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CBullet.cpp
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#include "pch.h"
#include "CBullet.h"
#include "CTimeMgr.h"
#include "CResMgr.h"
#include "CTexture.h"
#include "CMonster.h"
CBullet::CBullet()
: m_fSpeed(400.f)
, m_fAddTime(0.f)
, m_fTailAddTime(0.f)
, m_pTex(nullptr)
{
// 이름 설정
SetName(L"Player_Bullet");
// 충돌체 생성
CCollider* pCol = new CCollider();
pCol->SetOffsetPos(Vec(0.f, 0.f));
pCol->SetScale(Vec(20.f, 20.f));
AddComponent(pCol);
// 텍스처 로드
m_pTex = CResMgr::GetInst()->LoadTexture(L"EnergyBall", L"texture\\EnergyBall.bmp");
}
CBullet::~CBullet()
{
}
void CBullet::Update()
{
// 총알 꼬리 업데이트
m_fTailAddTime += DS;
if (m_fTailAddTime > 0.003f) // 0.02초마다 Tail Update
{
m_listTailInfo.push_front(tTailInfo{ GetPos(), CTimeMgr::GetInst()->GetCurTime() }); // 오래된 것일 수록 리스트의 뒤로 밀린다
m_fTailAddTime = 0.f;
}
// 시간에 따라 총알 총알 상승
Vec Pos = GetPos();
Pos.y -= m_fSpeed * DS;
SetPos(Pos);
// 2초 뒤면 총알 삭제
m_fAddTime += DS;
if (m_fAddTime >= 4.f)
{
DeleteObject(this);
}
}
void CBullet::Render(HDC _dc)
{
// 꼬리 펜 브러쉬 생성
HPEN hPen = CreatePen(PS_SOLID, 1, RGB(66, 198, 255));
HBRUSH hBrush = CreateSolidBrush(RGB(66, 198, 255));
HPEN hPrevPen = (HPEN)SelectObject(_dc, hPen);
HBRUSH hPrevBrush = (HBRUSH)SelectObject(_dc, hBrush);
Vec vTailScale = Vec(23.f, 2.f);
// 총알 꼬리 렌더링
float fCurTime = CTimeMgr::GetInst()->GetCurTime();
list<tTailInfo>::iterator iter = m_listTailInfo.begin();
float i = 0.f;
for (;iter != m_listTailInfo.end();)
{
if (fCurTime >= iter->fLifeTime + 0.3f) // 꼬리가 0.3초 이상 지난 것들은 삭제
{
iter = m_listTailInfo.erase(iter);
}
else
{
Vec vCurScale = vTailScale - i;
if (vCurScale.x < 0)
{
vCurScale.x = 0;
}
Vec vTailRenderPos = CCamera::GetInst()->GetRenderPos(iter->vPos);
// 꼬리 그리기
Rectangle(_dc
, int(vTailRenderPos.x - vCurScale.x / 2.f)
, int(vTailRenderPos.y - vCurScale.y / 2.f)
, int(vTailRenderPos.x + vCurScale.x / 2.f)
, int(vTailRenderPos.y + vCurScale.y / 2.f));
++iter;
}
i += 0.5f;
}
// 꼬리 펜, 브러쉬 삭제
SelectObject(_dc, hPrevPen);
SelectObject(_dc, hPrevBrush);
DeleteObject(hPen);
DeleteObject(hBrush);
// 총알 렌더링
Vec vRenderPos = CCamera::GetInst()->GetRenderPos(GetPos());
UINT iWidth = m_pTex->Width();
UINT iHeight = m_pTex->Height();
TransparentBlt(_dc,
(int)vRenderPos.x - iWidth / 2,
(int)vRenderPos.y - iHeight / 2,
iWidth, iHeight,
m_pTex->GetDC(),
0, 0,
iWidth, iHeight,
RGB(255, 0, 255));
#ifdef _DEBUG
Render_Component(_dc);
#endif
}
void CBullet::OnCollisionEnter(CObj* _pOther)
{
}
void CBullet::OnCollision(CObj* _pOtherObj)
{
// 몬스터와 충돌시
CMonster* pMonster = dynamic_cast<CMonster*>(_pOtherObj);
if (nullptr != pMonster)
{
DeleteObject(this);
}
}
void CBullet::OnCollisionExit(CObj* _pOther)
{
}