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- void Projectile::Update(float p_fDeltaTime)
- {
- projectileAnimation->Update(p_fDeltaTime);
- projectileAnimation->GetSprite()->setTextureRect(*animRect);
- m_fX += m_fSpeed*(cos(projectile_direction))*p_fDeltaTime;
- m_fY += m_fSpeed*(sin(projectile_direction))*p_fDeltaTime;
- projectileAnimation->GetSprite()->setPosition(m_fX, m_fY);
- if (m_bActive == true)
- {
- //projectileAnimation->GetSprite()->setColor(sf::Color(20, 190, std::rand() % 200 - 190));
- //int m_fX = m_pxSprite->GetSprite()->getPosition().x;
- //int m_fY = m_pxSprite->GetSprite()->getPosition().y;
- if (m_fX < 0)
- {
- projectileAnimation->GetSprite()->setPosition(m_fX = 0, m_pxSprite->GetSprite()->getPosition().y);
- Deactivate();
- }
- if (m_fX > 1920 - m_xRegion.width)
- {
- projectileAnimation->GetSprite()->setPosition(m_fX = 1920 - m_xRegion.width, m_pxSprite->GetSprite()->getPosition().y);
- Deactivate();
- }
- if (m_fY < 0)
- {
- projectileAnimation->GetSprite()->setPosition(m_pxSprite->GetSprite()->getPosition().x, m_fY = 0);
- Deactivate();
- }
- if (m_fY > 1080 - m_xRegion.height)
- {
- projectileAnimation->GetSprite()->setPosition(m_pxSprite->GetSprite()->getPosition().x, m_fY = 1080 - m_xRegion.height);
- Deactivate();
- }
- m_pxCollider->Refresh();
- }
- m_pxCollider->Refresh();
- }
- void Projectile::Shoot(float p_fDeltaTime, sf::RenderWindow& p_targetWindow)
- {
- if (m_xSystem.m_pxInput->IsMouseButtonDown(sf::Mouse::Left) && m_bActive == false)
- {
- MouseY = m_pxInputManager->GetMouseY();
- MouseX = m_pxInputManager->GetMouseX();
- projectile_direction = atan2(MouseY - m_fY, MouseX - m_fX);
- m_xSystem.m_pxInput->SetMouseKey(sf::Mouse::Left, false);
- Activate();
- }
- }
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