WIDTH;
80
81 state = ALIVE;
82 }
83 }
84