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WeaponSelector.cpp
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55 lines (50 loc) · 1.61 KB
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#include "WeaponSelector.hpp"
#include "Engine/SpriteNode.hpp"
#include "Engine/Game.hpp"
#include "Slayer.hpp"
#include <SFML/Window.hpp>
#include <Engine/ResourceManager.hpp>
#include <iostream>
WeaponSelector::WeaponSelector(engine::Scene* scene): Node(scene), m_current(WT_NONE),
m_level(static_cast<Level*>(scene)), m_keyListener(this) {
m_disabledSound = engine::ResourceManager::instance()->MakeSound("assets/sounds/disabled.ogg");
m_scene->GetGame()->OnKeyDown.AddHandler(&m_keyListener);
}
WeaponSelector::~WeaponSelector() {
m_scene->GetGame()->OnKeyDown.RemoveHandler(&m_keyListener);
delete m_disabledSound;
}
void WeaponSelector::Select(WeaponType wt) {
engine::Node* nchild = GetChildByID(weapons[wt].name);
if (!nchild || nchild->GetType() != engine::NT_SPRITE) {
return;
}
engine::SpriteNode* child = static_cast<engine::SpriteNode*>(nchild);
if (child->GetAnimationName() == "disabled") {
m_disabledSound->play();
return;
}
engine::Node* noldChild = GetChildByID(weapons[m_current].name);
if (noldChild && noldChild->GetType() == engine::NT_SPRITE) {
static_cast<engine::SpriteNode*>(noldChild)->PlayAnimation("default");
}
m_current = wt;
child->PlayAnimation("active");
m_level->GetSlayer()->SetWeaponType(wt);
}
void WeaponSelector::KeyListener::handle(const sf::Event::KeyEvent& e) {
switch (e.code) {
case sf::Keyboard::Num1:
m_selector->Select(WT_NONE);
break;
case sf::Keyboard::Num2:
m_selector->Select(WT_CROSSBOW);
break;
case sf::Keyboard::Num3:
m_selector->Select(WT_LAUNCHER);
break;
case sf::Keyboard::Num4:
m_selector->Select(WT_SUNCANNON);
break;
}
}