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Make asteroids take damage when shot and eventually be destroyed
[libs/game.git] / examples / bassteroids / source / damagedealer.cpp
1 #include "damagedealer.h"
2 #include <msp/game/stage.h>
3 #include "collider.h"
4 #include "hittable.h"
5
6 using namespace Msp;
7
8 DamageDealer::DamageDealer(Game::Stage &s):
9         System(s),
10         observer(stage.get_event_bus())
11 {
12         observer.observe<Events::Collision>([this](auto &e){ collision(e); });
13 }
14
15 void DamageDealer::tick(Time::TimeDelta)
16 {
17         for(DamagingCollision &c: collisions)
18         {
19                 Game::Handle<HitPoints> hits1 = c.entity1->get_hitpoints();
20                 Game::Handle<DamageSource> damage1 = c.entity1->get_damage();
21                 Game::Handle<HitPoints> hits2 = c.entity2->get_hitpoints();
22                 Game::Handle<DamageSource> damage2 = c.entity2->get_damage();
23                 if(damage1 && hits2)
24                         hits2->take_damage(damage1->get_amount(), damage1->get_type());
25                 if(damage2 && hits1)
26                         hits1->take_damage(damage2->get_amount(), damage2->get_type());
27         }
28         collisions.clear();
29 }
30
31 void DamageDealer::collision(const Events::Collision &e)
32 {
33         Game::Handle<Hittable> hittable1 = dynamic_handle_cast<Hittable>(e.collider1->get_entity());
34         Game::Handle<Hittable> hittable2 = dynamic_handle_cast<Hittable>(e.collider2->get_entity());
35         if(hittable1 && hittable2)
36                 collisions.emplace_back(hittable1, hittable2);
37 }