add basic shoot on enemy

This commit is contained in:
h4570
2022-08-14 20:48:10 +02:00
parent 37257b253a
commit 26596fa2c3
6 changed files with 39 additions and 13 deletions
+22 -1
View File
@@ -39,6 +39,7 @@ Enemy::Enemy(Engine* engine, const EnemyInfo& t_info) {
walkSequence = {0, 1, 2};
fightSequence = {3, 4, 5};
spawnPoint = info.spawnPoint;
mesh->setPosition(info.spawnPoint);
mesh->animation.setSequence(walkSequence);
@@ -61,9 +62,12 @@ Enemy::~Enemy() {
delete pair;
}
void Enemy::update(const Heightmap& heightmap, const Vec4& playerPosition) {
void Enemy::update(const Heightmap& heightmap, const Vec4& playerPosition,
const PlayerShootAction& shootAction) {
auto* enemyPosition = mesh->getPosition();
handlePlayerShoot(shootAction);
auto diff = *enemyPosition - playerPosition;
auto ang = Math::atan2(diff.x, diff.z);
@@ -81,6 +85,23 @@ void Enemy::update(const Heightmap& heightmap, const Vec4& playerPosition) {
mesh->update();
}
void Enemy::handlePlayerShoot(const PlayerShootAction& shootAction) {
if (!shootAction.isShooting) {
return;
}
const auto& ray = shootAction.ray.value();
auto bbox =
mesh->getCurrentBoundingBox().getTransformed(mesh->getModelMatrix());
auto isOnEnemy = ray.intersectBox(bbox.min(), bbox.max());
if (isOnEnemy) {
mesh->setPosition(spawnPoint);
TYRA_LOG("Enemy hit!");
}
}
void Enemy::walk(const Heightmap& heightmap, const Vec4& positionDiff) {
if (isFighting) {
mesh->animation.setSequence(walkSequence);