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Sys_Health.cpp
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118 lines (107 loc) · 3.33 KB
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#include "Sys_Health.h"
#include "SysManager.h"
#include "LevelManager.h"
#include "SoundType.h"
Sys_Health::Sys_Health(SysManager* systemManager) :
Sys(systemManager)
{
onCreate();
}
Sys_Health::~Sys_Health()
{
onDestroy();
}
void Sys_Health::start()
{
}
void Sys_Health::setupRequirements()
{
Bitmask req;
req.set((unsigned int)ComponentType::Health);
req.set((unsigned int)ComponentType::Collision);
req.set((unsigned int)ComponentType::SpriteSheet);
m_requirements.emplace_back(req);
}
void Sys_Health::subscribeToChannels()
{
m_systemManager->getMessageHandler()->subscribe(ActorMessageType::Collision, this);
}
void Sys_Health::unsubscribeFromChannels()
{
m_systemManager->getMessageHandler()->unsubscribe(ActorMessageType::Collision, this);
}
void Sys_Health::update(const float& deltaTime)
{
for (auto& id : m_actorIds)
{
auto actor = m_systemManager->getActorManager()->getActor(id);
auto spriteSheetComp = actor->getComponent<Comp_SpriteSheet>(ComponentType::SpriteSheet);
handleBlinking(spriteSheetComp, deltaTime);
}
}
void Sys_Health::handleEvent(const ActorId& actorId, const ActorEventType& eventId)
{
}
void Sys_Health::debugOverlay(WindowManager* windowManager)
{
}
void Sys_Health::notify(const Message& msg)
{
if (!hasActor(msg.m_receiver)) return;
switch ((ActorMessageType)msg.m_type)
{
case ActorMessageType::Collision:
{
auto actor = m_systemManager->getActorManager()->getActor(msg.m_receiver);
auto other = m_systemManager->getActorManager()->getActor(msg.m_sender);
if (other->getTag() == "bullet_invader")
{
auto spriteSheetComp = actor->getComponent<Comp_SpriteSheet>(ComponentType::SpriteSheet);
if (!spriteSheetComp->m_isBlinking)
{
auto playerHealth = actor->getComponent<Comp_Health>(ComponentType::Health);
m_systemManager->getLevelManager()->setPlayerLives(playerHealth->takeDamage());
// send out damage message
Message dmgMsg((MessageType)ActorMessageType::Damage);
dmgMsg.m_sender = msg.m_receiver;
dmgMsg.m_receiver = msg.m_receiver;
m_systemManager->getMessageHandler()->dispatch(dmgMsg);
// handle if hit or dead
if (m_systemManager->getLevelManager()->getPlayerLives() > 0)
{
// blink player sprite
spriteSheetComp->startDmgBlink();
// play damage sound
Message soundMsg((MessageType)ActorMessageType::Sound);
soundMsg.m_sender = msg.m_receiver;
soundMsg.m_receiver = msg.m_receiver;
soundMsg.m_int = static_cast<int>(SoundType::PlayerHit);
soundMsg.m_xy = XY(100.f, 1.f);
m_systemManager->getMessageHandler()->dispatch(soundMsg);
}
else
m_systemManager->addEvent(msg.m_receiver, (EventId)ActorEventType::Despawned);
}
}
else if (other->getTag() == "invader")
{
m_systemManager->addEvent(msg.m_receiver, (EventId)ActorEventType::Despawned);
}
break;
}
}
}
void Sys_Health::handleBlinking(std::shared_ptr<Comp_SpriteSheet> spriteSheetComp, const float& deltaTime)
{
if (!spriteSheetComp->m_isBlinking) return;
if (spriteSheetComp->incrementBlinkTime(deltaTime) > m_maxDmgBlinkTime)
{
bool doneBlinking = ++spriteSheetComp->m_dmgBlinks > m_dmgBlinkFrames;
if (doneBlinking)
spriteSheetComp->stopDmgBlink();
else
spriteSheetComp->setEnabled(!spriteSheetComp->isEnabled());
// reset blink time
spriteSheetComp->m_dmgBlinkTime = spriteSheetComp->m_dmgBlinkTime - m_maxDmgBlinkTime;
}
}