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Tower.h
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#pragma once
#include "Object.h"
#include "Map.h"
#include "Wall.h"
class Tower : public Object {
int lvl, price;
//Enemy* target;
//TODO: bling blong
class Canon {
COORD coords;
float reloadTime;
std::chrono::system_clock::time_point lastShot;
bool isReadyToShoot() {
auto current = std::chrono::system_clock::now();
std::chrono::duration<float> elapsedTime;
elapsedTime = current - lastShot;
if (elapsedTime.count() >= reloadTime)
return 1;
else
return 0;
}
public:
Canon(int x, int y) {
coords = { (SHORT)x, (SHORT)y };
lastShot = std::chrono::system_clock::now();
reloadTime = 1.2;
}
void shoot(Map* map, std::vector<Projectile*>& projectiles) {
int x = coords.X,
y = coords.Y;
if (isReadyToShoot()) {
//target = map->getEnemy(x - 20, y - 20, x + 20, y - 20);
//mciSendString(TEXT("play \"Sounds/canon.wav\""), NULL, 0, NULL);
if (map->isEmpty(x, y - 3)) {
projectiles.push_back(new Projectile(x, y - 3, DIRECTION::NORTH));
map->add(*projectiles.rbegin());
}
if (map->isEmpty(x, y + 2)) {
projectiles.push_back(new Projectile(x, y + 2, DIRECTION::SOUTH));
map->add(*projectiles.rbegin());
}
if (map->isEmpty(x + 2, y)) {
projectiles.push_back(new Projectile(x + 2, y, DIRECTION::EAST));
map->add(*projectiles.rbegin());
}
if (map->isEmpty(x - 2, y)) {
projectiles.push_back(new Projectile(x - 2, y, DIRECTION::WEST));
map->add(*projectiles.rbegin());
}
lastShot = std::chrono::system_clock::now();
}
}
void setReloadTime(float reloadTime) {
this->reloadTime = reloadTime;
}
}* canon;
public:
Tower(int x, int y, Map* map) : Object(x, y) {
price = 3;
lvl = 1;
type = OBJECT::WALL;
sprite = { SPRITE::AIR, SPRITE::AIR_ATTR };
canon = new Canon(x, y);
map->add(new Wall(x - 2, y - 2));
map->add(new Wall(x - 0, y - 2));
map->add(new Wall(x + 2, y - 2));
map->add(new Wall(x - 1, y - 1));
map->add(new Wall(x, y - 1));
map->add(new Wall(x + 1, y - 1));
map->add(new Wall(x - 1, y));
map->add(new Wall(x + 1, y));
map->add(new Wall(x - 1, y + 1));
map->add(new Wall(x, y + 1));
map->add(new Wall(x + 1, y + 1));
map->add(new Wall(x - 1, y + 2));
map->add(new Wall(x + 1, y + 2));
}
void shoot(Map* map, std::vector<Projectile*>& projectiles) {
canon->shoot(map, projectiles);
}
void collapse(Map* map) {
health = 0;
int x = coords.X,
y = coords.Y;
map->erase(x, y);
map->erase(x - 2, y - 2);
map->erase(x - 0, y - 2);
map->erase(x + 2, y - 2);
map->erase(x - 1, y - 1);
map->erase(x, y - 1);
map->erase(x + 1, y - 1);
map->erase(x - 1, y);
map->erase(x + 1, y);
map->erase(x - 1, y + 1);
map->erase(x, y + 1);
map->erase(x + 1, y + 1);
map->erase(x - 1, y + 2);
map->erase(x + 1, y + 2);
}
bool upgrade(Map* map) {
CHAR_INFO c;
switch (lvl) {
case 1:
lvl++;
canon->setReloadTime(0.8);
c = { SPRITE::WALL, COLOUR::FG_BLUE | COLOUR::BG_BLACK };
break;
case 2:
lvl++;
canon->setReloadTime(0.5);
c = { SPRITE::WALL, COLOUR::FG_RED | COLOUR::BG_BLACK };
break;
case 3:
lvl++;
canon->setReloadTime(0.3);
c = { SPRITE::WALL, COLOUR::FG_WHITE | COLOUR::BG_BLACK };
break;
default:
return 0;
}
int x = coords.X,
y = coords.Y;
map->draw(x - 2, y - 2, c);
map->draw(x - 0, y - 2, c);
map->draw(x + 2, y - 2, c);
map->draw(x - 1, y - 1, c);
map->draw(x, y - 1, c);
map->draw(x + 1, y - 1, c);
map->draw(x - 1, y, c);
map->draw(x + 1, y, c);
map->draw(x - 1, y + 1, c);
map->draw(x, y + 1, c);
map->draw(x + 1, y + 1, c);
map->draw(x - 1, y + 2, c);
map->draw(x + 1, y + 2, c);
return 1;
}
int getLvl() {
return lvl;
}
int getPrice() {
return price;
}
};