-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathandrewF.h
209 lines (186 loc) · 3.08 KB
/
andrewF.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
// Iron Curtain Weapon System - Declarations
// Author: Andrew Folsom
// Date: 02/20/2019
#ifndef WEAPONS_H
#define WEAPONS_H
//===========================================================
// DEFINITION OF WEAPON TYPE ENUM
//===========================================================
enum wpnType {
basic = 0,
rapid,
scatter,
shield,
ring,
pinwheel,
miss,
enemyStd,
upgrade
};
enum scndType {
missile = 0
};
class EnemyShip;
// Player Weapon Declarations
class Weapon
{
public:
float fireRate;
float bulletSpeed;
float color[3];
public:
Weapon();
virtual ~Weapon();
void setPosition(float*, float*);
virtual void setVelocity(float*);
void setColor(float*);
virtual void fire() =0;
virtual void fire(float angle);
virtual void fire(EnemyShip*);
};
class Basic : public Weapon
{
public:
Basic();
void fire();
void fire(float angle);
};
class Rapid : public Basic
{
public:
Rapid();
};
class Scatter : public Weapon
{
public:
int shotsFired;
float spread;
float start;
float increment;
float temp;
public:
Scatter();
void bulletSpread(float*);
void fire();
};
class Ring : public Scatter
{
public:
Ring();
};
class Pinwheel : public Scatter
{
public:
Pinwheel();
void fire(EnemyShip* e);
};
struct Reticle
{
float pos[3];
float seekColor[3];
float lockColor[3];
float angle;
EnemyShip* e;
void seek();
void update();
void drawReticle(bool);
};
// Secondary Weapon Declarations
class Secondary : public Basic
{
public:
Reticle reticle;
struct timespec sTimer;
bool ready;
bool armed;
bool locked;
public:
Secondary();
void setVelocity(float*);
void fire();
void reload();
};
class Missile : public Secondary
{
public:
float start[3];
float pos[3];
timespec time;
public:
Missile();
void tracking(float *, float);
};
//Added Lab 8 03/14/2019
// Enemy Weapon Declarations
class EnemyStd : public Basic
{
public:
EnemyStd();
void fire(EnemyShip* e);
};
// Upgrade Declarations
class Upgrade {
public:
GLuint pod;
float dropSpeed;
float w, h;
float pos[3];
int payload;
public:
Upgrade(float x, float y);
void drawUpgrade();
int detectCollision(float x, float y);
};
class Shield
{
public:
float angle;
float increment;
float radius;
float x, y;
float color[3];
float time;
bool status;
struct timespec shieldTimer;
public:
Shield();
void drawShield(float* pos);
void checkTime();
bool detectCollision(float dist);
};
class Digit
{
public:
GLuint digits[10];
float resX, resY;
float posX, posY;
public:
Digit();
~Digit();
void displayDigit(char ch, float x, float y);
};
class Hud
{
public:
GLuint life[4];
GLuint weapon[3];
GLuint display;
GLuint score;
GLuint secondary;
Digit nums[10];
public:
Hud();
void genTextures();
void drawHud(int l, int w, int s, bool r);
};
class Particle
{
public:
struct timespec pTimer;
float color[3];
float pos[3];
float vel[3];
public:
Particle();
};
#endif