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Enemy.cpp
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103 lines (69 loc) · 1.69 KB
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#include "Enemy.h"
Enemy::Enemy()
{
//////////////////////////
currentWaypoint = 0;
NextWaypoint = 1;
markerTransform.SetIdentity();
//////////////////////////
timer = 0.0f;
SetWaypointPos();
}
Enemy::~Enemy()
{
}
void Enemy::Init()
{
set_mesh(primitiveBuilder_->CreateBoxMesh(gef::Vector4(.025f, .025f, .025f), gef::Vector4(0.0f, 0.0f, 0.0f)));
}
void Enemy::Update(float frame_time)
{
timer += frame_time;
SetWaypointPos();
CalculateDistance(frame_time);
if (distanceMovingObj.Length() > temp.Length())
{
velocity_ = gef::Vector4(0.0f, 0.0f, 0.0f);
if (timer > 2.f)
{
if (NextWaypoint < _NUMWAYPOINTS - 1)
{
currentWaypoint++;
NextWaypoint++;
}
}
}
GameObjectMy::Update(frame_time);
set_transform(localTransform_ * markerTransform);
}
void Enemy::SetWaypointPos()
{
for (size_t i = 0; i < _NUMWAYPOINTS; i++)
{
waypoints[i].position_ = gef::Vector4(i * 0.1f, 0.0f, 0.0f);
switch (i)
{
case 1:
waypoints[i].position_ = gef::Vector4(i * 0.1f, 0.1f, 0.0f);
case 2:
waypoints[i].position_ = gef::Vector4(i * 0.1f, 0.1f, 0.0f);
case 4:
waypoints[i].position_ = gef::Vector4(i * 0.1f, -0.2f, 0.0f);
case 6:
waypoints[i].position_ = gef::Vector4(4 * 0.1f, 0.1f, 0.0f);
case 7:
waypoints[i].position_ = gef::Vector4(i * 0.1f, 0.1f, 0.0f);
default:
break;
}
}
}
void Enemy::CalculateDistance(float frameTime)
{
distanceBetweenWaypoints = waypoints[NextWaypoint].position_ - waypoints[currentWaypoint].position_;
temp = distanceBetweenWaypoints;
distanceBetweenWaypoints.Normalise();
velocity_ = distanceBetweenWaypoints;
velocity_ *= 0.20f;
distanceMovingObj = position_ - waypoints[currentWaypoint].position_;
}