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EntityManager.cpp
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270 lines (221 loc) · 6.46 KB
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#include "Utility/package.hpp"
#include "Entity.hpp"
#include "Bullet.hpp"
#include "Enemy.hpp"
#include "BlackHole.hpp"
#include "EnemySpawner.hpp"
#include "PlayerShip.hpp"
#include "EntityManager.hpp"
#include <iostream>
#include <algorithm>
//---------------------------------------------------------------------------------
// Written by Terence J. Grant - tjgrant [at] tatewake [dot] com
// Find the full tutorial at: http://gamedev.tutsplus.com/series/
//----------------------------------------------------------------------------------
namespace
{
bool NeedsCleanup( Entity* actor )
{
return actor->isExpired();
}
}
void EntityManager::KillPlayer()
{
PlayerShip::getInstance()->kill();
for (std::list<Enemy*>::iterator j = mEnemies.begin(); j != mEnemies.end(); j++)
{
(*j)->wasShot();
}
for (std::list<BlackHole*>::iterator j = mBlackHoles.begin(); j != mBlackHoles.end(); j++)
{
(*j)->kill();
}
EnemySpawner::getInstance()->reset();
}
EntityManager::EntityManager()
: mIsUpdating(false)
{
}
int EntityManager::getCount() const
{
return (int)mEntities.size();
}
int EntityManager::getBlackHoleCount() const
{
return (int)mBlackHoles.size();
}
std::list<BlackHole*> EntityManager::getBlackHoles() const
{
return mBlackHoles;
}
void EntityManager::add(Entity* entity)
{
if (!mIsUpdating)
{
addEntity(entity);
}
else
{
mAddedEntities.push_back(entity);
}
//mAddedEntities.push_back(entity);
}
void EntityManager::addEntity(Entity* entity)
{
mEntities.push_back(entity);
switch (entity->getKind())
{
case Entity::kBullet: mBullets.push_back((Bullet*)entity); break;
case Entity::kEnemy: mEnemies.push_back((Enemy*)entity); break;
case Entity::kBlackHole: mBlackHoles.push_back((BlackHole*)entity); break;
default: break;
}
}
void EntityManager::deleteEntity(Entity* entity)
{
// Just in case :P
if(!entity) return;
// Retrieve actor from entities list
//
std::list<Entity*>::iterator entityResult = std::find( mEntities.begin(), mEntities.end(), entity );
// Retrieve entity from enemies list
//
std::list<Enemy*>::iterator enemyResult = std::find( mEnemies.begin(), mEnemies.end(), entity );
// Retrieve entity from bullets list
//
std::list<Bullet*>::iterator bulletsResult = std::find( mBullets.begin(), mBullets.end(), entity );
// Retrieve entity from bullets list
//
std::list<BlackHole*>::iterator blackholeResult = std::find( mBlackHoles.begin(), mBlackHoles.end(), entity );
// Deleting entity iterator from lists
//
if( mEntities.size() > 0 && entityResult != mEntities.end() )
{
mEntities.erase( entityResult );
}
if( mEnemies.size() > 0 && enemyResult != mEnemies.end() )
{
mEnemies.erase( enemyResult );
}
if( mBullets.size() > 0 && bulletsResult != mBullets.end() )
{
mBullets.erase( bulletsResult );
}
if( mBlackHoles.size() > 0 && blackholeResult != mBlackHoles.end() )
{
mBlackHoles.erase( blackholeResult );
}
// Removing the allocated pointer
//
delete entity;
}
void EntityManager::CleanUp()
{
std::list<Entity*>::iterator t = std::find_if ( mEntities.begin(), mEntities.end(), NeedsCleanup );
if(t != mEntities.end() )
{
deleteEntity( *t );
}
}
void EntityManager::update()
{
mIsUpdating = true;
handleCollisions();
for(std::list<Entity*>::iterator iter = mEntities.begin(); iter != mEntities.end(); iter++)
{
(*iter)->update();
}
CleanUp();
mIsUpdating = false;
for(std::vector<Entity*>::iterator iter = mAddedEntities.begin(); iter != mAddedEntities.end(); iter++)
{
addEntity(*iter);
}
mAddedEntities.clear();
}
void EntityManager::handleCollisions()
{
for (std::list<Enemy*>::iterator i = mEnemies.begin(); i != mEnemies.end(); i++)
{
for (std::list<Enemy*>::iterator j = mEnemies.begin(); j != mEnemies.end(); j++)
{
if (isColliding(*i, *j))
{
(*i)->handleCollision(*j);
(*j)->handleCollision(*i);
}
}
}
// handle collisions between bullets and enemies
for (std::list<Enemy*>::iterator i = mEnemies.begin(); i != mEnemies.end(); i++)
{
for (std::list<Bullet*>::iterator j = mBullets.begin(); j != mBullets.end(); j++)
{
if (isColliding(*i, *j))
{
(*i)->wasShot();
(*j)->setExpired();
}
}
}
// handle collisions between the player and enemies
for (std::list<Enemy*>::iterator i = mEnemies.begin(); i != mEnemies.end(); i++)
{
if ((*i)->getIsActive() && isColliding(PlayerShip::getInstance(), *i))
{
KillPlayer();
break;
}
}
// handle collisions with black holes
for (std::list<BlackHole*>::iterator i = mBlackHoles.begin(); i != mBlackHoles.end(); i++)
{
for (std::list<Enemy*>::iterator j = mEnemies.begin(); j != mEnemies.end(); j++)
{
if ((*j)->getIsActive() && isColliding(*i, *j))
{
(*j)->wasShot();
}
}
for (std::list<Bullet*>::iterator j = mBullets.begin(); j != mBullets.end(); j++)
{
if (isColliding(*i, *j))
{
(*j)->setExpired();
(*i)->wasShot();
}
}
if (isColliding(PlayerShip::getInstance(), *i))
{
KillPlayer();
break;
}
}
}
bool EntityManager::isColliding(Entity* a, Entity* b)
{
float radius = a->getRadius() + b->getRadius();
return !a->isExpired() && !b->isExpired() && a->getPosition().distanceSquared(b->getPosition()) < radius * radius;
}
void EntityManager::draw(tSpriteBatch* spriteBatch)
{
for(std::list<Entity*>::iterator iter = mEntities.begin(); iter != mEntities.end(); iter++)
{
(*iter)->draw(spriteBatch);
}
}
std::list<Entity*> EntityManager::getNearbyEntities(const tPoint2f& pos, float radius)
{
std::list<Entity*> result;
for(std::list<Entity*>::iterator iter = mEntities.begin(); iter != mEntities.end(); iter++)
{
if (*iter)
{
if (pos.distanceSquared((*iter)->getPosition()) < radius * radius)
{
result.push_back(*iter);
}
}
}
return result;
}