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Particle.c
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#include "Particle.h"
#include "Time.h"
#include "Game.h"
#include "Vector.h"
#include "Enemy.h"
#include "Boss.h"
#include "World.h"
#include <string.h>
//MeleeAttackParticle에 관한 함수 및 고정 상수, 모든 Rect의 기본 direction은 north, 기본좌표는 0으로 고정한다.
const Rect baseMeleeAttackParticleRect = { 0,0,3,1 };
const double meleeAttackParticleUpdateTime = 0.05f;
const double meleeAttackParticleDuration = 0.15f;
void InitMeleeAttackParticleRect(Particle* particle, Point direction) {
if (direction.x == 0) { //위 아래 바라보는 방향 -> 범위 변함 없음
particle->particleRect.height = baseMeleeAttackParticleRect.height;
particle->particleRect.width = baseMeleeAttackParticleRect.width;
}
else { //좌우 바라보는 방향 -> 가로세로 교환
particle->particleRect.height = baseMeleeAttackParticleRect.width;
particle->particleRect.width = baseMeleeAttackParticleRect.height;
}
}
void SetMeleeAttackParticleGrid(Particle* particle) {
for (int i = 0; i < particle->particleRect.height; i++) {
for (int j = 0; j < particle->particleRect.width; j++) {
particle->particleGrid[i][j] = false;
}
}
}
void UpdateMeleeAttackParticle(Particle* particle) {
particle->nowTime += GameTime.deltaTime;
if (particle->nowTime >= meleeAttackParticleDuration) {
particle->isDead = true;
return;
}
int index = (int)(particle->nowTime / meleeAttackParticleUpdateTime);
//임시
if (index > 2) return;
if (particle->facing.x == 0) { //상하
for (int i = 0; i < particle->particleRect.width; i++) {
if (i <= index) particle->particleGrid[0][i] = true;
else particle->particleGrid[0][i] = false;
}
}
else { //좌우
for (int i = 0; i < particle->particleRect.height; i++) {
if (i <= index) particle->particleGrid[i][0] = true;
else particle->particleGrid[i][0] = false;
}
}
}
//-------------------------------------------------------------------------------------------------------
//RangeAttackParticle에 관한 함수 및 고정 상수, 모든 Rect의 기본 direction은 north, 기본좌표는 0으로 고정한다.
const Rect baseRangeAttackParticleRect = { 0, 0, 1, 1 };
const double rangeAttackParticleMoveSpeed = 0.05f; //Time per block
//RangeAttack의 경우 Enemy의 소유와 Player의 소유로 구분되며, 타입에 따라 충돌처리하는 대상이 다르다
void RangeAttackDetectPlayer(Particle* particle) {
Point playerPos = GetPlayerPos();
if (PointEquals(&particle->particleRect, &playerPos)) {
PlayerOnHit(particle->damage);
particle->isDead = true;
}
}
void RangeAttackDetectEnemy(Particle* particle) {
/*
Vector* enemiesCollided = QuadTreeQuery(enemies, particle->particleRect);
if (enemiesCollided->length > 0) {
for (int i = 0; i < enemiesCollided->length; i++) {
Enemy* e = (Enemy*)enemiesCollided->entities[i];
EnemyOnHit(e, particle->damage);
}
particle->isDead = true;
}
DeleteVector(enemiesCollided);
*/
int len = enemies->length;
for (int i = 0; i < len; i++) {
Enemy* e = enemies->entities[i];
if (RectContainsPoint(&particle->particleRect, &e->base.entity.pos)) {
if(EnemyOnHit(e, player->baseDamage)) UpScore(1);
particle->isDead = true;
return;
}
}
if (IsBossExist()) {
Rect bossRect = GetBossRect();
if (RectContainsPoint(&bossRect, &particle->base.entity.pos)) {
BossOnHit(particle->damage);
}
}
}
void RangeAttackParticleMove(Particle* particle) {
if (particle->particleType == EnemyRangeAttackParticleType) RangeAttackDetectPlayer(particle);
if (particle->particleType == RangeAttackParticleType) RangeAttackDetectEnemy(particle);
Point destination = particle->base.entity.pos;
PointAdd(&destination, &particle->facing);
//detection Tile collision
if (GetTile(destination) & FLAG_COLLIDE_WITH_PHYSICAL_ATTACK) { // collision with somthing else
particle->isDead = true;
return;
}
particle->base.entity.pos = destination;
particle->particleRect.x = destination.x;
particle->particleRect.y = destination.y;
}
void SetRangeAttackParticleGrid(Particle* particle) {
particle->particleGrid[0][0] = true;
}
void InitRangeAttackParticleRect(Particle* particle, Point direction) {
if (direction.x == 0) { //위 아래 바라보는 방향 -> 범위 변함 없음
particle->particleRect.height = baseRangeAttackParticleRect.height;
particle->particleRect.width = baseRangeAttackParticleRect.width;
}
else { //좌우 바라보는 방향 -> 가로세로 교환
particle->particleRect.height = baseRangeAttackParticleRect.width;
particle->particleRect.width = baseRangeAttackParticleRect.height;
}
}
void UpdateRangeAttackParticle(Particle* particle) {
particle->nowTime += GameTime.deltaTime;
if (particle->nowTime >= rangeAttackParticleMoveSpeed) {
particle->particleGrid[0][0] = true;
RangeAttackParticleMove(particle);
particle->nowTime = 0;
}
}
//---------------------------------------------------------------------------------------------------------
//BombParticle에 관한 . . .
const Rect baseExplosionParticleRect = { 0, 0, 3, 3 };
const double ExplosionChangeTime = 0.05;
const int ExplosionParticleLifeCount = 5;
void InitExplosionParticleRect(Particle* particle) {
particle->particleRect.height = baseExplosionParticleRect.height;
particle->particleRect.width = baseExplosionParticleRect.width;
particle->particleRect.x = particle->base.entity.pos.x - (baseExplosionParticleRect.width / 2);
particle->particleRect.y = particle->base.entity.pos.y - (baseExplosionParticleRect.height / 2);
}
void SetExplosionParticleGrid(Particle* particle) {
for (int i = 0; i < particle->particleRect.height; i++) {
for (int j = 0; j < particle->particleRect.width; j++) {
particle->particleGrid[i][j] = true;
}
}
}
void UpdateExplosionParticle(Particle* particle) {
particle->nowTime += GameTime.deltaTime;
if (particle->nowTime > ExplosionChangeTime * ExplosionParticleLifeCount) {
particle->isDead = true;
return;
}
int cnt = (int)(particle->nowTime / ExplosionChangeTime);
particle->particleType = ExplosionParticleType1 + (cnt % 2);
}
//---------------------------------------------------------------------------------------------------------
void CreateParticle(Point direction, Point point, ParticleType type, int dmg) {
Particle* particle = (Particle*)malloc(sizeof(Particle));
if (particle == NULL) exit(-1);
switch (type) {
case MeleeAttackParticleType:
InitMeleeAttackParticleRect(particle, direction);
break;
case EnemyRangeAttackParticleType:
case RangeAttackParticleType:
InitRangeAttackParticleRect(particle, direction);
break;
case ExplosionParticleType1:
case ExplosionParticleType2:
InitExplosionParticleRect(particle);
break;
default: exit(10);
}
particle->damage = dmg;
Point startPoint = {
point.x - (particle->particleRect.width / 2),
point.y - (particle->particleRect.height / 2)
};
particle->base.entity.pos = point;
particle->base.entity.type = ParticleEffectType;
particle->particleRect.x = startPoint.x;
particle->particleRect.y = startPoint.y;
particle->nowTime = 0;
particle->particleType = type;
particle->facing = direction;
particle->isDead = false;
particle->particleGrid = (bool**)malloc(sizeof(bool*) * particle->particleRect.height);
if (particle->particleGrid == NULL) exit(-1);
for (int i = 0; i < particle->particleRect.height; i++) {
particle->particleGrid[i] = (bool*)malloc(sizeof(bool) * particle->particleRect.width);
if (particle->particleGrid[i] == NULL) exit(-1);
}
switch (particle->particleType) {
case MeleeAttackParticleType:
SetMeleeAttackParticleGrid(particle);
break;
case EnemyRangeAttackParticleType:
case RangeAttackParticleType:
SetRangeAttackParticleGrid(particle);
break;
case ExplosionParticleType1:
case ExplosionParticleType2:
SetExplosionParticleGrid(particle);
break;
default: exit(10);
}
VectorInsert(particles, (Entity*)particle);
}
void DeleteParticle(Particle* particle) {
if (!(particle->isDead)) return;
if (particle == NULL) return;
for (int i = 0; i < particle->particleRect.height; i++) {
free(particle->particleGrid[i]);
}
free(particle->particleGrid);
free(particle);
*(&particle) = NULL;
}
void UpdateParticle(Particle* particle) {
if (particle->isDead) return;
switch (particle->particleType) {
case MeleeAttackParticleType:
UpdateMeleeAttackParticle(particle);
return;
case RangeAttackParticleType:
case EnemyRangeAttackParticleType:
UpdateRangeAttackParticle(particle);
return;
case ExplosionParticleType1:
case ExplosionParticleType2:
UpdateExplosionParticle(particle);
return;
}
}