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Mar 2nd, 2016
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  1. void Projectile::Update(float p_fDeltaTime)
  2. {
  3. projectileAnimation->Update(p_fDeltaTime);
  4. projectileAnimation->GetSprite()->setTextureRect(*animRect);
  5.  
  6. m_fX += m_fSpeed*(cos(projectile_direction))*p_fDeltaTime;
  7. m_fY += m_fSpeed*(sin(projectile_direction))*p_fDeltaTime;
  8.  
  9. projectileAnimation->GetSprite()->setPosition(m_fX, m_fY);
  10.  
  11. if (m_bActive == true)
  12. {
  13. //projectileAnimation->GetSprite()->setColor(sf::Color(20, 190, std::rand() % 200 - 190));
  14. //int m_fX = m_pxSprite->GetSprite()->getPosition().x;
  15. //int m_fY = m_pxSprite->GetSprite()->getPosition().y;
  16. if (m_fX < 0)
  17. {
  18. projectileAnimation->GetSprite()->setPosition(m_fX = 0, m_pxSprite->GetSprite()->getPosition().y);
  19. Deactivate();
  20. }
  21. if (m_fX > 1920 - m_xRegion.width)
  22. {
  23. projectileAnimation->GetSprite()->setPosition(m_fX = 1920 - m_xRegion.width, m_pxSprite->GetSprite()->getPosition().y);
  24. Deactivate();
  25. }
  26. if (m_fY < 0)
  27. {
  28. projectileAnimation->GetSprite()->setPosition(m_pxSprite->GetSprite()->getPosition().x, m_fY = 0);
  29. Deactivate();
  30. }
  31. if (m_fY > 1080 - m_xRegion.height)
  32. {
  33. projectileAnimation->GetSprite()->setPosition(m_pxSprite->GetSprite()->getPosition().x, m_fY = 1080 - m_xRegion.height);
  34. Deactivate();
  35. }
  36. m_pxCollider->Refresh();
  37. }
  38. m_pxCollider->Refresh();
  39. }
  40.  
  41. void Projectile::Shoot(float p_fDeltaTime, sf::RenderWindow& p_targetWindow)
  42. {
  43. if (m_xSystem.m_pxInput->IsMouseButtonDown(sf::Mouse::Left) && m_bActive == false)
  44. {
  45. MouseY = m_pxInputManager->GetMouseY();
  46. MouseX = m_pxInputManager->GetMouseX();
  47. projectile_direction = atan2(MouseY - m_fY, MouseX - m_fX);
  48.  
  49. m_xSystem.m_pxInput->SetMouseKey(sf::Mouse::Left, false);
  50. Activate();
  51. }
  52. }
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